Depravity Symptom

  • Suspicion1
  • Bestial2
  • Aggressive3
  • Treacherous4
  • Jittery5
  • Craven6
  • Delusional7
  • Voice of Another8
  • Fatalistic9
  • Arrogant10
  • Obsessive11
  • Deceitful12
  • Depression13

Each symptom has three stages of severity, a character cannot gain a higher level symptom without first gaining the previous levels. Each level of each symptom however still only takes 5 depravity to gain. A character does not have to gain maximum symptom level before getting a different one. As other depravity symptoms may creep up in a character’s mind even when plagued by another.

1 Suspicion (Level 1): You become constantly suspicious of other’s motives, even those of your closest friends and allies. You gain a -2 penalty to all charisma-based skill checks and ability checks and a +1 bonus to Insight checks, as you constantly work to search out lies and deception.

Suspicion (Level 2): The penalty to charisma based skill checks and ability checks increases to -3, and the Insight bonus increases to +2. Your obsession over the multitudes about to betray you grants you a +1 bonus to initiative.

Suspicion (Level 3): The penalty to charisma based skill checks and ability checks increases to -4, and the insight bonus increases to +3. Your surety that everyone around you is out to get you grants you a +1 bonus to your reflex defense.

2 Bestial (Level 1): As your mind begins to go, you revert to your body‘s more primal instincts. You gain a -2 bonus to all intelligence based skill checks and ability checks and a +1 bonus to perception checks as your senses become more like those of a beast than of a humanoid.

Bestial (Level 2): The penalty to intelligence based skill checks and ability checks increases to -3 and the bonus to perception checks increases to +2. Additionally, your descent into a beast’s mentality grants you an instinctive knowledge of how other beasts react; you gain a +2 bonus to Nature when you use it to handle or calm a natural or magical beast with an intelligence of 3 or lower.

Bestial (Level 3): The penalty to intelligence based skill checks and ability checks increases to -4 and the bonus to perception checks increases to +3. Your mind is almost completely mired in the simple desires of the beast, and as such your senses become keen beyond what humanoids know-you gain low light vision or dark vision if you already possess low light vision.

3 Aggressive (Level 1): Your temper grows short, and you begin to relish (even more than you did before) the prospect of conflict, whether social or physical. In combat, you are reckless, caring little for your own health as you seek only to make your enemies suffer. You gain a +2 bonus to intimidate rolls and a -1 penalty to AC.

Aggressive (Level 2): Your anger is now such that it takes an act of will to not react to simple mockery with hate-filled oaths or sharp blades. Your bonus to intimidate increases to +3. You take a -2 penalty to bluff and diplomacy checks, as you find that you no longer have any patience for subtleties or honeyed words. Your aggression and bloodlust have increased to the point where it actually improves your attacks-you gain a +1 bonus to damage to all close and melee attacks.

Aggressive (Level 3): Your mind is a mire of murderous rage that drives you to acts of violence if you do not control it. Your bonus to intimidate increases to +4 and your penalties to AC, Bluff and Diplomacy increase to -2 and -3 respectively. You gain a +1 bonus to attack rolls made as part of a charge.

4 Treacherous (Level 1): Foul whispers cloud your mind with images of what you could receive if you struck your companions down. Once per encounter when an ally leaves a space that you threaten, you have a 20% chance to roll an attack with an attack bonus of your level vs. the will defense of your character to represent the urge to take an opportunity to strike. If the attack is successful, you must make an opportunity attack against your ally. The upside is that your treacherous leanings make it easier to stab others in the back-you gain a +1 bonus to damage against creatures that you have combat advantage against.

Treacherous (Level 2): Once per encounter when an ally leaves a space that you threaten, you have a 40% chance to roll an attack with an attack bonus of your level +5 vs. the will defense of your character to represent the urge to take an opportunity to strike. If the attack is successful, you must make an opportunity attack against your ally. The upside is that your treacherous leanings make it easier to stab others in the back-you gain a +2 bonus to damage against creatures that you have combat advantage against.

Treacherous (Level 3): Once per encounter when an ally leaves a space that you threaten, you have a 60% chance to roll an attack with an attack bonus of your level +10 vs. the will defense of your character to represent the urge to take an opportunity to strike. If the attack is successful, you must make an opportunity attack against your ally. The upside is that your treacherous leanings make it easier to stab others in the back-you gain a +3 bonus to damage against creatures that you have combat advantage against.

5 Jittery (Level 1): You’ve become easily startled. If you are hit by an attack during the surprise round of combat you take a -2 penalty to all attack rolls and skill checks until the end of your next turn. These nerves, however give you a nervous energy that can be put to use-when running increase your speed by 1.

Jittery (Level 2): Due to your unbalanced mental state, you are easily startled. If you are hit by an attack during the surprise round of combat you take a -4 penalty to all attack rolls and skill checks until the end of your next turn. These nerves, however give you a nervous energy that can be put to use-when running increase your speed by 2.

Jittery (Level 3): Due to your extreme unbalanced mental state, you are very easily startled. If you are hit by an attack during the surprise round of combat you take a -6 penalty to all attack rolls and skill checks until the end of your next turn. When running increase your speed by 3.

6 Craven (Level 1): You become cowardly and easily frightened, taking a -2 penalty to saving throws against fear effects. Because of this desire to see your own skin preserved at any cost, you also gain an additional +1 bonus to all defenses when you use the total defense action.

Craven (Level 2): Take a -4 penalty to saving throws against fear effects. Your bonus increases to +2 bonus to all defenses when you use the total defense action.

Craven (Level 3): Take a -6 penalty to saving throws against fear effects. Your bonus increases to +3 bonus to all defenses when you use the total defense action.

7 Delusional (Level 1): You are convinced of something that is completely untrue as a result of your growing level of insanity-perhaps eldritch things whispered these truths to you in your dreams, or maybe you’ve realized that it was your evil twin who murdered those kobold children as a way of blocking out the trauma. Whatever the case, you take a -2 penalty to all wisdom based skill checks and ability checks, and gain a +2 bonus to saves against fear effects-when you believe that creatures from the far realm are going to eat your face, or that you’re a forgotten hero reborn, it’s hard to be scared of a mere dragon.

Delusional (Level 2): The penalties to wisdom based skill checks and ability checks increases to -3, and the bonus to saves against fear effects increases to +3, as you retreat into whatever comforting delusion your mind has woven. Additionally, as your mind grows ever further from reality, you gain the ability to more easily push your self despite mild injuries-after all, your delusions are the only real thing in this universe. When you use your second wind, you gain an additional 2 hit points per tier.

Delusional (Level 3): The penalties to wisdom based skill checks and ability checks increases to -4, and the bonus to saves against fear increases to +4. At this point, you are certain of the truth of your delusions and the unreality of all else and gain a +1 bonus to your will defense, as madness gives your mind strength.

8 Voice of Another (Level 1): You begin to hear another voice inside your head besides your own-and are unsure of whether or not it is real. At first this voice merely mutters and grumbles, allowing the DM to, once per day announce that an attack roll or skill check that you have made is “not to the voice’s liking” and apply a -3 penalty to that roll after it is rolled. The DM is encouraged to determine exactly which activities set the voice off-perhaps the character believes he has an ancient king in his head who hates male wielders of arcane magic-meaning that he’ll likely sabotage skill checks or attack rolls made to help such characters. On the upside, the voice possesses knowledge that the character does not, granting him a +2 bonus to 2 knowledge skills of the DM’s choice.

Voice of Another (Level 2): The voice becomes more active, increasing the penalty it may impose to -4, but increasing the knowledge it inadvertently grants it’s host. Once per day, the host may re roll a knowledge skill that the voice grants a bonus to and use the higher of either result.

Voice of another (Level 3): At this stage, the voice and it’s host are inseparable, their dreams and thoughts mingling to the point where it’s hard for the character to tell which voice is the character’s true personality. The DM may now, once per day roll an attack versus the character’s will defense with an attack bonus equal to her level +3. If it succeeds, the character is dominated (save ends), being controlled by the voice almost entirely. On the upside, the voice now shares it’s deepest secrets with the character, increasing the bonus to the 2 knowledge skills selected when this symptom was first gained to +3.

9 Fatalistic (Level 1): You become convinced that you are doomed to die, and so give up more easily when you are close to death. You take a -2 penalty to death saving throws, but your willingness to die gives you a grim determination that translates into a +2 bonus to intimidate checks-there are few things more scary than someone who has absolutely nothing to lose.

Fatalistic (Level 2): You now take a -3 penalty to death saving throws and your bonus to intimidate checks increases to +3

Fatalistic (Level 3): You now take a -4 penalty to death saving throws and your bonus to intimidate checks increases to +4

10 Arrogant (Level 1): The taint that has claimed your mind has freed you from the constraints of morality and made you more than a simple mortal-or at least you think so. This belief that you are absolutely perfect (and therefore need not worry about the slings and arrows of this world) results in a -1 penalty to saving throws. However, once per day your warped view of your own capabilities becomes less delusion and more reality-once a day you may re roll a skill check of your choice. You must take the result of this check, even if it is lower.

Arrogant (Level 2): Your megalomania has increased to the point where you are convinced that you require little (if any) help from your companions-you are a god in mortal flesh, and gods do not need assistance from mere mortals. When another creature heals you or grants you the ability to spend a healing surge, you regain 2 fewer hit points per tier than normal. However, your knowledge of your absolute perfection has been sharpened, and you gain a +2 bonus to the re-roll granted by the first level of this symptom.

Arrogant (Level 3): The belief that you are absolutely perfect (and therefore need not worry about the slings and arrows of this world) results in a -2 penalty to saving throws. However, once per day your warped view of your own capabilities becomes less delusion and more reality-once a day you may re roll a skill check of your choice. You may now take which ever result is higher.

11 Obsessive (Level 1): You become obsessed with a type of creature, an event, or an item-seeing it in your fevered dreams and thinking of it constantly. When your character first manifests this symptom work with your DM to determine what sort of obsession would be thematic for the character and that is likely to come into play at least occasionally throughout the campaign. You take a -2 penalty to knowledge checks that do not relate to this obsession, and gain a +2 bonus to knowledge checks regarding the obsession.

Obsessive (Level 2): Your fixation builds, eating away your other interests and cares-the dreams come more often now, and you have to force yourself to listen when someone speaks of something other than your obsession. The penalty to knowledge checks that don’t involve your obsession increases to -3 and the bonus to knowledge checks which relate to it increases to +3. You take a -2 penalty to perception checks unless you are in the presence of the thing you’re obsessed with, as you find your senses dulled and uninterested in anything but it. When you spend an action point to take an action that involves an attack roll or skill check and that relates to your obsession (attacking an undead foe when you have an obsession with the undead, or using an action point to steal the tome that your obsessed with) you gain a +1 bonus to that check.

Obsessive (Level 3): Your fanaticism regarding your obsession shines like a sickly light from your eyes-at this point your life is almost entirely claimed by it. The penalty to knowledge checks not relating to your obsession increases to -4 and the bonus to knowledge checks related to it increases to +4. When not within 10 squares of your obsession you take a -1 penalty to saving throws-you don’t care enough to fight against poison coursing through your veins. However, when you are in the presence of your obsession it grants you a fanatical zeal-you gain a +1 bonus to all saving throws when within 10 squares of your obsession.

12 Deceitful (Level 1): The touch of evil upon your mind has rendered you compulsively dishonest and most people can sense it-although many won’t be able to put their finger on why they feel the way they do. Take a -3 penalty to Diplomacy checks, and gain a +2 bonus to bluff checks.

Deceitful (Level 2): As your symptoms grow worse you begin to loose yourself in a web of lies-sometimes to the point where you can hardly tell where the lies stop and where the truth begins. You take a -3 penalty to insight checks-not lying is foreign to you and so you it’s rather hard to tell when someone else is telling the truth. This slipperiness of your mind is beneficial in that it is hard for others to take control over you-you gain a +2 bonus to saving throws against effects with the charm keyword.

Deceitful (Level 3): At this point, you likely aren’t certain what your real name is- reality is made up of an intricate network of deception that could fall apart at any moment. The penalty you take to diplomacy checks increases to -4 and the bonus you gain to bluff checks increases to +3. In addition, your ever shifting mind becomes ever harder to penetrate you gain a +1 bonus to your will defense.

13 Depression (Level 1): You become melancholic, dwelling on your failures unnecessarily. When you roll a natural one on an attack roll, skill check, or ability check you take a -1 penalty to all rolls for the rest of the encounter, as you focus on your failure and worry about not being good enough. Your depression aids you in perceiving the world-a reason why many believe it to aid such endeavors as music and art-you gain a +1 bonus to perception checks.

Depression (Level 2): The depression that plagues you becomes crippling, indeed you can hardly think beyond it, or imagine what happiness feels like when it hits you. The penalty you take to all rolls after rolling a natural 1 increases to -2, and the bonus to perception checks increases to +2.

Depression (Level 3): The penalty you take to all rolls after rolling a natural 1 increases to -3, and the bonus to perception checks increases to +3.

Depravity Symptom

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