Difference between revisions of "Pheromone Control (3.5e Feat)"

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(You gain the ability to regulate your own pheromones and manipulate others almost undetected.)
 
m (You gain the ability to regulate your own pheromones and manipulate others almost undetected.)
 
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|fluff=You gain the ability to regulate your own pheromones. These pheromones are imperceptible to most creatures lacking the specialised organs to precisely sense chemical scents, such as vermin, although most humanoid creatures are susceptible to them on a subconscious level.
 
|fluff=You gain the ability to regulate your own pheromones. These pheromones are imperceptible to most creatures lacking the specialised organs to precisely sense chemical scents, such as vermin, although most humanoid creatures are susceptible to them on a subconscious level.
 
|benefit=As a standard action, you may choose to release a dose of your pheromones. You choose the type of pheromone to release before you do so. Releasing pheromones does not require a roll.<br>  
 
|benefit=As a standard action, you may choose to release a dose of your pheromones. You choose the type of pheromone to release before you do so. Releasing pheromones does not require a roll.<br>  
'''Potent oxytocin and phenethylamine:''' Creatures that would normally be attracted to you become aroused. +2 to seduce and flirt toward these targets.<br>  
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'''Potent oxytocin and phenethylamine:''' Creatures that would normally be attracted to you become aroused. You gain a +2 bonus when attempting to seduce and flirt with these targets.<br>  
'''Oxytocin and vasopressin:''' Neutral targets see you as similar to them, even if you look or act nothing like them, and treat you like a peer. Helpful or Friendly targets treat you like family. +2 to Diplomacy toward these targets and they also have a -2 penalty to Sense Motive toward you.<br>  
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'''Oxytocin and vasopressin:''' Neutral targets see you as similar to them, even if you look or act nothing like them, and treat you like a peer. Helpful or friendly targets treat you more favourably. You gain a +2 bonus when attempting to use diplomacy toward these targets and they also gain a -2 penalty when attempting to sense motive toward you.<br>  
'''Potent cortisol and adrenaline:''' Targets are wary of you and [https://dnd-wiki.org/wiki/At_Bay_(3.5e_Condition) At Bay]. +2 to Intimidate these targets.<br>  
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'''Potent cortisol and adrenaline:''' You gain a +2 bonus when attempting to intimidate these targets. Targets that fail their will save against your intimidations become wary of you and attempt to stay at least 15 feet away from you, if possible.<br>  
'''Dopamine and serotonin:''' Targets find you very intelligent, wise, agreeable, and trustworthy. +2 to Bluff toward these targets and they also have a -2 penalty to resist being distracted by you.<br>  
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'''Dopamine and serotonin:''' Targets find you more intelligent, wise, agreeable, and trustworthy than they otherwise would have. You gain a +2 bonus when attempting to use bluff toward these targets and they also gain a -2 penalty to resist being distracted by you.<br>  
'''Potent endorphins and anandamide:''' Targets feel an ecstacy response to pain stimuli.<br>  
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'''Potent endorphins and anandamide:''' Targets feel an ecstasy response to pain stimuli.<br>  
'''Corticotropin, glucocorticoid and dynorphin:''' The targets become uneasy and anxious, suffering from distraction. These targets take a -2 penalty when attempting to save against disorientation, confusion, paranoia, shock, and being startled. Furthermore, they suffer a -1 penalty on their Charisma based rolls.<br>   
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'''Corticotropin, glucocorticoid and dynorphin:''' The targets become uneasy and anxious, suffering from distraction. These targets gain a -2 penalty when attempting to save against disorientation, confusion, paranoia, shock, and being startled. Furthermore, they suffer a -1 penalty on their charisma based rolls.<br>   
Your pheromones affect targets that are within 30 feet of you and the effects last for 1 hour.<br>  
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Your pheromones affect targets that are within 30 feet of you and the effects last for 1 minute.<br>  
You can use your pheromones a number of times per day equal to your Charisma modifier.<br>  
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You can use your pheromones a number of times per day equal to your charisma score modifier.<br>  
 
A target cannot be under the effects of more than one type of pheromone. Changing your pheromone overrides any prior effects caused by pheromones.
 
A target cannot be under the effects of more than one type of pheromone. Changing your pheromone overrides any prior effects caused by pheromones.
 
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Latest revision as of 20:32, 2 October 2023


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Author: PeachyFairyFox (talk)
Date Created: 10/01/2023
Status: Complete
Editing: Clarity edits only please
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Pheromone Control [General] You gain the ability to regulate your own pheromones. These pheromones are imperceptible to most creatures lacking the specialised organs to precisely sense chemical scents, such as vermin, although most humanoid creatures are susceptible to them on a subconscious level.Prerequisites: Charisma 14 or higher; Psychic Sensitivity Feat; Empath Feat.Benefit: As a standard action, you may choose to release a dose of your pheromones. You choose the type of pheromone to release before you do so. Releasing pheromones does not require a roll.
Potent oxytocin and phenethylamine: Creatures that would normally be attracted to you become aroused. You gain a +2 bonus when attempting to seduce and flirt with these targets.
Oxytocin and vasopressin: Neutral targets see you as similar to them, even if you look or act nothing like them, and treat you like a peer. Helpful or friendly targets treat you more favourably. You gain a +2 bonus when attempting to use diplomacy toward these targets and they also gain a -2 penalty when attempting to sense motive toward you.
Potent cortisol and adrenaline: You gain a +2 bonus when attempting to intimidate these targets. Targets that fail their will save against your intimidations become wary of you and attempt to stay at least 15 feet away from you, if possible.
Dopamine and serotonin: Targets find you more intelligent, wise, agreeable, and trustworthy than they otherwise would have. You gain a +2 bonus when attempting to use bluff toward these targets and they also gain a -2 penalty to resist being distracted by you.
Potent endorphins and anandamide: Targets feel an ecstasy response to pain stimuli.
Corticotropin, glucocorticoid and dynorphin: The targets become uneasy and anxious, suffering from distraction. These targets gain a -2 penalty when attempting to save against disorientation, confusion, paranoia, shock, and being startled. Furthermore, they suffer a -1 penalty on their charisma based rolls.
Your pheromones affect targets that are within 30 feet of you and the effects last for 1 minute.
You can use your pheromones a number of times per day equal to your charisma score modifier.
A target cannot be under the effects of more than one type of pheromone. Changing your pheromone overrides any prior effects caused by pheromones.



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Article BalanceVery High +
AuthorPeachyFairyFox +
Identifier3.5e Feat +
PrerequisiteCharisma 14 or higher; Psychic Sensitivity Feat; Empath Feat. +
RatingUndiscussed +
SummaryYou gain the ability to regulate your own pheromones and manipulate others almost undetected. +
TitlePheromone Control +
TypeGeneral +