Autohypnosis

You have trained your mind to gain mastery over your
body and the mind’s own deepest capabilities.

**Check:** The DC and the effect of a successful check
depend on the task you attempt.

 Memorize
 Resist dying
 Resist fear
 Tolerate poison
 Willpower

*Ignore Caltrop Wound:* If you are wounded by stepping
on a caltrop, your speed is reduced to one-half normal. A
successful Autohypnosis check removes this movement
penalty. The wound doesn’t go away—it is just ignored
through self-persuasion.

*Memorize:* You can attempt to memorize a long string
of numbers, a long passage of verse, or some other particularly difficult piece of information (but you can’t memorize magical writing or similarly exotic scripts).
Each successful check allows you to memorize a single
page of text (up to 800 words), numbers, diagrams, or
sigils (even if you don’t recognize their meaning). If
a document is longer than one page, you can make
additional checks for each additional page. You always
retain this information; however, you can recall it only
with another successful Autohypnosis check.

*Resist Dying:* You can attempt to subconsciously
prevent yourself from dying. If you have negative hit
points and are losing hit points (at 1 per round, 1 per
hour), you can substitute a DC 15 Autohypnosis check
for your Constitution check to see if you become stable.
If the check is successful, you stop losing hit points (you
do not gain any hit points, however, as a result of the
check). You can substitute this check for the Constitution
check in later rounds if you are initially unsuccessful.

*Resist Fear:* In response to any fear effect, you make a
saving throw normally. If you fail the saving throw, you
can make an Autohypnosis check on your next round
even while overcome by fear. If your Autohypnosis
check meets or beats the DC for the fear effect, you may
make an additional Will save with a +4 competence
bonus to shrug off the fear. On a failed check, the fear
affects you normally, and you gain no further attempts
to shrug off that particular fear effect.

*Tolerate Poison:* You can attempt to resist the effect
of any standard poison. Every time you make a saving
throw against the poison, you make an Autohypnosis
check. If your Autohypnosis check exceeds the DC of
the poison, you receive a +4 competence bonus on your
saving throw against the poison. This skill has no effect
on the initial saving throw against poison.

*Willpower:* If reduced to 0 hit points (disabled), you can
make an Autohypnosis check. If successful, you can take
a standard action while at 0 hit points without taking
1 point of damage (or any other action the DM deems
strenuous, including some free actions such as casting
a quickened spell). You must make a check for each
strenuous action you want to take. A failed Autohypnosis
check in this circumstance carries no direct penalty—
you can choose not to take the strenuous action and thus
avoid the hit point loss. If you do so anyway, you drop to
-1 hit points, as normal when disabled.

**Action:** Typically none. Making an Autohypnosis
check usually doesn’t require an action; it is either a free
action (when attempted reactively) or part of another
action (when attempted actively).

**Try Again:** Yes, for memorize and willpower uses,
though a success doesn’t cancel the effects of a previous
failure. No for the other uses.

## Skill Unlock

*Source: Akasha Reshaped: Psionic Essence*

With sufficient ranks in Autohypnosis, you earn the following.

**5 Ranks:** You may use the *memorize* use of Autohypnosis to memorize things other than written text, such as music, speeches, room layouts, the number of people in an area, etc. You recall these details with perfect clarity.

**10 Ranks:** You may use the resist death use to remain conscious while your hit points are negative. This check must be made each round at the start of your turn. You may also use the *willpower* use of Autohypnosis to act while your hit points are negative. The DC for both of these expanded uses is increased by 5.

**15 Ranks:** You can use the *resist fear* use of Autohypnosis to resist enchantment spells, telepathy powers, charms, compulsions, and domination effects that would control your actions. You still only gain one additional save against these effects, as normal.

**20 Ranks:** When subjected to a mind-affecting effect, you may make an Autohypnosis check in place of your saving throw. If you beat the DC by 20 or more, you can rebound the effect upon the originator, as *spell turning*, ignoring any immunity to mind-affecting effects they may have.