Madness Feats

***Constant Vigilance:***

*You're always looking over your shoulder and always ready for what's coming*

Prerequisites: Any stage of the Anxiety madness, Paranoia madness, or PTSD madness

Benefit: If you have at least one of the madnesses listed, gain all-around vision. If you have at least two, you gain uncanny dodge (this counts as a level in a class that gives improved uncanny dodge for that purpose). If you have all three, you gain Blindsense out to 20 ft +10 ft per level of anxiety.

***Expert Manipulator:***

*You know just how to get into people's heads*

Prerequisites: Antisocial madness, Narcissistic Madness, or Power Hungry madness

Benefit: You gain a +2 madness bonus to bluff and diplomacy checks per madness you have. If you have two of the listed madnesses, you may choose one of the following effects. If you have all three, you gain access to both.

*Captivating Speech:* You can distract a creature with your compelling delivery and witticisms.  With a successfully Diplomacy check opposed by the target's Will save, you can impose a -4 penalty on the target's Perception and Sense Motive checks so long as you continue speaking.  This ability affects all creatures who can both see and hear you.

*Trap of Words:* If a creature attempts and fails to successfully use a Bluff check to lie to you or conceal something from you, you skillfully maneuver the conversation to confuse the target or trick him into letting slip a vital clue.  After succeeding on your Sense Motive check, you can then trap the target in conversation for at least 1 minute.  At the end of this time, make a Diplomacy check opposed by the target's Bluff check.  If you succeed, the target inadvertently reveals his lie and the reason behind it.

***Indulge in Pain:***

*Pain has always been oddly comforting to you*

Prerequisites: any level of the Anxiety madness, Depression madness, Schizophrenia madness, Hallucinations madness, Addiction madness, Death Wish madness, Suicidal madness, or Anorexia madness

Benefit: Any time you take nonlethal damage, you gain a +2 madness bonus to saves against all of your madnesses per madness you have. Additionally, you may choose to deal nonlethal damage to yourself equal to one quarter of your total hit points as a full round action to automatically succeed the save against your madness (or immediately end the effects of any madnesses affecting you now). You may instead choose to deal lethal damage, suppressing the effects of all of your madnesses for one hour per madness

***Estranged Thoughts:***

*You've gotten used to seeing and hearing things that aren't there*

Prerequisites: Delusions madness, Hallucinations madness, Schizophrenia madness, Dissociative Identity madness, or PTSD madness

Benefit: You gain a +3 bonus per madness on saves against illusions and compulsions

***KILL THEM ALL:***

*KILL THEM KILL THEM KILL THEM KILL THEM KILL THEM*

Prerequisites: Antisocial madness, Homicidal Rage madness, Entropic Devastation madness, or Hate Driven madness

Benefit: If you have at least one of the listed madnesses, you gain a +4 bonus on attack and damage rolls. If you have at least two, you automatically confirm all critical threats. If you have at least three, you increase your critical threat range with all weaponsby 1 (maximum 14-20). If you have all four, you increase your critical multiplier with all weapons by 1.