Wis ACP: No Untrained: No

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


The DC of an Autohypnosis check depends on the task you are attempting.

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.


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 diagrams). Each successful check allows you to memorize a single page of text (up to 500 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.

The DC for this check is 15 for normal writing on mundane topics (or those with which you are familiar); 20 for text with archaic or abstruse phrasing, or for illustrations or numbers; 25 for writing with exotic jargon, bizarre words, or foreign text (but it must be in a script you are familiar with); and 30 for technical diagrams, very detailed illustrations, or text in an unfamiliar script.

Failing an Autohypnosis check to memorize or recall piece of writing means that you can't attempt to memorize or recall that same writing until a day has passed, and you've had a restful night of sleep.

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, or 1 per hour), you can substitute a DC 15 Autohypnosis check for your Constitution check to see if you become stable (this check is still modified by your negative hit point total). 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 try this check again later rounds if you are initially unsuccessful.

Resist emotion

In response to any emotion effect (such as spells that induce fear, hopelessness, etc.), you make a saving throw normally. If you fail the saving throw, you can make an Autohypnosis check on your next round, even if the effect prevents you from taking actions (such as if you are panicked by a fear effect). 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 emotion. On a failed check, the emotion affects you normally, and you gain no further attempts to shrug off that particular emotion 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.

If you beat the poison's DC by 10, your body fights off the poison, and you need not make any further saving throws against it (although you might still be poisoned again later).

This use of the Autohypnosis skill does not work against supernatural poisons or psychic poisons.

Act while disabled or dying

If you are disabled (by being reduced to 0 hit points or fewer; see Wound Thresholds? for details), you can make an Autohypnosis check against DC 20. If successful, you can take a standard action while disabled 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 lose 1 hit point, as normal when disabled.

If you are reduced to negative hit points, you can make a Autohypnosis check against DC 30. If successful, you do not go unconscious and can continue taking actions (although you must still make Constitution checks to stabilize, or lose a hit point each round). You must make a new check once per round; if you fail, you immediately go unconscious.

Resist mental effect

If a failed saving throw indicates that you are affected by a mind-affecting powers, spell, or spell-like effect, a successful Autohypnosis check against DC 30 allows you an immediate second saving throw to resist the effect. If your check result is at least 40, you get a +4 competence bonus on the second save.

If the mind-affecting effect normally does not allow a saving throw, a successful Autohypnosis check against DC 40 allows a saving throw (but only the one, and without a bonus).

This use of the Autohypnosis skill works only on effects to which you know you're subject.

Gain temporary hit points

With a successful Autohypnosis check, you gain temporary hit points equal to your check result – 20. The temporary hit points persist until lost.

You cannot check for temporary hit points more than once per day. Temporary hit points gained through Autohypnosis do not stack with temporary hit points gained through any other source.

Gain damage reduction

On a successful Autohypnosis check against DC 30, you gain damage reduction 2/—. For every 10 points by which you beat the DC, the damage reduction value goes up by 2 (4/— at 40, etc.). The damage reduction lasts for 12 hours.

You cannot check for damage reduction more than once per day. Damage reduction gained through Autohypnosis does not stack with damage reduction gained through any other source.

Disguise surface thoughts

You can fool spells such as detect thoughts (or similar effects) by displaying false surface thoughts. While you can’t completely mask the presence of your thoughts, you can change your apparent Intelligence score by as much as 10 points; you can also place any thought in your “surface thoughts” to be read by such spells or effects. (If the false thoughts are implausible — such as thinking about ice cream in the middle of a tense negotiation — the DM might call for a Bluff? check to persuade the "listener" that your thoughts are genuine; failure means that your opponent knows you're masking your true thoughts, but they still can't break your mental block.)


Most uses of the Autohypnosis skill do not take an action. Memorizing a page of writing takes a minute. Gaining temporary hit points or gaining damage reduction are standard actions.

Taking 10 & 20

You can't take 20 on any Autohypnosis checks, as all uses of the skill are either reactive (and thus can't be retried), or have consequences for failure. You can take 10 on Autohypnosis checks to memorize writing, or to gain temporary hit points or damage reduction, if you're not in a rush; you can't take 10 on other sorts of Autohypnosis checks.


You can't aid another on an Autohypnosis check.

Category: Skills