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vinihigino
2013-07-10, 09:54 PM
INDEX


Aberrant Feats

Official Rules
Supplementary Rules

Aberrant Mage [post 2 (http://www.giantitp.com/forums/showthread.php?p=15596388#post15596388)]

Mechanics
Roleplaying

Aberrant Warrior [not ready]
Inspiration Sources and Progress log[post 3 (http://www.giantitp.com/forums/showthread.php?p=15597725#post15597725)]







ABERRANT FEATS

http://www.fairyblood.de/Bilder/Cleavenger/151Razorback.jpg


"Good wombs have borne bad sons."
Willa Shakingspike



OFFICIAL RULES

Unlike typical feats, aberrant feats manifest as physical and grotesque changes to your character’s features, or as additions to your character’s appearance. These feats twist and reshape your form, and you become alien in appearance, distancing yourself from what you once were.
A character who has selected at least one aberrant feat gains an inhuman, unsettling presence. You take a –1 penalty on Diplomacy, Disguise, Gather Information, Handle Animal, and wild empathy checks for every AFYP (–2 with two feats, –3 with three feats, and so on). Some aberrant feats have an additional cumulative effect based on your total number of aberrant feats. This accumulation increases as you gain additional aberrant feats. For example, a character with Aberration Blood who selects Durable Form gains 4 hit points (two for each aberrant feat he possesses). If he later selects Bestial Hide, he gains another 2 hit points (in addition to the normal benefit of Bestial Hide).

Useful mechanics links


Official feats (http://dndtools.eu/feats/categories/aberrant/)
mourning mutate (http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Mourning_Mutate) (Dragon 359) is a similar feat
Condition Summary (http://www.d20srd.org/indexes/conditions.htm)
Constrict (http://www.d20srd.org/srd/specialAbilities.htm#constrict)
Gaze attacks (http://www.d20srd.org/srd/specialAbilities.htm#gazeAttacks)
Improved grab (http://www.d20srd.org/srd/specialAbilities.htm#improvedGrab)
Natural weapons (http://www.d20srd.org/srd/specialAbilities.htm#naturalWeapons) and manufactured weapons (http://www.d20srd.org/srd/specialAbilities.htm#manufacturedWeapons)
Swallow whole (http://www.d20srd.org/srd/specialAbilities.htm#swallowWhole)


SUPPLEMENTARY RULES

There are countless dragon related feats, almost one for each kind. Aberrations come in various types and shapes, but the same doesn't happen with aberrant feats. To achieve the full potential (both in strength and fun) of the aberrant heritage I created some aberrant feats in addition to the official ones in the Lords of Madness book.

Obs.: Many aberrant feats depend on the number of aberrant feats you possess. To avoid long repetitions, the abbreviation AFYP (aberrant feats you possess) will be used.

Corruption Feats

The corruption aberrant feats represent a strong connection with a particular kind of aberration. Not only your body, but your mind become more in tune with creature whose corruption was originated.
These corruptions make you resemble the original aberration. When interacting with a creature related to the corruption you have, you do not receive the social penalties imposed by aberrant talents, instead, you get the modifier as a bonus.
The corruptions below were created inspired to match the most remarkable aberrations from the monster manual. The process can be repeated with another aberrations to fit in your campaign. Current creatures are: Aboleth (http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG8.jpg), Athach (http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG21.jpg), Beholder (http://images1.wikia.nocookie.net/__cb20090522072242/forgottenrealms/images/6/66/Beholder_-_Scott_M._Fischer.jpg), Carrion Crawler (http://images2.wikia.nocookie.net/__cb20100623130854/sfery/images/a/a5/Pe%C5%82zacz_gnilny.jpg), Choker (http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG35a.jpg), Chull (http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG35b.jpg), Cloaker (http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG36.jpg), Delver (http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG39.jpg), Destranchan (http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG50.jpg), Digester (http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG59.jpg), Drider (http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG89.jpg), Ethereal Filcher (http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG104.jpg), Ettercap (http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG106.jpg), Gibbering Mouther (http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG126.jpg), Grick (http://angrydm.com/wp-content/uploads/2013/02/Grick.jpg), Harpoon Spider (http://dc349.4shared.com/img/4e_Xc0d6/s3/12cb70f6420/harpoon_spider.jpg), Mimic (http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG186.jpg), Mind Flayer (http://24.media.tumblr.com/tumblr_m2oxeyb6m31r6l77zo1_400.jpg), Naga (Dark (http://www.dotd.com/mm/naga.gif), Guardian (http://s23.postimg.org/kmrqx6n7v/Sem_t_tulo.jpg), Spirit (http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG192.jpg)and Water (http://fc01.deviantart.net/fs46/f/2009/181/8/3/Naga__Water___Paizo_Pub__by_Cloister.jpg)), Phasm (http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG208b.jpg), Rust monster (http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG216.jpg), Skum (http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG228.jpg), Umber Hulk (http://images.wikia.com/forgottenrealms/images/3/38/Umber_Hulk.jpg) and Will-O’-Wisp (http://www.wizards.com/dnd/images/MM35_gallery/MM35_PG255b.jpg). Check for their stats here (http://www.d20srd.org/indexes/monsters.htm).

Complete aberrant feats table:



Aberrant Feats
Prerequisites
Benefit


Aberration Blood (http://dndtools.eu/feats/lords-of-madness--72/aberration-blood--8/)*
Humanoid
Grants bonus on skill, allows other aberrant feats


Aberration Wild Shape (http://dndtools.eu/feats/lords-of-madness--72/aberration-wild-shape--9/)
Aberration Blood, Wild Shape Ability
Assume aberration form with wild shape


Aberrant Flesh
Aberration Blood, Another aberrant feat
Gain damage reduction


Barbed Tongue
Aberration Blood
Gain mouth tentacle attack


Bestial Legs
Aberration Blood
Increase move speed


Controlled Mutation
Aberration Blood
Suppress aberrant feats ability


Extra Arm
Aberration Blood, One other aberrant feat
Extra arm



Improved Extra Arm
Aberration Blood, Deepspawn
Extra arm


Chitinous Hand
Aberration Blood
Gain claw attack



Pincers
Aberration Blood, Umber Hulk Corruption
Improve claw attack, lose manipulation ability


Bestial Hide (http://dndtools.eu/feats/lords-of-madness--72/bestial-hide--204/)
Aberration Blood
Gain +1 natural armor bonus per two aberrant feats



Rusting Carapace
Aberration Blood, Bestial Hide
Your carapace can quickly rust metal


Deepspawn (http://dndtools.eu/feats/lords-of-madness--72/deepspawn--550/)
Aberration Blood, one other aberrant feat
Tentacles grant additional attacks



Eyed Tentacles
Aberration Blood, Deepspawn
All around vision



Paralytic Toxin
Aberration blood, Tentacle attack
Tentacle deliver anesthetic toxin



Spiked Tentacles
Aberration Blood, Deepspawn
Tentacles gain improved grab



Strangler Tentacles
Aberration blood, Improved grab, Deepspawn or Barbed Tongue
Tentacles gain constrict ability


Durable Form (http://dndtools.eu/feats/lords-of-madness--72/durable-form--780/)
Aberration Blood
Gain 2 hp per aberrant feat


Hidden Maw
Aberration Blood
Gain bite attack



Improved Hidden Maw
Aberration Blood, Hidden Maw, Controlled Mutation
Gain swallow whole ability


Inhuman awakening
Aberration blood, any aberrant corruption feat
Assume limited aberrant forms


Inhuman Reach (http://dndtools.eu/feats/lords-of-madness--72/inhuman-reach--1617/)
Aberration Blood
Increase natural rech by 5 feet, take –1 penalty on melee attack rolls


Inhuman Vision (http://dndtools.eu/feats/lords-of-madness--72/inhuman-vision--1618/)
Aberration Blood
Gain darkvision and bonus on Spot checks


Monstrous Potency
Aberration Blood
Gain temporary strength bonus


Muscular Tail
Aberration Blood (tail)
Gain a tail attack


Poison Glands
Aberration Blood, a natural attack granted by an Aberrant feat
Gain poisonous attack



Improved Poison Glands
Aberration Blood, Naga Corruption
Poison spit


Quick Aberration
Aberration Blood
Haste effects


Scavenging Gullet (http://dndtools.eu/feats/lords-of-madness--72/scavenging-gullet--2519/)
Aberration Blood
+4 bonus against poison, eat anything



Filth Aberration
Aberration blood, Scavenger Gullet
Gain scent and can spread Disease



Improved Scavenging Gullet
Aberration Blood, Scavenging Gullet
Gain acid spit attack


Shifting Organs
Aberration Blood
Gain light fortification



Internal Carapace
Aberration Blood, Shifting Organs
Gain moderate fortification



Insane Anatomy
Aberration Blood, Shifting Organs, Internal Carapace
Gain heavy fortification


Skin Adaptation
Aberration Blood
+3 energy resistance per aberrant feat



Destrachan Hearing
Aberration Blood, Skin Adaptation (sound)
Gain blindsight



Muscular Throat
Aberration Blood, Skin Adaptation (sound)
Gain sonic scream attack



Bioelectrical Discharge
Aberration Blood, Skin Adaptation (electricity)
Gain melee electric attack



Corrosive Slime
Aberration blood (slimy skin), Skin adaptation (acid)
Skin produce corrosive substance


Spiked Carapace
Aberration Blood
Gain permanent armor spikes



Improved Spiked Carapace
Aberration Blood, Spiked Carapace
Improve spike damage, creatures that hit you take damage


Starspawn (http://dndtools.eu/feats/lords-of-madness--72/starspawn--2760/)
Aberration Blood, one other aberrant feat
Wings grant flight, resistance to cold 5



Engulfing Wings
Aberration Blood, Starspawn
Wings gain engulf ability



Improved Starspawn
Aberration Blood, Starspawn, Any other Aberrant Feat, Character Level 6th
Improve flying ability and gain wing attack


Sticky aberration
Aberration blood (Sticky Fingers)
Gain climb speed



Improved Sticky Aberration
Aberration Blood (sticky fingers), Stiicky aberration
Gain web attack


Superior Aberrant Heritage
Aberration Blood, any one other Aberrant Feat
Count as two aberrant feats. Become an aberration.


Tendrils
Aberration blood
Small tentacles concede bonus in grapple and free grapple attempt


Warped Mind (http://dndtools.eu/feats/lords-of-madness--72/warped-mind--3092/)
Aberration Blood
+1 bonus on Will saves per two aberrant feats



Dominating Gaze
Aberration Blood, Warped Mind
Charming gaze



Ethereal Body
Aberration Blood, Warped Mind, Two other aberrant feats
Ability to enter ethereal plane



Forehead Eye
Aberration Blood, Inhuman Vision, Warped mind
Can manifest beholder central eye for instants



Illusory Mind
Aberration blood, Warped mind
Gain aboleth's illusion abilities



Improved Warped Mind
Aberration Blood, Warped Mind
Mind reading ability



Overwhelming Mind
Aberration Blood, Warped Mind
Gain mental stunning attack



Unnerving Moan
Aberration blood, Warped Mind
Gain moan special ability



Unsettling Eyes
Aberration Blood, Inhuman Vision, Warped mind
Gain confusing gaze attack


Waterspawn (http://dndtools.eu/feats/lords-of-madness--72/waterspawn--3098/)
Aberration Blood, One other aberrant feat
Fins grant Swim bonuses, resistance to cold 5



Improved Waterspawn
Aberration Blood, Waterspawn, One other aberrant feat
Improve swimming ability


*mourning mutate (http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Mourning_Mutate) (Dragon 359) is a similar feat

Feats descriptions:

*Note: All aberrant feats that concede natural attacks assume a medium sized creature. Adjust the damage die accordingly.

Aberrant Flesh [Grick Corruption]
Aberrant matter cover your flesh giving you impressive resistance
Prerequisites: aberration blood, another aberrant feat
Benefits: As with the Grick, parts off your body are covered by aberrant matter. You receive damage reduction 1/-. This value increase by 1 for each two other AFYP.

Barbed Tongue [Mind Flayer Corruption]
Your tongue becomes a retractile barbed tentacle.
Prerequisites: Aberration Blood
Benefits: This corruption blends the mind flayer mouth anatomy with yours. Your tongue become a held barbed prehensile tentacle. You can use your tongue normally or stretch it and use it as a weapon. You gain a natural tentacle attack that deals 1d4 + ½ your strength modifier points of slashing damage or you can use it as a secondary natural weapon (-5 penalty on your attack roll). A creature unaware of the barbed tongue is considered flat-footed against the tentacle attack, since the abnormal tongue can be completely supressed or released with a free action.
Special: If you have Improved Hidden Maw, you receive a +2 bonus in the swallow whole attempt from the muscular action of the tongue.

Bestial Legs [Digester Corruption]
Your legs become long and form twisted angles like those of the digester.
Prerequisites: Aberration blood
Benefits: Your aberrant legs make you quick and agile. For each two AFYP, increase your move speed in 5 feet. You gain +1 racial bonus on reflex saves per four AFYP.

Bioelectrical Discharge [Will-O’-Wisp Corruption]
Your voice become feeble as a result of constant electricity action in your voice chords.
Prerequisites: Aberration Blood, Skin Adaptation (electricity)
Benefit: Your aberrant adaptation to electric surges become stronger. As the glowing aberration, your body can generate shocking bursts. You can deliver a melee touch attack that inflict 1d8 points of electricity damage for each two aberrant feats. Once you use this ability, you must wait 1d10 rounds to use it again. For each two AFYP reduce the waiting time in one step (d8-d6-d4-d3), to a minimum of 1d3 rounds.

Chitinous Hands [Umberhulk Corruption]
Your hands become massive monstrous claws.
Prerequisites: Aberration blood
Benefits: You manifest the brute traits of the Umber Hulk on your hands and forearm. You gain two claw natural attacks that each deal 1d6 points of damage plus your Strength modifier or you can use it as a secondary natural weapons (-5 penalty on your attack roll and you apply only ½ your Strength bonus on damage rolls). Although strong, the chitin limits your movements. You receive -2 in dex based skill checks that require fine manipulation.
Special: If you have Improved Extra Arm or Extra Arm, your extra hands becomes claws too.

Controlled Mutation [Mimic Corruption]
Your skin is somewhat loose. Almost like as if it's detached from your flesh.
Prerequisites: Aberration blood
Benefit: You have a minor version of the deceiving ability of the mimic. With a move action, you can suppress or manifest any number of your aberrant feats and, consequently, look more normal. Suppressed feats do not grant any benefits or penalties.
Special: This level of control allow you to manifest your aberrant feats even when transformed. For instance, a druid could manifest or suppress his aberrant feats while in wild shape. A wizard could do the same while polymorphed.

Corrosive Slime [Delver Corruption]
The mucus covering your skin become a rare acid.
Prerequisites: Aberration blood (slimy skin), Skin adaptation (acid)
Benefits: Combining the slime that cover your body with your mutation to resist acid you create a mucus like acid similar to the delver one. Your touch and unarmed attacks deal an additional 1d6 points of acid damage to organic creatures or objects, 2d6 against metallic creatures or objects and 4d6 against stony creatures or objects. Unprotected clothes or items are affected normally by the acid. Creatures attacking you with unarmed, natural attacks or merely touching you, are subjected to the effects of the acid.
Special: If you have Chitinous Hands you gain a burrowing speed of 5ft.

Dominating Gaze[Spirit Naga Corruption]
Your pupils become vertical and thin and your skin grow small bright crimson scale stripes.
Prerequisites: Aberration blood, Warped mind
Benefits: You develop hypnotic snaky eyes akin to the Spirit Naga. With a move action, you can spend 2 power points granted by aberrant feats (and only these) to manifest a charming gaze. For one round, you receive a charming gaze attack of 10ft per two aberrant feat you posses. You can maintain this gaze attack for another round spending 1 power point per round as a free action. Creatures affected by the gaze must make a will save (DC is 10 + ½ HD + half the number of AFYP) or become charmed as if affected by charm monster for one hour per AFYP. Divide the duration of the effect by the number of creatures affected. Additionally, you receive 1 psionic power point per AFYP.

Engulfing Wings [Cloaker Corruption]
Your membranous wing darkens and grow wider assuming a ray like shape.
Prerequisites: Aberrant blood, Starspawn
Benefits: Your aberrant lineage manifests allowing you to use your wings to help in close combat like a cloaker does. With an attack action, you are able to use the engulf special ability: you try to wrap a creature, of your size or smaller, with your wings. Make a grapple attempt that does not provoke an attack of opportunity. If you win the grapple check, you establish a hold and can attack the engulfed victim without suffering the -4 penalty on the attack roll. Creatures from outside have no line of sight to the engulfed creature and attacks that hit you deal half their damage to you and half to the trapped victim. You can automatically engulf (considering the size limitation) any creature you grapple (but not when you are being grappled).
Normal: You can make an attack with an unarmed strike, natural weapon, or light weapon against another character you are grappling. You take a -4 penalty on such attacks.
Special: If you have the Improved Starspawn aberrant feat, you are treated as if you were one size category larger when using this ability.

Ethereal Body [Ethereal Filcher Corruption]
Your skin become ghostly pale, almost translucent.
Prerequisites: Aberration Blood, Warped Mind, Two other aberrant feats
Benefits: You gain a instinctive understanding about the Ethereal. With great effort, you can replicate the Ethereal Filcher ability. With a move action you can spend 3 power points granted by aberrant feats (and only these) to shift your body to the ethereal plane and remain there for one round. On the following round, with a free action, you can spend two power points to remain one more round in the ethereal plane. When you’re in this plane, you’re considerate an ethereal creature, as explained in the ethereal jaunt spell. Additionally, you receive 1 psionic power point per AFYP.

Extra Arm [Athach Corruption]
You grow an abnormal extra arm.
Prerequisites: Aberration Blood, One other aberrant feat
Benefit: As the aberrant giant, you have one extra limb. This extra arm is treated as another off-hand and allow you to use items designed for creatures with more than two arms, or to use a two-handed item and another piece of equipment. If there’s room for another hand, the extra arm holding a weapon add ½ your strength bonus and +2 bonus to resist disarm attempts. If your extra hand is empty, you receive a +2 bonus in grapple checks.

Eyed Tentacles [Beholder Corruption]
You grow several eyes along your tentacles.
Prerequisites: Aberration blood, Deepspawn
Benefits: Your tentacles assume a sensorial function like the beholder's. Eyes grow on their edge or along them providing all around vision and, thus, you cannot be flanked.
Special: If you have Inhuman Vision, double the distance of darkvision and the bonus to spot checks provided by that feat.

Filth Aberration [Otyugh Corruption]
You develop a prevailing taste for carrion and decomposing material.
Prerequisites: Aberration blood, Scavenger Gullet
Benefits: You develop the otyugh scavenger habits. Your sense of smell can detect what few people would consider food and you are as pernicious as the aberration with what you eat. You gain scent and a disease attack. Your natural weapons that cause piercing or slashing damage transmit the filth fever (1d3 days incubation period; damage 1d3 Dex and 1d3 Con). The save DC is 10 + ½ HD + half the number of AFYP.

Forehead Eye [Beholder Corruption]
A large horizontal scar appears centered on your forehead. If you concentrate your energy there, you open a monstrous eye.
Prerequisites: Aberration Blood, Inhuman Vision, Warped mind
Benefits: You unlock the potential to manifest, for a very short time, the pinnacle of the beholder supernatural abilities. With a move action, you can spend 3 power points granted by aberrant feats (and only these) to manifest the Forehead Eye of the beholder. For one round, you emit a antimagic cone of 10ft per AFYP. The cone work as if a antimagic field was affecting the cone area. You can keep the eye open by spending 1 power point per round as a free action. Additionally, you receive 1 psionic power point per AFYP.

Hidden Maw [Aberrant Corruption]
Your closed mouth is wider than normal and you can open it in a twisted way, showing sharp teeth.
Prerequisites: Aberration blood
Benefits: As the aberration, your mouth can change in size and shape. You gain a bite natural attack that deals 1d6 +1½ your strength bonus points of damage (if you already have a bite attack, you can opt to increase it in one step instead) or you can use it as a secondary natural weapon (-5 penalty on your attack roll and you apply only ½ your Strength bonus on damage rolls).
Special: If you have Improved Hidden Maw, increase the bite damage in one step (or increase your previous bite attack another step).

Illusory Mind [Aboleth Corruption]
Your forehead elongates as your skull grow to accommodate your aberrant brain.
Prerequisites: Aberration blood, warped mind
Benefits: Your aberrant brain evolves becoming akin to the aboleth one, allowing you to replicate their illusionary abilities. You can spend 2 power point granted by aberrant feats (and only these) to create illusions. You can maintain the illusions as long as you concentrate plus one round per AFYP. The will save DC to disbelief is 10 + ½ HD + half number of AFYP. This ability works otherwise as Minor Image. Additionally, you receive 1 psionic power point per AFYP.

Improved Extra Arm [Ethereal Filcher Corruption]
Your torso have some doubled muscles providing strength to your additional pair of arms.
Prerequisites: Aberration blood, Extra Arm, One other aberrant feat
Benefit: As the creature from where your corruption was originated, you have multiple arms. This feat works like Extra Arm, but you now have two additional arms. The extra arms allow you to use items designed for creatures with more than two arms, or to use a two-handed item and another piece of equipment. If there’s room for another hand, each arm holding a weapon add ½ your strength bonus and +2 bonus to resist disarm attempts. Each extra free hand beyond your originals grant +2 bonus in grapple checks.

Improved Hidden Maw [Aberrant Corruption]
You don't feel the need to chew your food. In fact, you get more satisfaction by swallowing large sized portions at once.
Prerequisites: Aberration blood, Hidden Maw, Controlled Mutation
Benefits: Your innards become amorphous like the aberration who gave origin to this corruption. The interior of your body reshapes to engulf whatever you try to eat, even live enemies, and your gut walls create several small fanged mouths. You acquire the swallow whole ability. When you start your turn already grappling a smaller sized opponent you can make your mouth grow grotesquely large and, with a successful grapple check, swallow it. Swallowed opponents takes damage per round (swallowing round included) as if you have bitten him. The amount of cutting damage required to get free is 5x the number of AFYP or 1/3 of your maximum hp (use the lowest). Morphic movements closes the hole. You can hold up to 1 smaller, 2 tiny, 8 diminutive or 32 fine creatures (assuming your size is medium).
Special: If you have Scavenging Gullet, increase the internal die of damage in one step. If you have Improved Scavenging Gullet, the swallowed creature suffer acid damage per round as if it was affected by your acid spit.

Improved Poison Glands [Guardian Naga Corruption]
Your tongue become forked and your skin grow small bright green scale stripes.
Prerequisites: Aberration blood, Poison Glands
Benefits: Your poison glands become potent as the Guardian Naga ones. You no longer need to be in closed combat to use your poison. You improve your poison to become a contact poison and can, with a ranged touch attack, spit it up to 5 feet per AFYP.

Improved Scavenging Gullet [Digester Corruption]
You cannot contain your droll when you're hungry or threatened.
Prerequisites: Aberration blood, Scavenging gullet.
Benefits: You digestive system evolve to the extreme condition where it doesn’t even need to take place inside you. Your digestive acids are extreme potent and, as the digesters, you use it as a weapon. You acquire an acidic spit attack, a ranged touch attack with 10 feet range increment for each two AFYP. The acid damage is 1d8 and escalate in the same proportion. With a total of 5 aberrant feats, for example, the spit would cause 2d8 and have a range increment of 20 feet. Once you use this ability, you must wait 1d10 rounds to use it again. For each two AFYP reduce the waiting time in one step (d8-d6-d4-d3), to a minimum of 1d3 rounds.
Special: If you have Barbed Tongue or Hidden Maw, your corrosive drool add +1d6 points off acid damage to these natural attacks. If you have Corrosive Slime you can feed on stone and other non-metallic minerals such as gems.

Improved Spiked Carapace [Harpoon Spider Corruption]
Your spikes grow in number and size.
Prerequisites: Aberration blood, Spiked carapace
Benefit: Increase the damage die of your spikes in one step (treat the pulled spiked as a shortspear). Additionally, any creature that hits you with a natural weapon or unarmed attack (including all successful grapple checks) takes damage as if it was hit by the spike (use the attacker strength modifier).

Improved Starspawn [Aberrant]
The wings that represent your aberrant heritage are stronger than normal.
Prerequisites: Aberration blood, Starspawn, Any other Aberrant Feat
Benefits: Your wings become more robust and develop a bone structure. The flight speed granted by Starspawn increases to equal double your base land speed and you now can fly without interruption. Additionally, you can use the sharp edges of your wing in combat. You gain two wing attacks that deal 1d4 + your strength bonus or you can use it as a secondary natural weapon (-5 penalty on your attack roll and you apply only ½ your Strength bonus on damage rolls).
Special: If you have Engulfing Wings you can try to engulf creatures you hit with your wings attack. This ability works otherwise as improved grab for your wing attacks.

Improved Sticky Aberration [Ettercap Corruption]
Small sphinctered holes grow in the palm of your hands.
Prerequisites: Aberration blood (sticky fingers), Sticky Aberration
Benefits: Your physiology become akin to the Ettercap. You receive +4 bonus in saves against poison. You can throw a spider web like substance once per day for each AFYP. This is similar to an attack with a net, but has a maximum range of 50 feet, with a range increment of 10 feet, and is effective against targets of up to your size. The web anchors the target in place, allowing no movement. An entangled creature can escape with a Escape Artist check (10 + ½ HD + half the number of AFYP) or burst the web with a Strength check (14 + ½ HD + half the number of AFYP). The web has 6 hit points, hardness 0, and takes double damage from fire. You can create sheets of web (Spot CD 20) by spending one use for each 5 foot square. There is no size limit for creatures affected by the web sheet, as long as the sheet is large enought to trap the target.

Improved Warped Mind [Dark Naga Corruption]
Your head becomes forward projected, resembling an eel. Your skin grow small deep purple scale stripes.
Prerequisites: Aberration blood, Warped mind
Benefits: You acquire the disturbing mind prowess of the Dark Naga. With a standard action you can spend 3 power points granted by aberrant feats (and only these) to read creatures mind. This ability works like Detect thoughts (Caster level equal the number of AFYP, DC 10 + ½ HD + half the number of AFYP). Additionally, you receive 1 psionic power point per AFYP.
Special: If you have Overwhelming Mind, Your brain become so aberrant that any creature that try to read or control your mind must make a will save (DC 10 + ½ HD + half the number of AFYP) or lapse into a nightmare-haunted sleep for 1 minute per AFYP.

Improved Waterspawn[Water Naga Corruption]
The lower half of your body becomes serpentine like the naga one.
Prerequisites: Aberration blood, Waterspawn, One other aberrant feat
Benefits: Your legs join themselves and your lower body become like the one from the Water Naga. Your skin grow small emerald green scale stripes. Your true place is underwater. Thanks to your powerful fins and your instinctive snaky movements, as the Water Naga, you are much faster when swimming. Your swim speed improves to become twice your land speed and you gain +2 bonus in reflex saves when underwater.
Special: You still receive the benefits from Bestial Legs. The benefits manifests as a stronger lower body.

Inhuman Awakening [Phasm Corruption]
Your aberrant blood allows you to fully assume your heritage.
Prerequisites: Aberration blood, one aberrant corruption feat
Benefit: You receive the shapechanger subtype and can, once per day for each three AFYP, as a move action, assume the form of an aberrations from which you inherited your corrupted feats. When you transform, an aberrant consciousness awake and try to influence your actions. For two rounds per AFYP, you are stronger than the influence and can end the transformation with another move action while in control. If you sustain the transformation longer than that, the aberrant psyche try to take over: you must make a will save (DC = 10 + HD of the form assumed) each round to remain in control. A failure means you temporarily lose your identity (and control of your character to DM) until you become unconscious. You can change beyond your daily limitation as a full round action, but you automatically fail the will save for control. Althought this is an extraordinary ability, for all the other aspects, treat this transformation as if it was a polymorph effect.
Special: If you have Controlled Mutation, you receive +10 bonus on the will save to remain in control. If you have Warped Mind you can make one extra will save to end the transformation at any time after the aberrant mind take over.

Insane Anatomy [Aberrant]
Your organs are disperse, redundant or duplicated, making impossible to hit you in a vital spot.
Prerequisite: aberration blood, Shifting organs, Internal carapaces
Benefits: You gain heavy fortification
Special: If you have Improved Hidden Maw, you gain cumulative DR 1/- per two AFYP against swallowed creatures.

Internal Carapace [Aberrant]
You grow cartilaginous protections on your vital spots.
Prerequisites: Aberration blood, Shifting organs
Benefits: you gain moderate fortification
Special: If you have Improved Hidden Maw, add a cumulative +1 natural armor bonus per two AFYP against swallowed creatures.

Monstrous Potency [Skum Corruption]
You can make your muscles grow massively as dark veins erupt around your skin.
Prerequisites: Aberration blood
Benefits: Once per day for each 2 AFYP, as a swift action, you can use your aberration blood to enhance your flesh for 1 minute per AFYP. While is this state, you gain a bonus to your strength equal the number of AFYP.

Muscular Tail [Aberrant]
Your tail grow more muscular
Prerequisites: Aberrant blood (tail)
Benefits: Your tail evolve providing more than just balance. You now can use it in close combat. This attack deals 1d6 + 1½ your strength modifier bludgeoning damage or you can use it as a secondary natural weapon (-5 penalty on your attack roll and you apply only ½ your Strength bonus on damage rolls).
Special: If you have spiked carapace, your tail cause bludgeoning and piercing damage. If you have Improved spiked carapace your tail damage dice improve to 1d8.

Muscular Throat [Destranchan Corruption]
Your throat become grotesquely muscular.
Prerequisites: Aberration blood, Skin adaptation (sound)
Benefits: Your throat structure become similar, but less powerful, to the destranchan one. You can unleash a deadly scream in a 30 feet cone that inflict 1d6 points of sonic damage for each two aberrant feats. Once you use this ability, you must wait 1d10 rounds to use it again. For each two AFYP reduce the waiting time in one step (d10-d8-d6-d4), to a minimum of 1d4 rounds. The fortitude DC for halving the damage in both screams is 10 + ½ HD + half the number of AFYP.
Special: If you have the Unnerving Moan you can opt to emit a subsonic attack instead. The damage die improve to 1d8 but become non lethal damage.

Overwhelming Mind [Mind Flayer Corruption]
Your eyes take shelter beneath prominent brow ridges and become uniformly pale, without pupils.
Prerequisites: Aberration blood, Warped mind
Benefits: Your aberrant brain become a powerful weapon as the mind flayer one. With a standard action you can spend 3 power points granted by aberrant feats (and only these) to concentrate your mental energy and shut down the mind of an enemy within 10 feet per aberrant feat you posses. The target must succeed in a Will save (DC 10 + ½ HD + half the number of AFYP) or be stunned for 1d4 rounds. Additionally, you receive 1 psionic power point per AFYP.

Paralytic Toxin[Carrion Crawler Corruption]
Your tentacle become pale and covered with scattered yellow blisters.
Prerequisites: Aberration Blood, Tentacle attack
Benefit: Your tentacles evolve becoming akin to the Carrion Crawler ones. You can exude a powerful anesthetic through them. A number of times per day equal to the number of AFYP, you can deliver the toxin along with your tentacle attack. Those affected by the anesthetic toxin must succeed on a fortitude save (DC 10 + ½ HD + half the number of AFYP) or become paralyzed for 1d3 rounds. Increase this die for each three AFYP.

Pincers [Chull Corruption]
Your claws become monstrous pincers and lose any humanoid resemblance.
Prerequisites: Aberration blood, Chitinous Hands
Benefits: Your claws become mighty and lethal, but with a cost. They become giant lobster pincers. This improve your claw damage in one step and give you Improved Grab with them. However, you lose item manipulation ability. You can no longer wear items in the hand slots or manipulate anything that needs an opposed thumb (such as humanoid weapons). Despite the fact you can clumsily hold items, you have not sufficient control to make proper use of them.
Special: If you have Improved Extra Arm, you choose if the extra pair of arms are affected by this feat. If you haveExtra Arm, you choose if the extra arm will be affected by this feat.

Poison Glands [Naga Corruption]
Your natural attack can deliver strong toxins.
Prerequisites: Aberration blood, A piercing or slashing natural attack
Benefits: You develop the basic feature of the snaky aberrations. Choose one natural attack that deals piercing or slashing damage. A number of times per day equal to the number of AFYP, you can deliver poison through the chosen attack. The poison damage is 1d3 const. Increase the damage die for each three AFYP. The save DC is 10 + ½ HD + half the number of AFYP.
Special: You can gain this feat multiple times. It's effects do not stack. Each time you take the feat, it applies to a new natural weapon (count the daily uses separately).

Quick Aberration [Choker Corruption]
Your aberrant blood can make you faster.
Prerequisites: Aberration blood
Benefits: You can call the corruption in your blood to become as quick as the Choker. With a free action, you can enter in a state of agility that last 1 round. While in this state, you are considered to be over the effect of a haste spell. You can use of this ability three times per day for each AFYP. Alternatively, with a swift action, you can choose to spend one use of this ability to gain an extra move action, or two uses to gain a standard action.

Rusting Carapace [Rust monster Corruption]
You grow rusted red plates in several parts of your body.
Prerequisites: Aberration Blood, Bestial Hide
Benefits: your carapace becomes a rusting defense akin to the rust monster one. Metal weapons or objects that cause damage to you suffer a quickly and strong corrosion. This process cause the weapon to suffer 1d6 damage per two AFYP. This damage bypass the item hardness.
Special: If you have Scavenging gullet you can gain nourishment from rusted metals. If you have a tentacle attack you can cause add this damage to your sunder attacks.

Shifting Organs [Aberrant]
You can relocate your organs making harder to hit you in a vital spot.
Prerequisites: Aberration blood
Benefits: You gain light fortification
Special: If you have Improved Hidden Maw, your peristaltic movements intensifies. Swallowed creatures suffer a -1 penalty per two AFYP in Concentration, Escape Artist and grapple checks.

Skin Adaptation [Aberrant]
Your skin evolved to adapt extreme conditions.
Prerequisites: Aberration blood
Benefits: Choose one type of energy (fire, cold, acid, electricity or sound). You gain resistance to the chosen energy equal to three times the number of AFYP.
Special: You can gain this feat multiple times. Its effects do not stack. Each time it applies to a new energy type.

Spiked Carapace [Harpoon Spider Corruption]
Bone spikes emerge from your skin.
Prerequisites: Aberration blood
Benefits: Sharp Spikes erupt from your skin. Treat this spikes as if you have permanent armor spikes. You have proficiency with this spikes. Additionally, with a free action, you can grow and pull a spike and use it like a weapon (treat it like a dagger). You can pull a number of spikes per day equal twice the number of AFYP. You cannot benefit from the spikes if you're in heavy armor.

Spiked Tentacles [Otyugh Corruption]
Your tentacles grow bone like spikes and can close like a maw.
Prerequisites: Aberration blood, Deepspawn
Benefits: Your tentacles evolve becoming similar to the otyugh's allowing you to cause slash and piercing damage. The gapping spikes provide improved grab with your tentacle attacks and increase their damage in one step.

Strangler Tentacles [Choker Corruption]
Your tentacles become as vicious and malleable as choker limbs.
Prerequisites: Aberration blood, Improved grab, Deepspawn or Barbed Tongue
Benefits: Your monstrous instincts give you more strength and control over your tentacle movements, allowing you to use them to strangle your victims. You gain the constrict special ability with the tentacles. The constrict damage is the same damage from the tentacle. Additionally, you receive a cumulative +2 racial bonus in climb and grapple checks.
Special: if you have inhuman reach, you do not receive the -1 penalty on attacks.

Sticky Aberration [Drider Corruption]
You can produce a sticky substance in your skin allowing you to move like an insect.
Prerequisites: Aberration blood (sticky fingers)
Benefits: As the arachnid aberration, you can climb walls. By using a web like substance, you gain a climb speed equal to one-half your base land speed. You cannot, however, use the run action while climbing.

Superior Aberrant Heritage [Aberrant]
Your blood is thick with your aberrant legacy.
Prerequisites: Aberration blood
Benefits: Your heritage become so strong that you become a hybrid creature. Although you still maintain your original appearance, your type change to aberration. For the purpose of cumulative aberrant effects, this feat counts as two aberrant feats.

Tendrils [Chull Corruption]
You develop retractile tendrils along your body.
Prerequisites: Aberration blood
Benefits: Similar to the crustacean aberration you use short tendrils to hold your foes. You have several tendrils that erupt from your skin and latch onto your enemies. You receive +1 bonus per AFYP in your grapple checks and, once per round, whenever you hit an enemy with an unarmed or natural attack, you can attempt to start a grapple with a free action.

Unnerving Moan [Cloaker Corruption]
dark veins erupt from your throat to your mouth.
Prerequisites: Aberration blood, Warped Mind.
Benefits:You can afflict the nerves of one creature through a debilitating moan. With a standard action you can spend 3 power points granted by aberrant feats (and only these) to emit a sonic mind-affecting attack that imposes a -1 penalty per two AFYP on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. This condition remain for a number of rounds equal the penalty inflicted and are not cumulative. Once you use this ability, you must wait 1d10 rounds to use it again. For each two AFYP reduce the waiting time in one step (d10-d8-d6-d4), to a minimum of 1d4 rounds. Additionally, you receive 1 psionic power point per AFYP.
Special: If you have the Muscular Throat, you can turn this ability into a 30ft cone area effect.

Unsettling Eyes [Umberhulk Corruption]
A smaller pair of eyes appear aligned to your inhuman ones.
Prerequisites: Aberration Blood, Inhuman Vision, Warped mind
Benefits: Your eyes develop in a way akin to the Umber Hulk. However, using them the same way it does is exhausting. You can open only one pair of eyes at once. With a move action, you can spend 3 power points granted by aberrant feats (and only these) to open all at the same time and manifest a confusing gaze. For one round, you receive a confusing gaze attack of 10ft per two aberrant feat you posses. You can keep the eyes open by spending 1 power point per round as a free action. Creatures affected by the gaze must make a will save (DC is 10 + ½ HD + half the number of AFYP) or become confused for one round per aberrant feats you posses. Additionally, you receive 1 psionic power point per AFYP.

Warped Ears [Destranchan Corruption]
Your ears become large and warped.
Prerequisites: Aberration blood, Skin adaptation (sound)
Benefits: You manifest the hearing senses of the Destranchan. You gain a racial bonus on listen checks equal to the number of AFYP and improve the range of your blindsight by 5 feet for every aberrant feat that you possess. If you do not already have blindsight, you gain blindsight out to 5 feet for each AFYP.

vinihigino
2013-07-11, 06:10 AM
THE ABERRANT MAGE

http://th00.deviantart.net/fs71/PRE/f/2011/047/e/9/hot_necromorph_by_conker67-d39osj9.jpg


"A flaw that end up evolving you into something stronger isn't a flaw at all."
Allice Ogonov, Aberrant Mage


Some, when faced with the aberrant corruption, will resist these monstrosities with every fiber of their being. Then there are those who will embrace the dark and bizarre. This path represent one who delves deeper into the strange and twisted that is the Aberration.
The Aberrant Mage is a prestige class well suited for the dedicated spellcaster who wishes to embrace the power of aberrant blood while still advancing in magical expertise.

BECOMING AN ABERRANT MAGE
The basic steps required to any arcanist willing to follow this path is an advanced knowledge about the transmutation spells and an aberrant heritage. Familiarity with anatomy and physiology is also needed.

ENTRY REQUIREMENTS
Feats: Aberrant blood
Skills: Heal 4 ranks, Knowledge(arcane) 8 ranks
Special: Need to be a transmuter or have spell focus(transmutation) feat


Class Skills
Concentration(Con), Craft(Int), Decipher Script(Int), Disguise(Cha), Heal(Wis), Intimidate(Cha), Knowledge (all skills, taken individually)(Int), Profession(Wis), Spellcraft(Int)
Skills Points at Each Level: 2 + int

Hit Dice: d6



Level
BAB
Fort
Ref
Will
Special
Spells


1st

+0

+2

+0

+2
Physiology control

-


2nd

+1

+3

+0

+3
Aberrant feat
+1 level of existing spellcasting class


3rd

+1

+3

+1

+3

-
+1 level of existing spellcasting class


4th

+2

+4

+1

+4
Aberrant feat
+1 level of existing spellcasting class


5th

+2

+4

+1

+4

-
+1 level of existing spellcasting class


6th

+3

+5

+2

+5
Effortless physiology control

-


7th

+3

+5

+2

+5

-
+1 level of existing spellcasting class


8th

+4

+6

+2

+6
Aberrant feat
+1 level of existing spellcasting class


9th

+4

+6

+3

+6

-
+1 level of existing spellcasting class


10th

+5

+7

+3

+7
Full physiology control
+1 level of existing spellcasting class


Weapon Proficiencies: Aberrant Mages gain no proficiency with any weapon or armor.

Physiology control (Ex): The focused study in restructuring spells gives the Aberrant mage a expanded understanding about his blood heritage allowing him to turn it on and off. You receive the Controlled Mutation feat. If you already have Controlled Mutation, you gain one other aberrant feat of your choice that you qualify for.

Effortless physiology control (Ex): The Aberrant mage finds great easy in using shape changing spells on himself. Whenever he cast a self targeted transmutation spell, he can cast it as a swift action, as if the quicken spell feat was applied (but without any change in level). The maximum level of spell he can quicken in this way is equal to 1/2 his class level (rounded down). Additionally, while polymorphed, he can substitute the normal verbal and somatic components for the gestures and sounds of his actual form (just as natural spell).

Full physiology control (Ex): The study of body alterations caused by your aberrant bloodline associated with the lessons of physical modification magic from the transmutation school make you reach a state of complete and autonomous control over your form. Your body no longer decay, making you immune to penalties for aging. Your wounds heal on their own, granting you fast healing equal to the number of aberrant feats you possess. Additionally, once per week, your capable of entering in a state of intensive reconstruction trough an enveloping cocoon.

A cocoon envelop your body protecting you from harm and while your body reform. The cocoon gain one point of hardness and ten hit points for each aberrant feats you posses. Inside the cocoon your fast healing becomes regeneration. After you're fully healed, the cocoon recovering properties peaks and then stop, exhausting your regenerative capabilities. Any afflictions are cured (only the ones that could be cured with a Heal spell). You lose regeneration and fast healing, even if you remain inside the cocoon, until you sleep eight hours.
You can willingly create this cocoon with a full round action that provoke attacks of opportunity (in this case you can choose to dissipate the cocoon at any time or remain under his protection indefinitely). However, it will be unwillingly created as an immediate action when you drop below 0 hit points (respecting the once per week limit). If the cocoon is unwillingly formed, you cannot dismiss it until eight hours have passed, which are counted as if you had slept, or until someone destroy it. Regardless, while inside, you are unconscious but need not to eat, breathe or sleep.
If you willingly spend an entire day inside the cocoon, you can reconstruct your body. You can replace aberrant feats for new ones you qualify. You cannot replace feats that are prerequisite for another feats.

PLAYING AN ABERRANT MAGE

Aberrant mages have a unbeatable curiosity about the aberrant. Like a mad scientist, you do not waste an opportunity to unravel secrets or start bizarre experiments.
You can opt to look like a common wizard if you decide to hide your true form, but the truth is that no other wizard can hope to understand the aberrant mind like you do. After all, you have some of the aberrant nature deep inside. Posses an aberrant lineage and accept it as part of yourself does not make you an evil creature in any way. An Aberrant Mage can understand that most people will be disgusted or afraid of his true form. The way you react in this situation is what will define what kind of Aberrant Mage you will be.

Combat: You are tougher than the average spell caster, but that alone doesn’t make you a front line combatant. You can mold your aberrant traces to allow you, in combination with the proper transmutation spells, to be a melee warrior, if so is your desire.
Your better role, however, as any transmutation specialist, is to enhance your allies capabilities or worsen your enemy’s. The support role will always suit well the Aberrant mage.

Advancement: You have chosen the way of semi aberrant at the time you enter this class. However, there are several other paths once you're there. You can choose to keep the course of your initial choice: forget multiclassing and get all the aberrant feats you can. You can choose to follow the warrior path: multiclass with combatant classes (fighter, for instance) and combine martial feats with aberrant feats to form a unique fighting style. You can even establish a stronger connection with the origins of your aberrant power: multiclass with the alienist class and specialize in summoning spells too.

Resources: While most people are repelled by the work of the aberrant mage, competent arcanists will acknowledge that aberrant mages are spellcasters of no small skill. Consequently, as any proficient transmuter, the Aberrant Mage is often welcomed in wizards guilds or other arcane associations. As a member of a guild or similar organization, an aberrant mage can often contribute to the organization by teaching new spells, researching mutations, acquiring rare material components, or capturing interesting creatures for study and vivisection. The exact nature of the benefits available in return for those efforts depend on the guild in question.


ABERRANT MAGES IN THE WORLD


http://www.dieabolic.com/wicked/images/News/Otyugh.png

"I thought they were fighting to decide who was going to eat me. I didn't understand **** when the winner assumed a human form."
Zack Leeroy, child rescued from a otyugh by an aberrant wizard

Aberrant mages aren't easily accepted. Their bizarre features and experiments make them seek lonely places to do their researches. The adventurer life suits him well when he is not studying, since his allies will probably be thankful for having the aberration on their side. Adventuring is also a easy way to acquire knowledge about aberrant creatures in general.
The class fits in almost any setting that have aberrations or similar themed creatures. In Eberron they origins would be related to Xoriat and Daelkyrs; In Forgotten realms they would be linked to the Far Realm ; and in Tormenta they would be the Lefou, the corrupted ones. No matter the setting, they will always be creatures trying to take advantage of an accursed condition and should suffer the effects, such as prejudice, of being related with this monstrosities accordingly to the setting.

NPC Reaction
Although the reactions will vary according to the setting, the class initial ability allows him to hide his monstrous features . Aberrant mages who choose to keep their true form in secret should get the same reactions as a wizard would receive. The ones that refuse should receive reaction as if they where monsters or half monsters.

ABERRANT MAGES IN THE GAME

As a player character, you are a good choice for an adventuring party’s arcane spellcaster. You can provide magical support to your companions almost the same way a pure wizard would, while being able to defend yourself against enemies who focus on eliminating the spellcaster quickly.
You can easily adapt this class to make it a combatant instead of a spellcaster. Just take out spell casting progression and improve BBA and HD to full and D10. Effortless physiology control should be replaced by another aberrant feat though.
As npcs, aberrant mages can make unique villains, guinea pig minions or misunderstood allies.

Network
2013-07-11, 11:06 AM
I think Perfect physiology control should give you Shifting organs, Internal carapace and Insane anatomy for free (instead of immunity to critical hits), and a bonus aberrant feat if you already have any of them. While the end result is slightly more powerful (as every aberrant feat relies on your number of aberrant feats), it is also much simpler.

vinihigino
2013-07-11, 11:28 AM
INSPIRATION SOURCES:


Tormenta RPG
Aberration Blood Expanded (http://www.giantitp.com/forums/showthread.php?t=155474)
Aberrant Feats Project-PEACH-3.5 (http://www.giantitp.com/forums/showthread.php?t=165052)
Ozodrin (http://www.giantitp.com/forums/showthread.php?t=153536)
Valgyti ruleset (http://www.giantitp.com/forums/showthread.php?t=170682)



PROGRESS LOG:


11/07/2013 - created
11/07/2013 -Fixed prehensile tongue/predatory grip; Added Superior Aberrant Heritage; Physiology control now count as an aberrant feat; Reformulated the last class ability completely.
12/07/13 - Changed last class ability name; Modified cocoon operation method reducing fast healing and replacing it by regeneration and Took of synergy bonus from predatory grip.
13/07/13 - Edited: beholder heritage, brutal subconscious and venomous aberration and Added aberrant corruption feats
16/07/13 - Added the following feats: Gruesome hands, Ethereal filcher corruption and Mimic corruption; Changed the first class ability.Added complete aberrant feat table; Changed armor spikes.
17/07/13 - Added the following feats: improved spiked carapace and improved mimic corruption; Reworked the cocoon.
18/07/13 - Added roleplaying material; Added muscular tail aberrant feat; Edited spiked carapace, improved spiked carapace, resilient flesh and improved mimic corruption.
20/07/13 - Edited the following feats: improved aboleth corruption, improved cloaker corruption, otyugh corruption, (the old one is now the improved), predatory grip (now savage clutch) and choker corruption. Added Improved Gibbering Mouther Corruption and improved choker corruption.
21/07/13 - Added improved digester corruption.
24/07/13 - Added Improved Beholder Corruption; Polished wording and feat mechanics.
25/07/13 - Added Umber hulk corruptions; Reworked ethereal filcher corruptions; Expanded to two posts
26/07/13 - Changed prehensile tongue in Mind flayer corruption and Added Improved Mind flayer corruption
27/07/2013 - Improved feat descriptions
28/07/2013 - Reworked some feats; Added guardian naga corruption, spirit naga corruption and water naga corruption.
29/07/2013 - Reworked corruption/improved corruption mechanics; Added 2 chull corruptions
30/07/2013 - Added Carrion Crawler toxin (and synergy with Improved gibbering mouther maw); Modified chull saliva (now chull tendrils) and Mind Flayer maw (renamed to tentacles).
31/0702013 - Improved text of grick skin and improved mimic body
02/08/13 - Edited Inspiration Sources and some feats, reached post limit ¬¬
03/08/13~15/08/13 - Reworked some minor details in aberrant feats (some have the name changed too).
17/08/13 - Replaced Aboleth fins for Aboleth slime; Added Athach Arm feat.
19/08/13 - Ettercap skin for Drider legs
04/09/13 - Added Delver and Will-O’-Wisp corruptions




END




I think Perfect physiology control should give you Shifting organs, Internal carapace and Insane anatomy for free (instead of immunity to critical hits), and a bonus aberrant feat if you already have any of them. While the end result is slightly more powerful (as every aberrant feat relies on your number of aberrant feats), it is also much simpler.

True, this way makes more sense and is clearer, I'll change it.

However, it made ​​me wonder if the ability is'nt too much powerfull (despite losing immunity to stunning). Compare with dragonheart mage (which served as the model for this class), which earns only an improvement in draconic breath talent. The final ability is giving 3 talents + fast healing 10. Seems a bit too strong. I accept suggestions for a complete redesign of the latter class ability.

vinihigino
2013-07-11, 01:43 PM
What did you guys think about that:

Perfect physiology control (Ex): Your body achieve the perfect form and try to continuously maintain it. Your type change to aberration and your wounds and lesions are automatically healed granting you fast healing equal to the number of aberrant feats he possess. Your body no longer ages, receiving no further penalties for aging. Additionally, once per week, your body is capable of entering in a state of intense regeneration. A cocoon envelop your body protecting you from harm while mend your wounds and heal your ills. The cocoon has Hardness equal the number of aberrant feats you posses and hit points equal ten times this value. Once inside the cocoon, your fast healing triplicates and you recover from one debilitating condition per round (such as poisoned, exhausted, drained, etc.). After you are fully healed, the regenerative effects of the cocoon stop and you can choose to dissipate the cocoon or remain under his protection indefinitely. While inside the cocoon you are considerate unconscious and can take no actions, but need not to eat, breathe or sleep.


I will keep the old one inside the Edit log.

- edit -

You can morph this cocoon with a full round action that provoke attacks of opportunity or he forms automatically when you drop below 0 hit points (respecting the once per week limit). If the cocoon is formed automatically you cannot dismiss it until eight hours have passed. When the eight hours pass you are recovered like if you slept this amount of time.

Network
2013-07-11, 01:47 PM
I'll give myself a try.

Perfect physiology control (Ex): The secrets to the perfect organism are discovered. His body achieve an estate of constant perfection pursuit. His organs continuously shift places within his body, granting him Shifting organs, Internal carapace and Insane anatomy as bonus feats. If he already have one the them, he gains an additional aberrant feat instead. This state of perfection is naturally self preserved, granting him fast healing (5). Additionally, his body no longer ages, receiving no further penalties for aging.
As you may see, I nerfed fast healing. It may technically work as written, but I'm just not sure its balanced, as it would currently be slightly more than 1/3 level in progression.

I wonder if regeneration wouldn't be better, but it would have to be reduced to 1 as it is more useful than fast healing.

vinihigino
2013-07-11, 02:05 PM
I wonder if regeneration wouldn't be better, but it would have to be reduced to 1 as it is more useful than fast healing.

That's definitely worth to think about!


- edit -

Check out the cocoon option.

Amnoriath
2013-07-11, 05:41 PM
I can't help but think that the changes in this class are purely physical. I know abberations by definition have a physiology not of the world but they often don't have minds of this world as well.

Necroticplague
2013-07-11, 05:59 PM
I can't help but think that the changes in this class are purely physical. I know abberations by definition have a physiology not of the world but they often don't have minds of this world as well.

That's why it has links to new aberrant feats, many of which effect the mind.

Network
2013-07-11, 05:59 PM
Check out the cocoon option.
I find it a bit confusing right now, and it implies you already gained fast healing from another source. Also, it doesn't allow you to recover limbs.

My opinion was that the capstone may be akind to the flux adept's (i.e. regeneration 1, cold, electricity, fire and sonic deal normal damage, limbs regrow in 4d6 days, but cannot be reattached).

Necroticplague
2013-07-11, 07:31 PM
I find it a bit confusing right now, and it implies you already gained fast healing from another source. Also, it doesn't allow you to recover limbs.

My opinion was that the capstone may be akind to the flux adept's (i.e. regeneration 1, cold, electricity, fire and sonic deal normal damage, limbs regrow in 4d6 days, but cannot be reattached).

The beginning of the ability gives fast healing, that is what is tripled.

Network
2013-07-11, 08:45 PM
The beginning of the ability gives fast healing, that is what is tripled.

Nice, I didn't notice it. Thanks.

vinihigino
2013-07-12, 09:49 AM
I tried to avoid possible confusion. Slightly improved the text of the last skill.

Added regeneration, but only within the cocoon. Thus, now, it can regenerate lost limbs inside.

With regeneration, any attack is considered non-lethal. I thought it would be too powerful if I tripled the value of fast healing for regeneration, so I kept the same value. The idea is to be a heavy cure, but not necessarily fast. The cocoon is resistant precisely to provide healing time. Should I improve the regeneration number?

At the end of the process all the afflictions are removed. It was clear that this affliction removal is like the Heal spell or I need to clarify further?

Also: minor changes. Check Edit log.


Thank you all for the feedback. It really helps :smallsmile:

Necroticplague
2013-07-12, 10:55 AM
You should probably list what counts as an "affliction" or else link to or refer a spell that heals the. Something like the following:

"You are cured of any afflictions (anything that could be cured by a Break Enchantment, Heal, Cure Paralysis, Remove Fear, or Freedom)..."

vinihigino
2013-07-12, 01:17 PM
You should probably list what counts as an "affliction" or else link to or refer a spell that heals the. Something like the following:

"You are cured of any afflictions (anything that could be cured by a Break Enchantment, Heal, Cure Paralysis, Remove Fear, or Freedom)..."

Didn't realize how much vague it was until you write down all these spells. Fixed/edited! Thanks again.

- edit -


Any magic effect affecting you is dispelled (self casted included)

Is this waay to powerful? It's limited to once per week and will occur only after several hounds of regeneration. Are these drawbacks enough?

Hanuman
2013-07-12, 01:44 PM
You might want to run a spellcheck through it.

The ab. feats are pretty clearly being used as dead level covers, and honestly it gives the class more play instead of direct archetype which isn't a bad thing at all.

You could, however, add aberrant metamagic more to the flavor of the ceberosis.

http://www.realmshelps.net/cgi-bin/featbox.pl?feat=Cerebrosis

This will lead you to the obscure content, I suggest you read the source mag as it has pictures and extra content, full ranges of spells and tons of flavor.

vinihigino
2013-07-12, 02:30 PM
At first I thought about an internal antimagic field, but that would only temporarily suppress the effects. Then I thought in greater dispel magic, but the chance of not getting rid of the magical effects discouraged me a bit. But maybe is exactly what it need for balance.:smallconfused:


You could, however, add aberrant metamagic more to the flavor of the ceberosis.

http://www.realmshelps.net/cgi-bin/f...eat=Cerebrosis

This will lead you to the obscure content, I suggest you read the source mag as it has pictures and extra content, full ranges of spells and tons of flavor.

Actually, before deciding to create this prestige class, I read this article in #330. The theme is easy to fit and blends well with what I have in mind, but I opted to do something less related to the far realm and more to a wizard searching for the perfect living form. It’s more like the fleshwarper theme than the alienist.
However, now that you mentioned, some metamagic feats with aberrant prerequisites could give even more customization to the class. Ocular spell is my first thought, but I will observe other aberrations and create more talents.

vinihigino
2013-07-12, 09:20 PM
Corruption aberrant feats added.

Cocoon dispelling effect now works as greater dispel magic.

Necroticplague
2013-07-12, 10:27 PM
Um....Superior Aboleth Corruption seems to be just mostly copy-pasted from Ettercap. Plus, it has a Special for if you have Deepspawn...which it requires as a prerequisite.

vinihigino
2013-07-12, 11:27 PM
Yeah, accidentally copied the template and forgot to change. I'm sleepy. Thank you for highlighting the mistake.

added Otyugh corruption.

improved Aboleth corruption and improved ettercap corruption only tomorrow.

ideas for improved Aboleth corruption are welcome. So far I thought in slimy doom for the tentacles having as prerequisites deepspawn and Otyugh corruption. Or maybe some kind of natural armor reduction... neither seem good.:smallconfused:

vinihigino
2013-07-13, 02:59 PM
Added Improved aboleth corruption and Improved ettercap corruption.



I can't help but think that the changes in this class are purely physical. I know abberations by definition have a physiology not of the world but they often don't have minds of this world as well.

Ok, I tried to cover that. Aberration mind feats: Brutal subconscious, Dark naga corruption, Improved aboleth corruption, Warped mind. :smallwink:



Now what? How could I improve more this PrC? :smallconfused:

- edit -
prehensile tongue is now a tentacle attack that causes slashing damage (barbed)

vinihigino
2013-07-16, 11:34 AM
Added the following feats: Gruesome hands, Ethereal filcher corruption and Mimic corruption. Changed the first class ability.

Network
2013-07-16, 11:59 AM
I don't know how it would play in, but what about making an Elan Corruption feat?

vinihigino
2013-07-16, 12:38 PM
I don't know how it would play in, but what about making an Elan Corruption feat?

I'll look into it.


New: homebrew feats table

Network
2013-07-16, 01:31 PM
I just noticed a small typo : instead of Aberration blood, many feats (even on the table) have Aberrantion blood. At least one has Aberrant blood.

vinihigino
2013-07-16, 01:50 PM
Thanks. It happened when I changed all "Aberrant blood" to "aberration blood".

Fixed:smallwink:

Necroticplague
2013-07-16, 02:16 PM
You should probably add something to the first ability that makes it so having it while you have Mimic Corruption already isn't a waste. Possibly add: "If you already have Mimic Corruption, then you gain one other aberrant feat of your choice that you qualify for."

vinihigino
2013-07-16, 10:29 PM
Indeed. Nice touch.

Also: Add the following feats: improved spiked carapace and improved mimic corruption; Removed dispelling effect from the cocoon and added the following:

For each eight hours you willingly spent inside the cocoon, you can replace one aberrant feat for a new one you qualify. You cannot replace feats that are prerequisite for another feat you still have.

Hanuman
2013-07-17, 04:41 AM
Oooo I like that.

Here's some balance reference to expand upon it:

http://www.d20srd.org/srd/psionic/powers/psychicReformation.htm

vinihigino
2013-07-17, 03:45 PM
XP cost for retraining aberrant feats seems balanced. Not much, since the ability is already limited to once per week, though.

Need to think about this.:smallconfused:

Necroticplague
2013-07-17, 05:39 PM
XP cost for retraining aberrant feats seems balanced. Not much, since the ability is already limited to once per week, though.

Need to think about this.:smallconfused:

XP costs in general are a bad away, especially for this retraining.It's either unnecessarily punishing, putting you behind the party in ECL, or you run into annoying "XP is a river", in which case it's not really a cost. Especially since nothing of permanent benefit is gained (while the feats are permanent, you don't end up with any more before or after). Crafting can put you behind because the magic items produced are of permanent value.

Hanuman
2013-07-17, 05:57 PM
It showcases what you can change, I hate mucking around with XP, multiclassing is just an overall hassle for both DM and player.

Note you can retrain more than just feats.

vinihigino
2013-07-18, 02:30 PM
What do you guys think about automatic proficiency with weapons created by improved mimic corruption aberrant feat?:smallconfused:

Network
2013-07-18, 02:56 PM
What do you guys think about automatic proficiency with weapons created by improved mimic corruption aberrant feat?:smallconfused:
It depends on your opinion on exotic weapons, but don't forget it would allow to make a spiked chain. IMO, the characters should spend a feat to be proficient with that kind of weapon. I don't know if there are other as much interesting exotic weapons outside of core, though.

Hanuman
2013-07-18, 03:16 PM
You might consider changing it to Mimic Corruption, Improved
It's fine as it is, you're either going to pair improved feats together or pair feats with their improved forms, your call.

Gaining proficiency really depends if its going to make sense, like if you cough up a bone greathammer you're not going to automatically going to be able to use it, but summoning a sword is similar enough to a medium spike coming out from the arm or hand for it to make sense to be automatically proficient.

Bludgeoning bone structures CAN be spikes due to things like ram horns.

I would say no. You're already gaining a bonus from the feat stack automatically, if that wasn't there I'd say yes.

I'd also say no two-handed weapons as an automatic proficiency either way, unless you have the ability to dual-wield them such as the diopsid race from dragon magazine compendium.

Necroticplague
2013-07-18, 03:25 PM
It depends on your opinion on exotic weapons, but don't forget it would allow to make a spiked chain. IMO, the characters should spend a feat to be proficient with that kind of weapon. I don't know if there are other as much interesting exotic weapons outside of core, though.

Only one is really worth it, the Minotaur Greathammer, because it has a wider crit range than normal and an x4 crit multiplier. While not interesting, it is good.

vinihigino
2013-07-18, 04:56 PM
18/07/13 - Added roleplaying material; Added muscular tail aberrant feat; Edited spiked carapace, improved spiked carapace, resilient flesh and improved mimic corruption.

- edit -

no more 8hrs per aberrant feat. 1 entire day=change one feat or all of them.

vinihigino
2013-07-20, 12:26 AM
Edited the following feats: improved aboleth corrution, improved cloaker corruption, otyugh corruption (the old one is now the improved) and predatory grip (now voracious clutch). Added Improved Gibbering Mouther Corruption.

Please, help me make Improved Gibbering Mouther Corruption decent.


and if you're in a good mood:
So, I’m trying to close the corruption line. Any suggestions?

Improved chocker corruption --> (maybe something relate with his quickness, but less overpowered. Something stealth related would be nice, since almost all aberrant feats are combat oriented)

Improved ethereal filcher corruption --> (Something related with warped mind and ethereal maybe)

Network
2013-07-20, 10:41 AM
Improved chocker corruption --> (maybe something relate with his quickness, but less overpowered. Something stealth related would be nice, since almost all aberrant feats are combat oriented)
You could base it on the Hustle power. 1/day, you spend a swift action to gain a bonus move action on your turn. I don't know how it would scale, maybe by adding one more use per day per X aberrant feat you have. It doesn't have to be psionic.

vinihigino
2013-07-20, 11:35 AM
I'm thinking in extra move action or attack per round spending power points feats granted by aberrant feats plus add haste to know spell if you can cast arcane spells. That would need warped mind as pre requisite. But this way is almost like a copy from improved aboleth.

I'm looking for something more permanet. Move speed is a thought...

Necroticplague
2013-07-20, 12:56 PM
I'm thinking in extra move action or attack per round spending power points feats granted by aberrant feats plus add haste to know spell if you can cast arcane spells. That would need warped mind as pre requisite. But this way is almost like a copy from improved aboleth.

I'm looking for something more permanet. Move speed is a thought...
Eh, move speed is pretty crappy, because it's not really relevant to much.

Well, let's look at what the signature traits of a choker are, and how those can be implemented as player options:

-Quickness ability. Far too powerful to outright give PCs. Possibly give actions lesser than Standard, or just more improved ction economy. Possibly "you no longer lose your swift action on the next turn when you make an immediate action, and can use an immediate action when you have no swift actions." (essentially, separating the Swift and Immediate actions from each other). Or more simply, could just have a simpler "minor quickness", where they gain an extra Move action or Swift action per round (since those are much less useful than Standard).

-abnormally long reach. Simple, give the person with the ability an increase to their reach. Might come into issues with the aberrant feat that already does so.

-small size, and flexibility. may be able to act as if they had the Fine Build (or whatever the opposite of Powerful Build is)

Also, Gibbering Mouther Corruption has a copy-paste error, it looks like you copied the whole line from the chart.

Network
2013-07-20, 01:14 PM
I just noticed that the racial bonus to grapple of Choker corruption does not stack with the bonus from Deepspawn, which is a prerequisite. You should make it a +4 racial bonus instead and mention that is replaces the bonus from Deepspawn. Or an equivalent thereof.

There is one ability of the choker that wasn't yet mentioned (climb speed), but you already made a feat for that, so you probably wouldn't want to make another.

vinihigino
2013-07-20, 02:51 PM
-Quickness ability. Far too powerful to outright give PCs. Possibly give actions lesser than Standard, or just more improved ction economy. Possibly "you no longer lose your swift action on the next turn when you make an immediate action, and can use an immediate action when you have no swift actions." (essentially, separating the Swift and Immediate actions from each other). Or more simply, could just have a simpler "minor quickness", where they gain an extra Move action or Swift action per round (since those are much less useful than Standard).
Humm... the first part may seems too complex for some players. As for the second part, permanent extra move action seems too powerful and perm extra swift may be too little for some classes.



-abnormally long reach. Simple, give the person with the ability an increase to their reach. Might come into issues with the aberrant feat that already does so.
Inhuman reach existence ruin this option. It would be perfect though.



-small size, and flexibility. may be able to act as if they had the Fine Build (or whatever the opposite of Powerful Build is)
That's something worth to work on!



Also, Gibbering Mouther Corruption has a copy-paste error, it looks like you copied the whole line from the chart.
Thank you :smallsmile:


I just noticed that the racial bonus to grapple of Choker corruption does not stack with the bonus from Deepspawn, which is a prerequisite. You should make it a +4 racial bonus instead and mention that is replaces the bonus from Deepspawn. Or an equivalent thereof.

Thanks for bringing this up. Other feats had the same problem. Made it cumulative now.



There is one ability of the choker that wasn't yet mentioned (climb speed), but you already made a feat for that, so you probably wouldn't want to make another.
True. Addeed some climb bonus now.

Necroticplague
2013-07-20, 04:23 PM
Humm... the first part may seems too complex for some players. As for the second part, permanent extra move action seems too powerful and perm extra swift may be too little for some classes.


Inhuman reach existence ruin this option. It would be perfect though.


That's something worth to work on!



True. Addeed some climb bonus now.

Well, since many improved corruption feats require several others as a prerequisite, you could combine it into something like this:

Improved Choker Corruption
Your choker corruptions has advanced now, and your body has become rubbery and malleable like that of the Choker.
Prerequisites:Choker Corruption, Inhuman Reach, Ettercap Corruption.
Benefit:You gain the Slight Build quality. Your physical stature lets you function in many ways as if you were one size category smaller. Whenever you are subject to a size modifier or special size modifier for an opposed check (such as Hide), you are treated as one size smaller if doing so is advantageous to you. You are also considered to be one size smaller when "squeezing" through a restrictive space.You can use weapons designed for a creature one size smaller without penalty. However, your space and reach remain those of a creature of your actual size. The benefits of this trait stack with the effects of powers, abilities, and spells that change your size category.

vinihigino
2013-07-20, 05:09 PM
- edit -
Choker corruption and improved corruption: done.

flexibility instead of speed. Perfect. Thanks a lot :smallbiggrin:

vinihigino
2013-07-28, 12:27 AM
Added Improved Beholder Corruption; Polished wording and feat mechanics.

I think it's done.

- edit -

25/07/13 - Added Umber hulk corruptions; Reworked ethereal filcher corruptions; Expanded to two posts
26/07/13 - Changed prehensile tongue in Mind flayer corruption and Added Improved Mind flayer corruption
27/07/2013 - Improved feat descriptions
28/07/2013 -Reworked some feats; Added guardian naga corruption, spirit naga corruption and water naga corruption.

vinihigino
2013-07-29, 04:51 PM
Do you guys think the improved corruption talents would be too strong if they no longer had the first corruption as a prerequisite?

Network
2013-07-29, 05:23 PM
Do you guys think the improved corruption talents would be too strong if they no longer had the first corruption as a prerequisite?
I'd be weird for an improved feat to not have the non-improved one as a prerequisite (Improved Toughness was already weird for that). Also keep in mind that most improved corruptions are quite powerful, if limited in their use.

vinihigino
2013-07-30, 05:23 PM
I'd be weird for an improved feat to not have the non-improved one as a prerequisite (Improved Toughness was already weird for that). Also keep in mind that most improved corruptions are quite powerful, if limited in their use.

The name would change in that case. Something like "Cloaker membranous wing" and "cloaker moan" instead of cloaker corruption and improved cloaker corruption.

I realize that improved ones are stronger, I've made them to be like that. The ones too powerful got a limited daily use to balance. Is there any specific that you find unbalanced?

The reason to abandon the normal-->improved line is provide more customization potential.

Maybe if I made the improved a little weaker...


- Edit -


29/07/2013 - Reworked corruption/improved corruption mechanics; Added 2 chull corruptions
30/07/2013 - Added Carrion Crawler toxin (and synergy with Improved gibbering mouther maw); modified chull saliva (now chull tendrils) and Mind Flayer maw (renamed to tentacles).


Soon:some kind of permanent chitinous armor having as prerequisite bestial hide. Probably Chull or Umber Hulk corruptions

P.E.A.C.H.

Necroticplague
2013-07-30, 07:05 PM
Choker Tentacles has a Special section for inhuman reach, despite requiring it as a prerequisite.

vinihigino
2013-07-30, 08:04 PM
Choker Tentacles has a Special section for inhuman reach, despite requiring it as a prerequisite.

Fixed. Thanks.

vinihigino
2013-07-30, 08:51 PM
Trying to create some kind of chitinous armor option through aberrant feat. At first I was thinking about Chull or Umber Hulk corruptions or something with bestial hide as prerequisite.

Then occurred me that I could simply allow Improved mimic body to create armors too.

The first option would function in a way similar to warforged body: bonus and penalties of an armor and impossibility to wear regular armors. The second one would allow to create a chitinous versions of chainshirt, breast plate or full plate with occasional enhancement bonus.

The first seemed too simple and the second may let the feat too powerful.

Any thoughts/suggestions? :smallconfused:



(modified Improved mimic body until best ideas show up)

Necroticplague
2013-07-30, 10:51 PM
Eh, armor isn't too swell, especially since all the mundane armors have DEX+AC=10, except for some rare exotic armor. so just allowing them to make mundane armor, even enchanted slightly, wouldn't be too powerful. Not any more so than allowing them to make their own weapons.

Xulin
2013-07-31, 01:59 AM
Hello there. I was reviewing some of your feats, and I have a couple of issues with them...

Beholder Central Eye - When I look at this ability it seems very powerful. However, looking again, it costs 3 feats so non-humans would not get this feat until 9th level, and only if they were spending feats on only aberrant abilities. But it looks like it has a bit of a startup penalty - on the power points cost, were you intending to say "you can use the power points you get from your aberrant feats" or "you can use only aberrant power points, and no points from any other source (such as a psionic class)

Chull Pincers - It seems weird that you have multiple feats that give the constrict ability (I like Choker Tentacles, btw); the loss of hand slots is pretty huge to be honest. But I do feel that feats like this are neccissary sometimes.

Ethereal Filcher Arms - Having 2 extra arms is very powerful. I would consider adding "any other aberrant feat" as a prerequisite.

Grick Skin - I don't really have an inherent problem with this feat itself... but it compares rather similarly to the DR Abyssal Heritor feat. I think it should be DR/byshek (yeah, this only matters for Eberron, but how often do you run up against LAW weapons either) just to give it that weakness factor.

Improved Mimic Body - Hmm... I don't know, I just don't like this feat, it seems out of place compared to the other ones on the list here.

Shifting Organs - I think prereq for this should be 2 aberrant feats, but otherwise it seems fine.

Naga Poison - This should probably be strength poison. Otherwise it's fine.

Otyugh Diet - No complaints about this feat really, but it seems like more of an NPC feat. Diseases take too long to use in actual combat.

Savage Clutch - This seems really weird taking into account that, again, you have another feat to grant improved grab. In fact, taking these other 2 feats into account, you should probably get rid of Chull Pincers, since it's pretty much redundant. Really great for grapplers though.

Umber Hulk Claws - The +4 bonus to resist disarms isn't really necissary - claws are good enough as a feat. Plus if you take this feat for claws, are you really going to be using your hands for weapons?

I know this may seem a bit critical, but I actually really like what you've done with these new aberrant feats. I especially like how specific feats interact with other ones to create really cool compound effects (Like becoming a small monster eating machine with an acid stomach and lashing tongue... now I just need to cast an augmented Expansion power, and we're awesomesause). I've created a new bookmark folder just for your page; all and all, nice work.

vinihigino
2013-07-31, 09:35 AM
Hello there. I was reviewing some of your feats, and I have a couple of issues with them...

I know this may seem a bit critical, but I actually really like what you've done with these new aberrant feats. I especially like how specific feats interact with other ones to create really cool compound effects (Like becoming a small monster eating machine with an acid stomach and lashing tongue... now I just need to cast an augmented Expansion power, and we're awesomesause). I've created a new bookmark folder just for your page; all and all, nice work.


First: thank you for the input! I like when people are objectively critical. It really helps.


Beholder Central Eye - When I look at this ability it seems very powerful. However, looking again, it costs 3 feats so non-humans would not get this feat until 9th level, and only if they were spending feats on only aberrant abilities. But it looks like it has a bit of a startup penalty - on the power points cost, were you intending to say "you can use the power points you get from your aberrant feats" or "you can use only aberrant power points, and no points from any other source (such as a psionic class)

"you can use only aberrant power points, and no points from any other source (such as a psionic class)” This is what I mean. I’ll improve the text to make it clearer (as well as other mind aberrant feats).
Also note that the area is more limited (you still can be affected from spells coming from behind, for instance) and the duration is shorter than the original spell --> antimagic field (http://www.d20srd.org/srd/spells/antimagicField.htm)



Chull Pincers - It seems weird that you have multiple feats that give the constrict ability (I like Choker Tentacles, btw); the loss of hand slots is pretty huge to be honest. But I do feel that feats like this are neccissary sometimes.

I feel the same way about this feat. I wanted something that represented a serious step closer into becoming a monster (as with other feats with lots of prerequisites such as water naga body), but without being useless. Taking away manipulation is obligatory, but if I just increased the damage die it would be too little. I thought in two steps increase instead of constrict, but constrict, although repeated, ended making more sense to the crushing style that lobster claws have. Do you have any suggestions to this one?


Ethereal Filcher Arms - Having 2 extra arms is very powerful. I would consider adding "any other aberrant feat" as a prerequisite.

Two extra arms are powerful, I agree, but take in consideration that you will lose two tentacle attacks. Without any other feats to improve your off hands, you will end with two extra attacks with -10 and giving -6 to the original ones. I know they could make the difference once you have feats and good items to occupy your hand, but that would require a lot of directed effort that you neglect in other areas.


Grick Skin - I don't really have an inherent problem with this feat itself... but it compares rather similarly to the DR Abyssal Heritor feat. I think it should be DR/byshek (yeah, this only matters for Eberron, but how often do you run up against LAW weapons either) just to give it that weakness factor.

This feat was not originally a corruption one (It was “resilient flesh”), but after I made him a grick corruption, I felt it should be DR/magic, as the grick DR. That would make the talent extremely weak though. Byshek would be nice, but, as you said, only in Eberron. Maybe if I make DR/ +1 per x AFYP… It would balance better, since +3 weapons are not that common.



Improved Mimic Body - Hmm... I don't know, I just don't like this feat, it seems out of place compared to the other ones on the list here.

I know... he doesn't fit well with his friends. :smallfrown: But I think he is so stylish that deserves a place :smallcool:


Shifting Organs - I think prereq for this should be 2 aberrant feats, but otherwise it seems fine.

Why? do you find it too strong or just too aberrant?


Naga Poison - This should probably be strength poison. Otherwise it's fine.

Originally, this one was not a corruption either. You could choose the kind of damage (str and dex start with d4 and cons start with d3) but since all nagas (except the dark) have cons damage, I thought it was more appropriated if it was cons too. Note that you can change to str damage if you have the ettercap chelicerae.


Otyugh Diet - No complaints about this feat really, but it seems like more of an NPC feat. Diseases take too long to use in actual combat.

Agreed. That’s why the feat give you scent too.


Savage Clutch - This seems really weird taking into account that, again, you have another feat to grant improved grab. In fact, taking these other 2 feats into account, you should probably get rid of Chull Pincers, since it's pretty much redundant. Really great for grapplers though.

I just realized that I wrote improved grapple where I wanted improved grab in some feats. :smallannoyed: Fixed.

Which feats are you talking about? Chull pincer give you constrict, not improved grab. They have this one as a prerequisite.
The only other feat that gives improved grab are chull tendrils. If you’re talking about it, I also felt it was repeated, but I want to put those tendrils in the game. To awesome to let go. Any suggestions?



Umber Hulk Claws - The +4 bonus to resist disarms isn't really necissary - claws are good enough as a feat. Plus if you take this feat for claws, are you really going to be using your hands for weapons?

Yeah… I just felt they are weak if compared with deepspawn (extra attacks letting your hands free and +2 in grapple). I even thought in put some natural armor bonus for the chitinous hands/forearms. Suggestions?

=======================================

Thanks again :smallsmile:

vinihigino
2013-07-31, 09:42 AM
Eh, armor isn't too swell, especially since all the mundane armors have DEX+AC=10, except for some rare exotic armor. so just allowing them to make mundane armor, even enchanted slightly, wouldn't be too powerful. Not any more so than allowing them to make their own weapons.

Yeah... I think I will just make the process to create armors more slow. Get in a full armor with just a move action seems too much.

Network
2013-07-31, 09:52 AM
Ethereal Filcher Arms - Having 2 extra arms is very powerful. I would consider adding "any other aberrant feat" as a prerequisite.
Remember that the gloves of man (Savage Species) only cost 42 000 gp each and can achieve a better result (i.e. the tentacles count as true arms and can hold weapons). Ethereal Filcher Arms is more akind to Girallon's Blessing (same book), which is a 3rd level spell.

vinihigino
2013-07-31, 10:15 AM
New text in Grick skin and Improved mimic body:

Grick Skin [Aberrant Corruption]
Aberrant matter cover your flesh giving you impressive resistance
Prerequisites: aberration blood, another aberrant feat
Benefits: As with the Grick, your body seems strangely resistant. You receive DR "x"/+1 where "x" is equal half the number of AFYP. For each four AFYP, increase by +1 the enhancement bonus necessary to overcome you DR.
Special: If you have Improved mimic body, shields you create receive an additional +1 enhancement bonus.

Improved Mimic Body [Aberrant Corruption]
Your spikes move according to your mood.
Prerequisites: Aberration blood, Mimic skin, Spiked carapace, Improved spiked carapace
Benefit: As the mimic aberrant, you can reshape your body surface into objects. You can move and mold your spikes to create chitinous versions of melee weapons, armors and shields with this ability. The spikes still part of your body, and return to the spike form if stop touching you. You spend charges to create the weaponry and you have a number of them equal the number of AFYP. You can reabsorb your spikes to recover the charges spent. For each four charges you spent, reduce your body spike damage in one step. For each four AFYP, the itens receive a cumulative +1 enhancement bonus.
{table=head]Armament|Charges|Action
light weapon|1|swift
one-handed weapon|2|move
two-handed weapon|3|standard
buckler|1|swift
spiked small shield|2|move
spiked large shield|3|standard
Tower shield|4|full round
spiked chain shirt|3|standard
spiked breast plate|4|full round
spiked full plate|5|two rounds[/table]
Special: If you have Digester stomach, the weapons becomes corrosive. Naga poison allow you to, with a swift action, spend one daily use of your venom to coat the weapon with the toxin.

vinihigino
2013-07-31, 10:22 AM
Ethereal Filcher Arms is more akind to Girallon's Blessing (same book), which is a 3rd level spell.

Yes. Although you can make additional attacks with the arms.

Xulin
2013-07-31, 11:57 PM
I feel the same way about this feat. I wanted something that represented a serious step closer into becoming a monster (as with other feats with lots of prerequisites such as water naga body), but without being useless. Taking away manipulation is obligatory, but if I just increased the damage die it would be too little. I thought in two steps increase instead of constrict, but constrict, although repeated, ended making more sense to the crushing style that lobster claws have. Do you have any suggestions to this one?
...
Which feats are you talking about? Chull pincer give you constrict, not improved grab. They have this one as a prerequisite.
The only other feat that gives improved grab are chull tendrils. If you’re talking about it, I also felt it was repeated, but I want to put those tendrils in the game. To awesome to let go. Any suggestions?

There isn't much you can really do with giant claws besides make giant claw attacks; you already have claw and grappling feats, so this is probably redundant. It takes away magic item slots, and overlaps with existing feats. I say lose it - the tendrils and choker tentacles work just fine.


Two extra arms are powerful, I agree, but take in consideration that you will lose two tentacle attacks. Without any other feats to improve your off hands, you will end with two extra attacks with -10 and giving -6 to the original ones. I know they could make the difference once you have feats and good items to occupy your hand, but that would require a lot of directed effort that you neglect in other areas.

Well, consider this:
a Swift Hunter with dual splitting-bow shotguns,
clowns,
a Wizard (or aberrant mage, perhaps :smallwink:) who casts 2 standard action spells a round, every round,
clowns,
an ubercharger weilding 2 great axes,
oh, and clowns

It has a large investment, but it is extremely powerful for said investment.

Quote:
Shifting Organs - I think prereq for this should be 2 aberrant feats, but otherwise it seems fine.
Why? do you find it too strong or just too aberrant?

Hmm... well let's see... armor of lesser fortification is +2 yes? You should be able to get that around 6th level. This is always on, works in antimagic field (right?) and pumps up all your other aberrant feats (unless you took them just for this), so yes, it's a power thing.


Yeah… I just felt they are weak if compared with deepspawn (extra attacks letting your hands free and +2 in grapple). I even thought in put some natural armor bonus for the chitinous hands/forearms. Suggestions?

Claws by themselves are not weak at all. When we put together all of the aberrant feats (the existing and new ones) we can make a character who can:
make 2 claw attacks, 2 tentacle attacks, a tail slam, and a bite with swallow hole. All of these attacks are treated as 1 handed weapons for power attack, and all of your attacks are made with at most a -5 bonus, compared to a weapon-weilder who attacks at a -0/-5/-10/-15 pattern.

Necroticplague
2013-08-01, 07:58 AM
a Wizard (or aberrant mage, perhaps :smallwink:) who casts 2 standard action spells a round, every round,


Where are you getting this ability from? extra hands don't let you do this in any way. Last time I checked, the only way to do o would be the Multivoice feat, which requires extra heads, not extra arms.And 4 extra feats, most of them combat related, which have a total prerequisite of BAB+6,DEX17,INT15, 3 or more natural attacks, and four feat slots (5 counting the one for Multivoice).


an ubercharger weilding 2 great axes,
Most ubercharging comes from combining pounce with adding static bonuses to attacks, then multiplying them. So using two greataxes would be mediocre, quadra-wielding daggers would be better. Especially since dual-weilding greataxes would hit the penalties for wielding a non-light weapon in the off-hands, on top of normal to-hit penalties for mutliwielding, meaning the chance of hitting something just hit rock bottom.In addition, the cost of acquiring ethereal filcher corruption would set the ubercharger back 3 feats, a heavy deal considering the prereqs for other important charging feats.

vinihigino
2013-08-01, 08:05 AM
Well, consider this:
Swift Hunter with dual splitting-bow
ubercharger weilding 2 great axes,

I would said that it's not the extra arms that are causing the powerfulness. If you are allowing that level of gaming in your table, there are many other ways to get more attacks without resorting to extra arms and duplicating expensive items. You can't measure a feat by the abuse people make with them. Combo players will always find something to abuse. That's not the point.



Hmm... well let's see... armor of lesser fortification is +2 yes? You should be able to get that around 6th level. This is always on, works in antimagic field (right?) and pumps up all your other aberrant feats (unless you took them just for this), so yes, it's a power thing.
It's a +1 quality (sure, you need a +1 armor first, but the feat doesn't give you that, only the fortification). Yes, It's always on, as the armor quality. If you are measuring comparing only with armor prices and the capability of work inside an antimagic field... well, bestial hide gives you a floating natural armor bonus and works inside an antimagic field... If we are going to compare with enhancements, bestial hide would end as a better feat.




Claws by themselves are not weak at all. When we put together all of the aberrant feats (the existing and new ones) we can make a character who can:
make 2 claw attacks, 2 tentacle attacks, a tail slam, and a bite with swallow hole. All of these attacks are treated as 1 handed weapons for power attack, and all of your attacks are made with at most a -5 bonus, compared to a weapon-weilder who attacks at a -0/-5/-10/-15 pattern.

Wow. That's a total of 9 feats(10 if you count power attack). I'm pretty sure the weapon-wielder would find something useful with that to compensate.

The point is: deepspawn gives you 2 extra attacks and +2 in grapple while the claws gives you 2 extra attacks that you can't combine with weapon attacks. I changed it a little with that in mind.

vinihigino
2013-08-02, 03:52 PM
Edited: class prerequisites, chull tendrils, Improved Gibbering Mouther Maw, minflayer tentacles and Shifting organs

characters limit reached in second post too. Will add more feats only when and if I think in more than a few. Current project: Delver

InfiniteNothing
2013-08-15, 06:29 PM
Hmm... Just bouncing a thought I had off you bunch, but you know how some feats prevent you from taking certain others? You know how the Mimic feats are basically shapeshifting? Wouldn't that allow someone with (one of) the Mimic feat(s) to switch between 'incompatable' feats, therefore allowing them to take both feats at the cost of only having one active at any given time?

Just asking.

vinihigino
2013-09-04, 02:43 PM
Exactly. You could look like a normal person then grow otyugh tentacles, then replace the tentacles for an extra pair of arms, for instance.

- edit-

Now it's Phasm body.


03/08/13~15/08/13 - Reworked some minor details in aberrant feats (some have the name changed too).
17/08/13 - Replaced Aboleth fins for Aboleth slime; Added Athach Arm feat.
19/08/13 - Replaced Ettercap skin for Drider legs
04/09/13 - Added Delver and Will-O’-Wisp corruptions


just two more to go:smallwink:

OblivionBlade
2013-09-04, 03:28 PM
I myself have made a version of this myself, having worked on it for a while, feel free to integrate it into yours.

Mine is a bit more... squicky.


Path: Aberrant
Requirements: Must be alive, with flesh, chaos mage 12+
Details:
Passive:
Having proceeded down the path of forbidden magic, unspeakable horrors infuse your flesh, allowing you to shift your form at will. You may shift your mass of limbs to different shapes, this is an at-will, standard action. You may augment your body with additional mass, allowing you to temporarily mutate one of your limbs into a natural weapon, as well as rearrange your form. Maintaining this shift requires constant focus, causing a dc 14 (+ 1 per round in shift) concentration check per round; else it reverts to its natural form.
You may also expunge additional mass to generate structures such as arrows and spines, made of flesh and bone; these decay 10 times faster than natural flesh upon being severed from the body (not connected to the brain). You may only have an extra pound of flesh/level, including weapon and auguments, at any given time; any additional flesh immediately rots off into a misty, foul smelling mist.
The first time a lawful or good sentient entity witnesses you shifting, or expunging mass, you must succeed a dc 16 (25 for lawful good) diplomacy check, or else become immediately shunned by them, merchants refuse to trade with you, guards bar you access, if not attack you, civilians flee from you. You may attempt to retry the check, on any entity shunning you, once per day. After succeeding the check, entities no longer need to be convinced to interact with you.
Active:
You may temporarily sacrifice 25 maximum hp, in addition to 2 constitutions, to immediately gain 2 pounds of extra flesh, as an at-will, standard action. You may re-absorb extra flesh, healing 10 hp per pound of flesh, at will, as a quickened action, as well as removing a single point of constitution damage. You may use additional flesh to raise your maximum health and constitution above your natural score, however, this flesh still counts for the limit, and additional health gained above normal maximum is only half as efficient.
Toggle:
Your body quickens its flesh production over one round, while this is active, you generate an pound (per 6 levels) of extra flesh per three rounds. If this ability is active for more than 12 rounds in a row, you gain the effect “fatigued”, if this ability is active for more than 18 rounds in a row, you gain the effect “exhausted”. If this ability is active for more than 24 rounds, it immediately is disabled, and you fall unconscious for 12 hours, and any extra mass is immediately expunged from the body as a thick paste. This counter resets after spending 6 rounds without the ability active.


As you can see, mine is far inferior to your version, though it has many features i'm sure you could integrate. This version is a bit more caster based.

For the record, i'm not trying to hijack the thread, just contribute input.

vinihigino
2013-09-04, 04:23 PM
hum...
The mechanic reminds me Moving Spikes, but with flesh instead of bones/spikes. I liked. I will put some thought into it. Thanks for the input.

vinihigino
2014-06-19, 05:24 PM
New feats added.
Reworked post and some feats.

Necroticplague
2014-06-19, 06:07 PM
Which ones are the new ones? I can see you've at least finally fixed the odd issue about things that made your tentacles split into different ones and their interactions with each other.

On a related note, Eyed Tentacles is a bit odd in the "special" section. To get what I think you're trying to say, I'd go with "If you have Inhuman Vision, double the distance of darkvision and the bonus to spot checks provided by that feat."

Also of note: technically, Superior Aberrant Heritage count as three abberant feats. There's the two it counts as due to its description, and then the aberrant feat that it actually is. Not sure if this is intentional or not.

Also, what happened to Flexible Body? Were their any particular problems with it?

vinihigino
2014-06-19, 06:41 PM
* new ones: Inhuman awakening, monstrous potency
* changed (not sure if only these): tendrils, spiked carapace and his improved version, spiked.

I removed flexible body cause I was feeling it useless :/. Dont know for sure, I was just not liking it anymore.

moving spikes is gone too.

It was not my intention to make superior aberrant heritage count as 3 aberrant feats. Any suggestion in the wording?


What did you think about the new ones? too powerful? I feel that the str bonus could be too much, but animal devotion is way superior.


*Fixed eyed tentacles special section, thanks.

vinihigino
2014-06-26, 04:21 PM
* Removed int pre requisite in aberrant psionic powers and increase their point gain.
* Added quick aberration feat

Necroticplague
2014-06-26, 04:28 PM
It was not my intention to make superior aberrant heritage count as 3 aberrant feats. Any suggestion in the wording?

I think i would word it as something similar to this, if you only wanted it to count as two:

"For effects that involve the amount of ABYP, you are considered to have one more than you actually posses.
Special:This feat can be taken multiple times.Each time, increase the amount you are considered to have above what you possess by one."

Combined with the fact it is an aberrant feat itself, should provide the effective +2 you're looking for.

ThatKreacher
2014-07-04, 12:03 AM
in the class abilities section you say that you gain the morphing body feat, but when I tried to find it I couldn't! can you please tell me exactly what it is? also this is an amazing idea! I'm making a fighter grappler who uses the barbed tongue to grapple and its amazing!

Necroticplague
2014-07-04, 12:50 AM
in the class abilities section you say that you gain the morphing body feat, but when I tried to find it I couldn't! can you please tell me exactly what it is? also this is an amazing idea! I'm making a fighter grappler who uses the barbed tongue to grapple and its amazing!

Morphing body is now Controlled Mutation.

vinihigino
2014-07-06, 10:34 AM
Morphing body is now Controlled Mutation.

This.

I will fix it now.

vinihigino
2014-07-06, 10:38 AM
in the class abilities section you say that you gain the morphing body feat, but when I tried to find it I couldn't! can you please tell me exactly what it is? also this is an amazing idea! I'm making a fighter grappler who uses the barbed tongue to grapple and its amazing!


Glad that you liked :smallbiggrin: