OblivionBlade
2013-11-07, 12:58 PM
I really wanted to make an abberation homebrew, and while there are many great homebrews like this, none had exactly what i wanted. I ended up making this extremely-hard to kill adaptable tank.
Aberration-corrupted class
Requirements: Must not be lawful, Must be living
{table=head] Level |Fort/Will/Refl |Abilities granted|BaB|Hit dice(total)
1 |+0/+1/+0 |Diehard, Alien mind |1 |1d8
2 |+0/+2/+0 |Mental unshackling |2 |2d8
3 |+1/+2/+0 |Aberrant toughness |3 |3d8
4 |+1/+3/+1 |Lesser fleshshape, Fast healing 1/round |4 |4d8
5 |+2/+3/+1 |Speak language: Ithilid, Alien mind, Absorb equipment |5 |5d8
6 |+2/+4/+1 |Aberrant toughness |6 |6d8
7 |+3/+4/+2 |Scabbing spit |7 |7d8
8 |+3/+5/+2 |Improved natural weapons, Fast healing 2/round |8 |8d8
9 |+4/+5/+2 |Aberrant toughness, Unnatural swiftness |9 |9d8
10 |+4/+6/+3 |Incomprehensible mind, Improved Fleshshape |10 |10d8
11 |+5/+6/+4 |Bizzare biology |11 |11d8
12 |+5/+7/+4 |Aberrant toughness, Fast healing 3/round |12 |12d8
13 |+6/+8/+4 |Cling to life, Carapace |13 |13d8
14 |+6/+8/+5 |See beyond |14 |14d8
15 |+7/+8/+5 |Aberrant toughness, Invasive mind |15 |15d8
16 |+7/+9/+5 |Improved natural weapons, Fast healing 4/round |16 |16d8
17 |+8/+9/+6 |Damage control |17 |17d8
18 |+8/+10/+6 |Aberrant toughness, Greater fleshshape |18 |18d8
19 |+9/+10/+6 |The mind makes it real |19 |19d8
20 |+10/+12/+8 |True aberration, Fast healing 5/round |20 |20d8
[/table]
Your mind has become warped into a maze, granting you a +4 inherent bonus to saves versus mind-effecting spells and abilities. This bonus increases to +8 at level 6.
After letting go of your previous methods of thinking, you begin noticing more of the world around you. You gain a +4 inherent bonus to spot, search, listen, sense motive. You doubt you would be able to stand much more information though.
Dark, twisted energies have hardened your flesh, granting a +5 inherent bonus to maximum hp, and DR/Law or Byeshk. This bonus increases by 5 maxiumum hp, and 1 additional DR/Law or Byeshk every 3 levels after level 3.
The dark energies have saturated your flesh, granting you the ability to shape it at your whim. You may temporarily exchange maximum hp to create melee simple, or martial weapons, or armor (all types are considered 1 class lighter for armor check penalty) as a standard action, which may be reabsorbed as a standard action to return the maximum hp spent. You receive a penalty to maximum hp equal to the equipment’s weight in kilograms (If it were made of steel) x 10. Weapons created this way cannot leave your grasp, in event they would, they are forcibly reabsorbed. Anything created by this feat is considered masterwork and natural.
Your flesh is destructive not only to the living, but to equipment as well. Once per week, you may choose a non-natural weapon or armor you are able to equip and destroy it. If it is a weapon, you add the abilities of the weapon to all natural weapons. If it is armor, you add the abilities to your natural armor. Only one weapon's abilities and one armor's abilities may be kept at a time, new absorption erases previous bonuses.
Due to your constant regeneration, your body has adapted to create large amounts of molten flesh which bond to nearly anything. Once per 3 rounds, you may take damage equal to 1% of your current health, in exchange to activate scabbing spit. Scabbing spit can be either Offensive, or Defensive.
Offensive scabbing spit:
You spit molten, sticky flesh at a target up to 30 feet away. The target must make a DC (15 + 1 per 5 hp expended) reflex save or else be entangled for 1d4 + 1 per 20 hp expended rounds. Each round, the target may make a check identical to the original to break free, using either escape artist or strength score, whichever is higher.
Defensive scabbing spit:
You spit molten, sticky flesh that bonds upon contact at a target up to 30 feet away. The target gains temporary hit points equal to 50% of the hp expended, and DR equal to your DR granted by Aberrant toughness. The temporary hitpoints and DR last until either 2 + 1 per 4 levels rounds have passed, or the temporary hitpoints are all expended.
As you begin experimenting with the power that runs through you, your flesh has become more vicious. Attacks with natural weapons deal an additional 1d6 untyped damage. This bonus is increased to 2d6 at level 16.
Your corruption has improved your endurance and aerodynamics, granting you a +20% inherent bonus to movement per turn. Additionally, when using a standard action to attack with a natural weapon, you may attack with an additional natural weapon as a free action. This ability does not work on two-handed weapons.
Your mind has become so warped and twisted, that anyone who attempts to control or read your mind is forced to make a DC 18 + 1/2 level + cha modifier will save or else be subjected to the phantasmal killer effect with no additional saves. On successful save, they instead become shaken. While you may be targeted by mind-effecting spells and abilities, you are immune to negative effects of said spells.
As you no longer are truly natural to your plane, non-magical poisons and diseases, as well as everything else, simply do not know what to do with you. You gain immunity to non-magical diseases and poisons, and in addition, gain a +8 circumstance bonus for intimidate checks against anything that isn't an outsider or an aberration.
Your regeneration kicks into overdrive upon being downed. You no longer can be killed by damage that is not law or byeshk. While you can be brought down below -10, you will simply not die until a single point of law or byeshk damage is done to you.
Your skin has become not only resistant to physical damage, but to some degree the elements as well. You gain +10 natural resistance to Fire, Cold, Electricity, and Acid damage, as well as +5 natural armor. This bonus increases to +15 resistance and +7 armor at level 15, and +20 resistance and +10 armor at level 20.
You have begun mastering the unique methods of combat granted to you by your aberrant taint, allowing you to reduce the maximum hp penalty from your weapons to 7/kg. In addition, you may now manifest exotic and ranged weapons. Ranged ammunition may be created at will as a swift action; however you receive 1d3 untyped damage per piece of ammunition you create. Anything created by fleshshaping is now considered +1 (stacking) and natural, in addition to absorb equipment.
You have completely freed your mind, allowing you not only to see the world as it truly is, but further beyond. You gain the effect True Seeing as a permanent buff, however, the sheer information overload causes you to have to tune out most of your senses. You receive a -6 penalty to spot, search, listen, sense motive, and concentration. (Unshackled mind means only -2 to spot, listen, sense motive)
Your mind has become so chaotic and unstable that it begins striking out at nearby targets. At the start of each round, units within 10 feet of you recieve a stack of "Scrambled Thoughts". Upon reaching or exceeding 5 stacks, targets automatically fail all concentration checks, take damage equal to your level upon beginning to cast a spell, and take 5% additional damage from any source. At the start of each round you may either disable or enable this ability, as well as choose targets to exempt from this effect.
Scrambled thoughts: You begin hearing ancient, unspeakable voices in your head. you receive a -4 penalty to concentration and listen checks, a -2 penalty to will saves, a 5% penalty to movement per round, and must make a DC 23 will save every round or else suffer 1d3 wisdom damage. This debuff lasts 2 rounds, but acquiring additional stacks resets the duration back to 2 rounds. The skill and saves penalty as well as the movement speed penalty stacks, however the wisdom damage per round does not.
You have decided that rather than taking dangerous blows, to simply remove the body part being effected. At will, upon taking damage, you may instead choose to take 5% of your max health instead.
You have mastered the energies running through you, granting you flesh-shape your entire body perfectly into another living creature as a toggle-able spell-like ability. This disguise is completely indistinguishable from the actual target, in voice, form, feeling, and even scent, and cannot be dispelled, and takes a full round to fully form. You gain the movement types of the targeted creature, and (Ex) attacks, but do not copy ability scores. However, true seeing shows you in your true form. You must have seen something up close in order to accurately flesh shape into them. The penalty for weapons is now 5/kg, and ammunition now causes only 1d3 damage per dozen created. Anything created by fleshshaping now is considered +3 in addition to absorb equipment, and natural, and may use touch AC instead of regular AC.
Your mind has become so unstable that targets afflicted with Scrambled thoughts take 1d3 Constitution damage in addition to the wisdom damage. This is increased to 2d3 Constitution damage if the target has less than 2 wisdom.
Your entire body is now aberrant flesh, granting you a +4 race bonus to constitution, strength, and charisma and causing you to become a true aberration. For spells, abilities and effects you are treated as an aberration native to your home plane as opposed to your previous race. Additionally, all natural weapons deal an additional 3d6 chaos damage against nonchaotic targets.
Please comment on what I can edit/redo.
Aberration-corrupted class
Requirements: Must not be lawful, Must be living
{table=head] Level |Fort/Will/Refl |Abilities granted|BaB|Hit dice(total)
1 |+0/+1/+0 |Diehard, Alien mind |1 |1d8
2 |+0/+2/+0 |Mental unshackling |2 |2d8
3 |+1/+2/+0 |Aberrant toughness |3 |3d8
4 |+1/+3/+1 |Lesser fleshshape, Fast healing 1/round |4 |4d8
5 |+2/+3/+1 |Speak language: Ithilid, Alien mind, Absorb equipment |5 |5d8
6 |+2/+4/+1 |Aberrant toughness |6 |6d8
7 |+3/+4/+2 |Scabbing spit |7 |7d8
8 |+3/+5/+2 |Improved natural weapons, Fast healing 2/round |8 |8d8
9 |+4/+5/+2 |Aberrant toughness, Unnatural swiftness |9 |9d8
10 |+4/+6/+3 |Incomprehensible mind, Improved Fleshshape |10 |10d8
11 |+5/+6/+4 |Bizzare biology |11 |11d8
12 |+5/+7/+4 |Aberrant toughness, Fast healing 3/round |12 |12d8
13 |+6/+8/+4 |Cling to life, Carapace |13 |13d8
14 |+6/+8/+5 |See beyond |14 |14d8
15 |+7/+8/+5 |Aberrant toughness, Invasive mind |15 |15d8
16 |+7/+9/+5 |Improved natural weapons, Fast healing 4/round |16 |16d8
17 |+8/+9/+6 |Damage control |17 |17d8
18 |+8/+10/+6 |Aberrant toughness, Greater fleshshape |18 |18d8
19 |+9/+10/+6 |The mind makes it real |19 |19d8
20 |+10/+12/+8 |True aberration, Fast healing 5/round |20 |20d8
[/table]
Your mind has become warped into a maze, granting you a +4 inherent bonus to saves versus mind-effecting spells and abilities. This bonus increases to +8 at level 6.
After letting go of your previous methods of thinking, you begin noticing more of the world around you. You gain a +4 inherent bonus to spot, search, listen, sense motive. You doubt you would be able to stand much more information though.
Dark, twisted energies have hardened your flesh, granting a +5 inherent bonus to maximum hp, and DR/Law or Byeshk. This bonus increases by 5 maxiumum hp, and 1 additional DR/Law or Byeshk every 3 levels after level 3.
The dark energies have saturated your flesh, granting you the ability to shape it at your whim. You may temporarily exchange maximum hp to create melee simple, or martial weapons, or armor (all types are considered 1 class lighter for armor check penalty) as a standard action, which may be reabsorbed as a standard action to return the maximum hp spent. You receive a penalty to maximum hp equal to the equipment’s weight in kilograms (If it were made of steel) x 10. Weapons created this way cannot leave your grasp, in event they would, they are forcibly reabsorbed. Anything created by this feat is considered masterwork and natural.
Your flesh is destructive not only to the living, but to equipment as well. Once per week, you may choose a non-natural weapon or armor you are able to equip and destroy it. If it is a weapon, you add the abilities of the weapon to all natural weapons. If it is armor, you add the abilities to your natural armor. Only one weapon's abilities and one armor's abilities may be kept at a time, new absorption erases previous bonuses.
Due to your constant regeneration, your body has adapted to create large amounts of molten flesh which bond to nearly anything. Once per 3 rounds, you may take damage equal to 1% of your current health, in exchange to activate scabbing spit. Scabbing spit can be either Offensive, or Defensive.
Offensive scabbing spit:
You spit molten, sticky flesh at a target up to 30 feet away. The target must make a DC (15 + 1 per 5 hp expended) reflex save or else be entangled for 1d4 + 1 per 20 hp expended rounds. Each round, the target may make a check identical to the original to break free, using either escape artist or strength score, whichever is higher.
Defensive scabbing spit:
You spit molten, sticky flesh that bonds upon contact at a target up to 30 feet away. The target gains temporary hit points equal to 50% of the hp expended, and DR equal to your DR granted by Aberrant toughness. The temporary hitpoints and DR last until either 2 + 1 per 4 levels rounds have passed, or the temporary hitpoints are all expended.
As you begin experimenting with the power that runs through you, your flesh has become more vicious. Attacks with natural weapons deal an additional 1d6 untyped damage. This bonus is increased to 2d6 at level 16.
Your corruption has improved your endurance and aerodynamics, granting you a +20% inherent bonus to movement per turn. Additionally, when using a standard action to attack with a natural weapon, you may attack with an additional natural weapon as a free action. This ability does not work on two-handed weapons.
Your mind has become so warped and twisted, that anyone who attempts to control or read your mind is forced to make a DC 18 + 1/2 level + cha modifier will save or else be subjected to the phantasmal killer effect with no additional saves. On successful save, they instead become shaken. While you may be targeted by mind-effecting spells and abilities, you are immune to negative effects of said spells.
As you no longer are truly natural to your plane, non-magical poisons and diseases, as well as everything else, simply do not know what to do with you. You gain immunity to non-magical diseases and poisons, and in addition, gain a +8 circumstance bonus for intimidate checks against anything that isn't an outsider or an aberration.
Your regeneration kicks into overdrive upon being downed. You no longer can be killed by damage that is not law or byeshk. While you can be brought down below -10, you will simply not die until a single point of law or byeshk damage is done to you.
Your skin has become not only resistant to physical damage, but to some degree the elements as well. You gain +10 natural resistance to Fire, Cold, Electricity, and Acid damage, as well as +5 natural armor. This bonus increases to +15 resistance and +7 armor at level 15, and +20 resistance and +10 armor at level 20.
You have begun mastering the unique methods of combat granted to you by your aberrant taint, allowing you to reduce the maximum hp penalty from your weapons to 7/kg. In addition, you may now manifest exotic and ranged weapons. Ranged ammunition may be created at will as a swift action; however you receive 1d3 untyped damage per piece of ammunition you create. Anything created by fleshshaping is now considered +1 (stacking) and natural, in addition to absorb equipment.
You have completely freed your mind, allowing you not only to see the world as it truly is, but further beyond. You gain the effect True Seeing as a permanent buff, however, the sheer information overload causes you to have to tune out most of your senses. You receive a -6 penalty to spot, search, listen, sense motive, and concentration. (Unshackled mind means only -2 to spot, listen, sense motive)
Your mind has become so chaotic and unstable that it begins striking out at nearby targets. At the start of each round, units within 10 feet of you recieve a stack of "Scrambled Thoughts". Upon reaching or exceeding 5 stacks, targets automatically fail all concentration checks, take damage equal to your level upon beginning to cast a spell, and take 5% additional damage from any source. At the start of each round you may either disable or enable this ability, as well as choose targets to exempt from this effect.
Scrambled thoughts: You begin hearing ancient, unspeakable voices in your head. you receive a -4 penalty to concentration and listen checks, a -2 penalty to will saves, a 5% penalty to movement per round, and must make a DC 23 will save every round or else suffer 1d3 wisdom damage. This debuff lasts 2 rounds, but acquiring additional stacks resets the duration back to 2 rounds. The skill and saves penalty as well as the movement speed penalty stacks, however the wisdom damage per round does not.
You have decided that rather than taking dangerous blows, to simply remove the body part being effected. At will, upon taking damage, you may instead choose to take 5% of your max health instead.
You have mastered the energies running through you, granting you flesh-shape your entire body perfectly into another living creature as a toggle-able spell-like ability. This disguise is completely indistinguishable from the actual target, in voice, form, feeling, and even scent, and cannot be dispelled, and takes a full round to fully form. You gain the movement types of the targeted creature, and (Ex) attacks, but do not copy ability scores. However, true seeing shows you in your true form. You must have seen something up close in order to accurately flesh shape into them. The penalty for weapons is now 5/kg, and ammunition now causes only 1d3 damage per dozen created. Anything created by fleshshaping now is considered +3 in addition to absorb equipment, and natural, and may use touch AC instead of regular AC.
Your mind has become so unstable that targets afflicted with Scrambled thoughts take 1d3 Constitution damage in addition to the wisdom damage. This is increased to 2d3 Constitution damage if the target has less than 2 wisdom.
Your entire body is now aberrant flesh, granting you a +4 race bonus to constitution, strength, and charisma and causing you to become a true aberration. For spells, abilities and effects you are treated as an aberration native to your home plane as opposed to your previous race. Additionally, all natural weapons deal an additional 3d6 chaos damage against nonchaotic targets.
Please comment on what I can edit/redo.