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    Post New aberrant feats and prestige classes [WIP, PEACH]

    INDEX

    1. Aberrant Feats
      1. Official Rules
      2. Supplementary Rules
    2. Aberrant Mage [post 2]
      1. Mechanics
      2. Roleplaying
    3. Aberrant Warrior [not ready]
    4. Inspiration Sources and Progress log[post 3]






    ABERRANT FEATS




    "Good wombs have borne bad sons."
    Willa Shakingspike



    OFFICIAL RULES

    Spoiler
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    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



    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, Athach, Beholder, Carrion Crawler, Choker, Chull, Cloaker, Delver, Destranchan, Digester, Drider, Ethereal Filcher, Ettercap, Gibbering Mouther, Grick, Harpoon Spider, Mimic, Mind Flayer, Naga (Dark, Guardian, Spirit and Water), Phasm, Rust monster, Skum, Umber Hulk and Will-O’-Wisp. Check for their stats here.

    Complete aberrant feats table:
    Spoiler
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    Aberrant Feats Prerequisites Benefit
    Aberration Blood* Humanoid Grants bonus on skill, allows other aberrant feats
    Aberration Wild Shape 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 Aberration Blood Gain +1 natural armor bonus per two aberrant feats
    Rusting Carapace
    Aberration Blood, Bestial Hide Your carapace can quickly rust metal
    Deepspawn 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 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 Aberration Blood Increase natural rech by 5 feet, take –1 penalty on melee attack rolls
    Inhuman Vision 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 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 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 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 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 (Dragon 359) is a similar feat


    Feats descriptions:
    Spoiler
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    *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.
    Last edited by vinihigino; 2014-07-21 at 11:30 AM.

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    Default Re: [Prc] Aberrant Mage (and new aberrant feats)

    THE ABERRANT MAGE


    Spoiler: Image
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    "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.

    Spoiler: Mechanics
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    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.

    Spoiler: The cocoon
    Show
    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.


    Spoiler: Roleplaying
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    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

    "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.
    Last edited by vinihigino; 2014-07-06 at 10:35 AM.

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    Default Re: The Aberrant Mage (new PrC and aberrant feats) [WIP]

    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.
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    Default Re: The Aberrant Mage (new PrC and aberrant feats) [WIP]

    INSPIRATION SOURCES:


    PROGRESS LOG:
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    • 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




    Quote Originally Posted by Network View Post
    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.
    Last edited by vinihigino; 2013-09-04 at 02:44 PM.

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    Default Re: The Aberrant Mage (new PrC and aberrant feats) [WIP, PEACH]

    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.
    Last edited by vinihigino; 2013-07-11 at 02:00 PM.

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    Default Re: The Aberrant Mage (new PrC and aberrant feats) [WIP, PEACH]

    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.
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    Default Re: The Aberrant Mage (new PrC and aberrant feats) [WIP, PEACH]

    Quote Originally Posted by Network View Post
    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.
    Last edited by vinihigino; 2013-07-11 at 02:06 PM.

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    Default Re: The Aberrant Mage (new PrC and aberrant feats) [WIP, PEACH]

    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.

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    Default Re: The Aberrant Mage (new PrC and aberrant feats) [WIP, PEACH]

    Quote Originally Posted by Amnoriath View Post
    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.
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    Default Re: The Aberrant Mage (new PrC and aberrant feats) [WIP, PEACH]

    Quote Originally Posted by vinihigino View Post
    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).
    Quote Originally Posted by Razanir View Post
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    So the real question is, what is a Ling?

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    Default Re: The Aberrant Mage (new PrC and aberrant feats) [WIP, PEACH]

    Quote Originally Posted by Network View Post
    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.
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    Default Re: The Aberrant Mage (new PrC and aberrant feats) [WIP, PEACH]

    Quote Originally Posted by Necroticplague View Post
    The beginning of the ability gives fast healing, that is what is tripled.
    Nice, I didn't notice it. Thanks.
    Quote Originally Posted by Razanir View Post
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    Default Re: The Aberrant Mage (new PrC and aberrant feats) [WIP, PEACH]

    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
    Last edited by vinihigino; 2013-07-12 at 10:23 AM.

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    Default Re: The Aberrant Mage (new PrC and aberrant feats) [WIP, PEACH]

    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)..."
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    Default Re: The Aberrant Mage (new PrC and aberrant feats) [WIP, PEACH]

    Quote Originally Posted by Necroticplague View Post
    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?
    Last edited by vinihigino; 2013-07-12 at 01:31 PM.

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    Default Re: The Aberrant Mage (new PrC and aberrant feats) [WIP, PEACH]

    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/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.

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    Default Re: The Aberrant Mage (new PrC and aberrant feats) [WIP, PEACH]

    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.

    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.
    Last edited by vinihigino; 2013-07-13 at 06:22 PM.

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    Default Re: The Aberrant Mage (new PrC and aberrant feats) [WIP, PEACH]

    Corruption aberrant feats added.

    Cocoon dispelling effect now works as greater dispel magic.

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    Default Re: The Aberrant Mage (new PrC and aberrant feats) [WIP, PEACH]

    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.
    Avatar by TinyMushroom.

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    Default Re: The Aberrant Mage (new PrC and aberrant feats) [WIP, PEACH]

    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.
    Last edited by vinihigino; 2013-07-13 at 09:09 AM.

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    Default Re: The Aberrant Mage (new PrC and aberrant feats) [WIP, PEACH]

    Added Improved aboleth corruption and Improved ettercap corruption.


    Quote Originally Posted by Amnoriath View Post
    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.



    Now what? How could I improve more this PrC?

    - edit -
    prehensile tongue is now a tentacle attack that causes slashing damage (barbed)
    Last edited by vinihigino; 2013-07-13 at 03:50 PM.

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    Default Re: The Aberrant Mage (PrC and aberrant feats) [WIP, PEACH]

    Added the following feats: Gruesome hands, Ethereal filcher corruption and Mimic corruption. Changed the first class ability.

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    Default Re: The Aberrant Mage (PrC and aberrant feats) [WIP, PEACH]

    I don't know how it would play in, but what about making an Elan Corruption feat?
    Quote Originally Posted by Razanir View Post
    "I am a human sixtyfourthling! Fear my minimal halfling ancestry!")
    Quote Originally Posted by Zweisteine View Post
    So the real question is, what is a Ling?

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    Default Re: The Aberrant Mage (PrC and aberrant feats) [WIP, PEACH]

    Quote Originally Posted by Network View Post
    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

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    Default Re: The Aberrant Mage (PrC and aberrant feats) [WIP, PEACH]

    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.
    Quote Originally Posted by Razanir View Post
    "I am a human sixtyfourthling! Fear my minimal halfling ancestry!")
    Quote Originally Posted by Zweisteine View Post
    So the real question is, what is a Ling?

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    Thumbs up Re: The Aberrant Mage (PrC and aberrant feats) [WIP, PEACH]

    Thanks. It happened when I changed all "Aberrant blood" to "aberration blood".

    Fixed
    Last edited by vinihigino; 2013-07-16 at 01:57 PM.

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    Default Re: The Aberrant Mage (PrC and aberrant feats) [WIP, PEACH]

    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."
    Avatar by TinyMushroom.

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    Default Re: The Aberrant Mage and aberrant feats [WIP, PEACH]

    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:

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    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.

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    Default Re: The Aberrant Mage and aberrant feats [WIP, PEACH]

    Oooo I like that.

    Here's some balance reference to expand upon it:

    http://www.d20srd.org/srd/psionic/po...eformation.htm

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    Default Re: The Aberrant Mage and aberrant feats [WIP, PEACH]

    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.
    Last edited by vinihigino; 2013-07-17 at 03:45 PM.

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