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.
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.