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    Oct 2008

    Default Aberration Blood Expanded [WIP]

    Combat Aberrant Feats
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    Aberrant Armor [Aberrant]
    You grow more resilient to damage as your aberrant nature continues to manifest.
    Prerequisites: Aberration Blood
    Benefits: You gain damage reduction equal to half the number of Aberrant feats you possess. Damage reduction gained from this feat is overcome by byeshk.

    Aberrant Claws [Aberrant]
    Your hands twist into viscious weapons that can tear an opponent to shreds.
    Prerequisites: Aberration Blood
    Benefits: You gain two primary natural claw attacks that each deal 1d6+Str mod points of damage.

    Aberrant Edge [Aberrant]
    Your natural attacks are augmented by your aberrant heritage.
    Prerequisites: Aberration Blood
    Benefits: Your natural attacks and unarmed strike gain a bonus to damage rolls equal to half the number of aberrant feats you possess (including this one).

    Prehensile Tongue [Aberrant]
    Your tongue grows into a barbed tentacle.
    Prerequisites: Aberration Blood
    Benefits: You gain a natural tongue attack that deals 1d4+1/2 Str mod points of damage as a secondary natural weapon. You may use your tongue as an extra hand for fine manipulation, granting you a +2 circumstance bonus on Disable Device and Open Lock check, as well as a +2 circumstance bonus on Escape Artist checks to escape bindings unless your mouth is covered.

    Throwing Shards [Aberrant]
    Prerequisites: Aberration Blood, any other Aberrant feat
    Benefits: At will, as a free action, you can grow small shards of carapace-like chitin that you can pull off and throw as ranged weapons. These shards deal 1d4 + your Str mod points of piercing or bludgeon damage and has a range increment of 30ft. You can make a full attack with these shards.
    Special: These shards count as natural weapons and manufactured weapons where it would be beneficial.

    Venomous Aberration [Aberrant]
    You have gained a natural venom that can be delivered through your natural attacks.
    Prerequisites: Aberration Blood, a natural attack granted by an Aberrant feat
    Benefits: Choose one natural attack that deals piercing or slashing damage granted by an Aberrant feat that you possess. A number of times per day equal to the number of Aberrant feats you possess, you can deliver a poison through the chosen natural attack. This poisons primary damage paralyzes the target for 1d4+1 rounds and has no secondary damage. The DC is Con-based.

    Movement Aberrant Feats
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    Improved Starspawn [Aberrant] (Looking for a better name)
    The wings that represent your aberrant heritage are stronger than normal and can be used more easily than before.
    Prerequisites: Aberration Blood, Starspawn, Any other Aberrant Feat, Character Level 6th
    Benefits: The flight speed granted by Starspawn increases to equal your base land speed, your maneuverability increases to by one category, and you can now fly as easily as walking, allowing you to fly without interruption.

    Tunnelspawn [Aberrant]
    Your aberrant blood has adapted you to be like a mole.
    Prerequisites: Aberration Blood, Any other Aberrant feat
    Benefits: You gain a Burrow speed equal to half your base land speed and tremorsense out to 30ft. You leave a usable tunnel behind you when burrowing. You cannot burrow through stone or other solid materials with this feat.

    Earthspawn [Aberrant]
    Your earthbound abilities have increased to the point of being almost supernatural.
    Prerequisites: Aberration Blood, Tunnelspawn
    Benefits: You gain the earth glide special ability. Your tremorsense extends to 60ft and your burrow speed increases to equal your base land speed. You can choose to leave a usable tunnel when burrowing.

    Unearthly Speed [Aberrant]
    Your aberration blood grants you unnatural quickness.
    Prerequisites: Aberration Blood
    Benefits: Your base land speed increases by 10 for every two aberrant feats you possess.

    Psionic Aberrant Feats
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    Madspawn [Aberrant, Psionic]
    Your aberration blood has awakened a natural wellspring of psionic power.
    Prerequisites: Aberration Blood, Warped Mind
    Benefits: You gain two 1st level psionic powers, additionally, you gain one power point per character level. Your manifester level for this power is equal to half your character level. The DC for this power is 11 + your Cha mod. You cannot use the manifester level granted by this feat to qualify for feats (except other Aberrant feats) or prestige classes.

    Psionic Horror [Psionic, Aberrant]
    You have adapted your aberrant heritage to the use of psionics.
    Prerequisites: Aberration Blood, Power Point Reserve
    Benefits: You treat all Aberrant feats as Psionic feats and all Psionic feats as Aberrant feats. Any manifester level granted by your aberrant feats becomes equal to your character level. Additionally your body becomes a reservoire for psionic power allowing you to store a number of power points equal to your character level as if you were a cognizance crystal.

    Empathic Link [Aberrant, Psionic]
    You can pick up the emotions of creatures near you.
    Prerequisites: Aberration Blood, Any one other Aberrant Feat, Cha 13
    Benefits: You also project an empathic aura that gives you an insight bonus on Bluff, Diplomacy, Gather Information, Intimidate, and Sense Motive equal to the number of aberrant feats you possess. If you have five or more aberrant feats, you gain the ability to telepathically speak with any creature within 10ft/aberrant feat you possess that has a language.

    Visions from the Stars [Aberrant, Psionic]
    You periodically experience visions from the near future.
    Prerequisite: Wis 13, Aberration Blood, Warped Mind, any one other Aberrant feat.
    Benefit: Your visions reflect possible futures, and you can act to ensure or resist them. You gain a number of floating +1 insight bonuses equal to one-half the number of Aberrant feats you possess (minimum 1). The bonuses last 24 hours, and you must reassign them at the start of each new day. You can assign each bonus to one of the following:
    • Your Armor Class
    • Your Attack Rolls
    • Your Initiative Checks
    • One of your Saving Throws (Fort, Ref, or Will)
    • Checks made with one Skill of your choice
    These insight bonuses can stack up to 1 + your character level divided by six (rounded down).

    Incarnum Aberrant Feat
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    Soulspawn [Aberrant, Incarnum]
    Your very soul is touched by your aberrant heritage allowing you to strengthen your aberrant features.
    Prerequisites: Aberration Blood, Con 13
    Benefits: Select one aberrant feat you possess. You can invest essentia into that feat. You are treated as having a number of additional aberrant feats equal to the invested essentia for the purposes of the selected feat. You can reallocate the essentia as a swift action each round as if the feats were soulmelds.
    You gain 1 point of essentia.
    Special: You can take this feat multiple times, its effect does not stack. Each time you take this feat you must select a different aberrant feat.

    Farsoul [Aberrant, Incarnum]
    You are adept at mixing soul energy with the energy of the far realms.
    Prerequisites: Con 13, Aberration Blood, Any Incarnum Feat
    Benefits: You treat all Aberrant feats as Incarnum feats and all Incarnum feats as Aberrant feats. Additionally you gain one point of essentia for every three aberrant feats you possess.

    Class Aberrant Feats
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    Breachspawn [Aberrant]
    Your aberrant heritage his given you a direct link to the madness of the far realms.
    Prerequisites: Aberration Blood, Warped Mind, Any three other Aberrant feats
    Benefits: Select a single Murmur. You are now a blessed/afflicted xenotheurge with the selected Murmur. As normal you also select one Disturbance and one Incursion to go with the Murmur. Additionally, the bonus against mind-affecting effects from Warped Mind now applies to all Will Saves.
    Special: You cannot take levels in a class that provides murmurs if you take this feat.

    Mad Disciple [Aberrant]
    You can utilize martial techniques learned from study of the far realms.
    Prerequisites: Aberration Blood, Must know one martial maneuver or stance from the Far Realms, Dark Messiah, Sleeping Goddess, Sanity's Eclipse, or Stygian Nightmare disciplines, BAB +1
    Benefits: Your initiator level increases to equal character level. You gain the knowledge of a limited array of maneuvers from the Far Realms, Dark Messiah, Sleeping Goddess, Sanity's Eclipse, and/or Stygian Nightmare disciplines as shown on the table below. Additionally, you can use the discipline weapon from any of the above disciplines as a discipline weapon for the other schools.
    {table=head]Level|M. Known|M. Readied|Stances
    1st-2nd|2|2|1
    3rd-4th|3|3|1
    5th-6th|4|3|2
    7th-8th|5|4|2
    9th-10th|6|4|2
    11th-12th|7|5|3
    13th-14th|8|5|3
    15th-16th|9|6|3
    17th-18th|10|6|4
    19th-20th|11|7|4[/table]
    These maneuvers are in addition to those gained from the martial study feat. The DC for these maneuvers is based on your Wis score. You can recover your maneuvers by taking a single point of Wis Burn which heals at a rate of one point per hour instead of per day.
    Special: The normal method of teaching a martial adept does not synergize well with this you. You cannot take levels in any class that provides maneuvers or stances (excluding prestige classes) if you possess this feat.

    Scion of the Aberrant Mark [Aberrant]
    You can access some of the natural magic that aberrations possess.
    Prerequisites: Aberration Blood or Aberrant Dragonmark, Cha 13
    Benefits: You gain the ability to use a small number of invocations. You gain one invocation for every two Aberrant feats you possess. The DC for these invocations is Cha-based. The caster level of these invocations is equal to half your character level. At first you may only select least invocation, once you have at least three least invocations you can start taking lesser invocations instead, and once you have at least 3 lesser invocations you can start to take greater invocations.
    Special: because you have accessed your aberrant heritage in a unique way, you find it hard to use the more traditional methods to access it, you cannot take levels in any class that grants invocations.

    Voidspawn [Aberrant]
    You are touched by not just the far realms, but the void where vestiges reside as well.
    Prerequisites: Aberration Blood, Any one other Aberrant feat, Cha 13
    Benefits: You can bind a single vestige in a minute long ritual much the same way a binder can. Your effective binder level is equal to half your character level. You can bind an additional vestige at one time at 8th and 16th level. The signs from these vestiges cannot be suppressed in any way and always appear twisted and aberrant, even by binder standards. Additionally, you gain a bonus on Binding checks to make a good pact equal to the number of Aberrant feats you possess.
    Special: Because you are bound to the void, the more common methods of binding are ineffective for you, you cannot take levels in a class that provides soulbinding.

    Pactspawn [Aberrant]
    The pull of the void on your aberrant nature has grown stronger.
    Prerequisites: Aberration Blood, Voidspawn, Cha 13, Character Level 9th
    Benefits: Your effective binder level from voidspawn increases to equal half your character level + the number of aberrant feats you possess to a maximum of your character level.

    Gift from the Void [Aberrant]
    Your ability to bind vestiges has grown to the point where they now augment your form and abilities.
    Prerequisites: Aberration Blood, Voidspawn, Cha 13
    Benefits: For every three aberrant feats you possess you gain the ability to select one Aberrant Pact Augment when you bind a Vestige.
    • +5 Hit Points
    • Resistance 5 to one kind of Energy (Acid, Cold, Electricity, Fire, or Sonic)(If this resistance would be 30 to any one energy you instead gain immunity to that energy)
    • +1 Insight Bonus to Saving Throws
    • Damage Reduction 2/Byeshk
    • +1 Natural Armor Bonus to Armor Class
    • +1 Insight Bonus on Attack Rolls with Natural Attacks
    • +2 Insight Bonus on Damage Rolls with Natural Attacks
    • +2 Insight Bonus on Initiative Checks
    These augments stack up to one fourth your character level (minimum once). These augments stack with bonuses granted by Aberrant feats.

    Misc Aberrant Feats
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    Aberrant Essence [Aberrant]
    Your aberration heritage strengthens your body and mind.
    Prerequisites: Aberration Blood, Any four other Aberrant feats
    Benefits: For every three aberrant feats you possess you gain a +1 inherent bonus to one ability score of your choice. This bonus stacks (up to a maximum of +5) but cannot be applied to the same ability score twice in a row.

    Daelkyr Blood [Aberrant]
    Your aberrant heritage is from, not the lesser aberrations, but the masters of Xoriat; the Daelkyr.
    Prerequisites: Cha 15
    Benefits: You gain the Personal Symbiont racial ability of the Daelkyr Halfblood (Magic of Eberron pg. 37)
    Special: This feat is treated as Aberration Blood for the purposes of meeting prerequisites.
    Special: This feat can only be taken at first level.

    Eldritch Blood [Aberrant]
    Prerequisites:
    Aberration Blood, Must possess a natural attack
    Benefits: Your natural attacks and unarmed strikes are treated as magic for the purpose of overcoming damage reduction. Additionally, you may enchant your natural attacks as if they were manufactured weapons.

    Eyes of Madness [Aberrant]
    You gain a second set of unnatural eyes that can instill a primal fear in the target of your gaze.
    Prerequisites: Aberration Blood, Character Level 6th
    Benefits: As a swift action, you can focus your aberrant energies into your eyes to open a temporary gate to the far realms. This acts as a gaze attack with a Will save DC of 10 + half your character level + your Cha modifier. A creature that fails its save is shaken for 1d4+1 rounds, a creature that is already shaken is instead frightened, a creature that is already frightened is instead panicked. A creature affected by this ability (whether they made the save or not) cannot be affected by this ability again for 24 hours.
    If you possess five or more aberrant feats, you can instead stun a creature affected by this ability for one round.

    Size Modulation [Aberrant]
    You can use your aberrant bloodline to increase your decrease your size.
    Prerequisites: Aberration Blood
    Benefits: A number of times per day equal to the number of aberrant feats you possess, you can use either compression or expansion as a psi-like ability with a manifester level equal to your character level. Additionally, you may spend two uses of this power to gain the benefits of either the slight build or powerful build special quality for a number of rounds equal to your character level.
    Special: If you gain Powerful Build with this feat, you gain a +2 bonus to Strength for as long as you benefit from it. If you gain Slight Build with this feat, you gain a +2 bonus to Dexterity for as long as you benefit from it.

    Subtle Aberration [Aberrant]
    Your aberration blood is not noticeable and does not disturb people as much as normal.
    Prerequisites: Aberration Blood
    Benefits: You do not take the normal penalties on Diplomacy, Disguise, Gather Information, Handle Animal, and wild empathy from taking Aberrant feats.

    Aberrant Warrior [Aberrant]
    You're powerful blood and magical essence meld with your martial prowess.
    Prerequisites: Eldritch Blood, Aberrant Edge
    Benefits: In an hour long process, you may attune to a weapon in your possession. That weapon gains an enhancement bonus to attack and damage rolls equal to the bonus granted by Aberrant Edge. The bonus can be traded for weapon enchantments so long as the weapon possesses a +1 enhancement bonus. This bonus does not stack with any enchantment bonus the weapon may already have.

    Cultist-Style Aberrant Feats
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    Gift of Aberrant Blood [Aberrant, Ceremony]
    You can bestow some of your aberrant abilities onto others.
    Prerequisites: Con 13, Aberration Blood, Any Two Other Aberrant Feats, Knowledge (Religion) 6 Ranks
    Benefits: You gain access to ceremonies based on your ranks in Knowledge (religion). These ceremonies transfer some of your aberrant abilities to participants. During each ceremony, you must draw blood from yourself and apply it in some way to the participants. Each ceremony takes 10 minutes, and its effects last for 24 hours.
    Gift of Blood (6 Ranks): You make a cut on yourself with a masterwork dagger and take a single drop of your blood and diffuse it into a goblet of wine, which each participant must drink from. Each participant gains the benefits of any two aberrant feats that you possess. They must still meet the prerequisites, ignoring Aberration Blood in any prerequistes, and cannot take feats that are required to be taken at first level in this way. This ritual requires a Masterwork Dagger and a single bottle of Fine Wine (or similar spirits), which is drunk by the participants. Up to five people may benefit from each use of this ceremony. Use half the number of aberrant feats you possess or the number of aberrant feats the person possesses to determine the effect of their aberrant feats, whichever is higher.
    Gift of Heritage (9 Ranks): This functions almost identically to the Gift of Blood ceremony but grants four aberrant feats you possess instead of two, requires a bottle of strong spirits and reagents costing 50gp.
    Gift of Legacy (12 Ranks): This functions almost identically to the Gift of Blood ceremony but grants six aberrant feats you possess instead of two, requires a bottle of strong spirits costing 100gp mixed with a Potion of Bless, which has its effect subsumed by the effects of ritual.
    Special: This ceremony cannot grant itself to others nor can it be used to grant feats that provide any kind of magic progression (including binding, meldshaping, spellcasting, or powers), though feats that grant components of said abilities not in a progression can be granted (so Madspawn could but Aberrant Psionicist cannot)

    Aberrant Acolyte [Aberrant]
    Your aberrant blood is connected to the god-like creatures of the Far Realms.
    Prerequisites: Aberration Blood, Wis 13, Cha 13
    Benefits: Choose one cleric domain. You gain the Granted Power of the selected domain or the benefits of the Domain feat that aligns with the chosen domain. Additionally, all Domain feats you possess are treated as Aberrant feats.

    Priest of the Mad Realm [Aberrant]
    You've cultivated the divinity from your aberrant blood, allowing you access to a greater level of power.
    Prerequisites: Aberration Blood, Aberrant Acolyte, Wis 13, Cha 13
    Benefits: You gain the ability to turn/rebuke undead and aberrations as a cleric of your character level a number of times per day equal to the number of aberrant feats you possess.

    Aberrant Cultist [Aberrant]
    You may infuse others with your divinely powered aberrant energy to make them Acolytes.
    Prerequisites: Wis 17, Cha 13, Gift of Aberrant Blood, Bishop of the Far Realms, and either Dark Aberration or Exalted Aberration
    Benefits: When you grant the benefits of the Gift of Aberration Blood feat to grant another aberrant feats, you may choose to make them an Acolyte if they are willing. Creatures labelled acolytes constantly gain the benefits of Gift of Aberrant Blood and have an empathic link with you for as long as you both are on the same plane. An acolyte gains spellcasting as with Bishop of the Far Realms except it uses half the acolyte's level to a maximum of half your character level. You may have a number of acolytes at any one time equal to your Cha bonus. This limit is not affected by ability damage or ability burn, but is affected by ability drain.

    Synergy Feats
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    Distorted Fate [Aberrant, Luck]
    The touch of the aberrant within your blood has made your fate yours to command.
    Prerequisites: Aberration Blood, any one Luck Feat
    Benefits: You treat all Aberrant feats as Luck feats and all Luck feats as Aberrant feats. Additionally you gain one additional luck reroll for every three aberrant feats you possess.

    Superior Aberrant Heritage [Aberrant]
    Your blood is thick with your aberrant legacy.
    Prerequites: Aberration Blood, any one other Aberrant Feat
    Benefits: This feat counts as two Aberrant feats.
    Special: This feat can be taken multiple times.

    Dark Aberration [Aberrant, Vile]
    Your aberrant blood is mixed with dark power, fueled by your evil.
    Prerequisites: Aberration Blood, any one Vile Feat
    Benefits: You treat all Aberrant feats as Vile feats and all Vile feats as Aberrant feats.

    Exalted Aberration [Aberrant, Exalted]
    Your aberrant blood is mixed with your divine power, fueled by your faith.
    Prerequisites: Aberration Blood, any one Exalted Feat
    Benefits: You treat all Aberrant feats as Exalted feats and all Exalted feats as Aberrant feats.

    Symbiotic Feats
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    Symbiotic feats require the user to possess a Symbiont to gain any benefit from them and provide greater benefits to the one using them if they have more symbionts equipped.

    Symbiotic Familiar [Aberrant, Symbiotic]
    You gain a connection with one of your bonded symbionts mimicking the connection between spellcaster and familiar.
    Prerequisites: Acquired and bonded with a symbiont, Symbiont Mastery
    Benefits: You form a special bond with a single symbiont that you host. This symbiont has a number of hit die equal to half your character level plus any bonus hit die indicated on the table below. Both the symbiont and the bonded host gain a number of benefits from this bond as described below. A symbiont familiar never has a personality conflict with you unless you act radically different from the norm (Ex. If influenced by an enchantment or similar effect).
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    Symbiont Familiar
    A symbiont familiar is different from most symbionts, having a form that is less bulky and sleeker than others of its kind. It often has aspects that mirror the host’s personality in addition to the sleeker look common to all symbiont familiars.

    {table=head]Class Level|Bonus Hit Die|Intelligence Increase|Special
    1st-4th|+1|+1|Alertness
    5th-8th|+2|+2|Improved Host Benefits
    9th-12th|+3|+3|--
    13th-16th|+4|+4|Greater Host Benefits
    17th-20th|+5|+5|Regenerate Symbiont Familiar[/table]

    Bonus Hit Die: Your symbiont familiar gains additional hit die in addition to the hit die it gains from your character level. These are similar to a druid’s animal companion’s bonus hit die.

    Intelligence Increase: Your symbiont familiar is far more intelligent than others of its kind. Add the bonus presented on the table below to the symbiont familiar’s Int score.

    Alertness: While the symbiont familiar is attached, you gain the benefits of the Alertness feat as it enhances your senses.

    Improved Host Benefits: Starting at 5th level, you gain a more powerful benefit from your symbiont familiar. This benefit is based on your symbiont familiar.
    • Breed Leech: You gain a +2 circumstance bonus on Fort saves and gain the benefit of the mettle class feature, except it only affects Fort based saves.
    • Crawling Gauntlet: The damage from the claw attack granted by your crawling gauntlet increases by one die size (1d6 for a medium creature) and has its critical threat range increased by one (to 19-20) which stacks with similar benefits.
    • Restless Armor: The armor bonus granted by your restless armor increases by one and has no arcane spell failure chance.
    • Stormstalk: The ray attack granted by your stormstalk can be used each round instead of every other round. Additionally, once per encounter, you can release all the energy pent up in your stormstalk as a 60ft line of electricity that deals 2d6 point of damage to all creatures in its area (Ref half), you cannot use the ray for 1d4+1 rounds after using this ability.
    • Throwing Scarab: The range increment of your throwing scarab increases by 10ft and you can throw multiple shards in a round as a full attack action.
    • Winter Cyst: The ray attack granted by your winter cyst can be used each round instead of every other round. Additionally, once per encounter, you can release all the energy pent up in your winter cyst as a 30ft cone of cold that deals 2d6 point of damage to all creatures in its area (Ref halves), you cannot use the ray for 1d4+1 rounds after using this ability.
    • Skewer Ant: The shield bonus from the skewer ant improves to +2 and the damage from the dagger form increases to 1d6 piercing plus 1d6 acid damage.
    • Perception Tentacle: The perception tentacle grants the host blindsense out to 20ft.

    (Note: Only symbionts a Daelkyr Half-Blood could have by 5th level are included on this list. Others may provide benefits and will be added over time)

    Greater Host Benefits: Starting at 13th level, you gain an even more potent benefit from your symbiont familiar. This benefit is based on your symbiont familiar.
    • Breed Leech: You gain immunity to disease and poison. In addition, ability damage you take is reduced by one (to a minimum of 0).
    • Crawling Gauntlet: The damage from the claw attack granted by your crawling gauntlet increases by one die size (1d8 for a medium creature) and has its critical multiplier increased by one (to x3) which stacks with similar benefits.
    • Restless Armor: The armor bonus granted by your restless armor increases by one and has no maximum Dex bonus.
    • Stormstalk: The ray attack granted by your stormstalk deals 2d6 points of electricity damage, the line effect now deals 4d6 points of damage. Additionally, you can use a full round action to attack with the ray multiple times as if making a full attack.
    • Throwing Scarab: The range increment of your throwing scarab increases by an additional 10ft and the shards carry a poison that deals 1 point of Str damage (Fort save DC 10 + half your character level + your or your symbiont familiar’s Con mod, whichever is higher). A creature that succeeds on the save is immune to your poison for 24 hours after it made the save.
    • Winter Cyst: The ray attack granted by your winter cyst deals 2d6 points of cold damage, the cone effect now deals 4d6 points of damage. Additionally, you can use a full round action to attack with the ray multiple times as if making a full attack.
    • Skewer Ant: The skewer ant offers the benefits of both its dagger form and shield form.
    • Perception Tentacle: The Blindsense from the perception tentacle increases to 40ft and also grants Blindsight out to 20ft.

    (Note: Only symbionts a Daelkyr Half-Blood could have by 5th level are included on this list. Others may provide benefits and will be added over time)

    Regenerate Symbiont Familiar: Once per week, starting at 17th level, you may resurrect your symbiont familiar as if with the spell True Resurrection as a spell-like ability.

    Note on Save DCs: Any ability of the symbiont familiar that has a save DC uses the host's ability scores and HD to determine the DC instead of the symbiont's if it would increase the DC.


    Create Collective [Symbiotic, Aberrant]
    You can combine several symbionts into a single collective that has the traits of all the symbionts.
    Prerequisites: Symbiotic Familiar, Character Level 3
    Benefits: You can bond additional symbionts with your symbiont familiar, causing it to assimilate their personalities and abilities and becoming a Symbiont Collective. The collective uses the highest ability scores of the component symbionts and has all of the special qualities and special attacks of all the symbionts included in the collective. Every two symbionts in the collective grants the collective a stacking +1 Inherent bonus to all ability scores. Once a symbiont is integrated into the collective it cannot be removed. Use the highest hit die of the component symbiont (typically your symbiont familiar) for the hit die of the collective. A collective can only have a certain number of symbionts integrated into it equal to half your character level. Recalculate the Ego score of the collective for its new special qualities, special attacks, and ability scores. The collective still counts as the number of component symbionts for the purpose of Symbiont Mastery and Symbiotic feats.

    Psicrystal Symbiont [Symbiotic, Aberrant, Psionic]
    You merge your psicrystal with your symbiont familiar.
    Prerequisites: Symbiont Familiar, Psicrystal Affinity
    Benefits: Your symbiont familiar and psicrystal merge, granting the symbiont familiar all of the benefits of being a psicrystal and gain a crystalline appearance. While attached, the symbiont familiar grants the benefits of an Impanted Psicrystal. Natural Attacks provided by your Symbiont Familiar function as if they were made of Deep Crystal.

    Symbiotic Rush [Symbiotic, Aberrant]
    Your symbionts can release a surge of chemical substances that greatly boost your physical abilities for a short time.
    Prerequisites: Symbiont Mastery, Create Collective, Con 15
    Benefits: As a swift action, you can have your symbiont collective release chemicals into your system to gain an adrenaline-like boost. For a number of rounds equal to your Con bonus + the number of symbionts in the collective you gain a number of alchemical bonuses to various abilities. After this effect ends, the host is sickened for one minute.
    • A +2 bonus to Str & Dex. This bonus increases to +4 when there are four or more symbionts in the collective and to +6 when you have eight or more symbionts in the collective.
    • Bonus to Natural equal to half the number of symbionts in the collective.
    • Bonus to Land Speed equal to +5ft for every symbiont in the collective.
    • One additional attack during a full attack or standard attack at your highest base attack bonus if there are five or more symbionts in the collective. This increases to two additional attacks if you have ten or more symbionts in the collective

    Unfortunately the body can only handle so much strain from the chemicals produced by symbionts, you may only handle one use of this feat per encounter and only up to your Con Modifier times per day. You can exceed this limit, but doing so renders you nauseated for one minute after the duration ends an sickened for the rest of the day. Each additional time doubles the length of the nauseated condition and the penalties from being sickened.

    Defense of the Collective [Symbiotic, Aberrant]
    Your collective grants you protection and grows more resilient itself.
    Prerequisites: Create Collective, Character Level 6th
    Benefits: Your collective gains a bonus to its natural armor equal to half the number of symbionts in the collective and damage reduction overcome by Byeshk equal to the number of symbionts in the collective. The host gains the damage reduction of the collective and gains the bonus to natural armor bonus as an enhancement bonus on top of any armor bonus granted by the collective while wearing the collective. The collective may be enchanted as a masterwork suit of armor.

    Offense of the Collective [Symbiotic, Aberrant]
    Your collective grants you strength and grows more powerful itself.
    Prerequisites: Create Collective, Character Level 6th
    Benefits: Your collective's natural attacks deal damage as if it were one size category larger and have their Critical Threat Range increased by one. These benefits are applied to any natural attack the host has while wearing the collective. The collective may have its natural attacks enchanted as if they were masterwork weapons.

    Collective Synergy [Aberrant, Symbiotic]
    You can use the strength, agility, and fortitude of your collective to bolster your own.
    Prerequisites: Symbiont Collective, Offense of the Collective, Defense of the Collective, Symbiotic Rush
    Benefits: You may use your collective's Str, Dex, and/or Con score in place of your own as long as the collective is attached. Additionally, the Collective has all of its ability scores increased by 1.

    Assimilate Collective [Aberrant, Symbiotic]
    You merge completely with your collective, ceasing to act as separate beings and instead being one individual.
    Prerequisites: Collective Synergy
    Benefits: Your collective is no longer a separate entity, you constantly benefit from the collective's bonuses, you use your own ability scores or your collective's, whichever benefits you more so, and you become an aberration as your collective and you become one creature. Much of your original body is subsumed and replaced by your collective at this point, and you cannot be separated from your collective in any way. Your collective's mind is still separate and may, in fact, perform purely mental actions such as using knowledge skills, gaining psionic focus, or similar.

    Synergized Mentality [Aberrant, Symbiotic]
    Your collective's mind synergizes perfectly with your own, allowing it to use your abilities and skills for you to a certain degree.
    Prerequisites: Assimilate Collective
    Benefits: Your collective may use any purely mental action you may have. This includes, but is not limited to, casting silent stilled spells, using powers, making knowledge checks, or gaining psionic focus (which you may benefit from in addition to your own psionic focus).


    More to come
    Last edited by EdroGrimshell; 2016-03-13 at 03:47 PM.
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    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

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    M. ind
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    XD

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    Default Re: Aberration Blood Expanded [WIP]

    Interesting. I especially like Madspawn. Keep'em coming.
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    Default Re: Aberration Blood Expanded [WIP]

    Quote Originally Posted by Primal Fury View Post
    Interesting. I especially like Madspawn. Keep'em coming.
    I should have some more tomorrow

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    Default Re: Aberration Blood Expanded [WIP]

    Have you seen the Transcendent Scion in my signature? It does something similar, though with a PrC instead of feats.

    Still, Matar would probably like to see this.
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    Default Re: Aberration Blood Expanded [WIP]

    Still, Matar would probably like to see this.
    Yes, very.

    Good work manj, can't wait for more. I don't know **** about balance but having some Aberrant feats that are actually interesting is always nice.
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    Default Re: Aberration Blood Expanded [WIP]

    I think you should make the wording of Madspawn more clear, because as is, you could interpret it as giving you an extra two powers per character level.
    Pretty sure that's not what you meant.

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    Default Re: Aberration Blood Expanded [WIP]

    Quote Originally Posted by Eldan View Post
    Have you seen the Transcendent Scion in my signature? It does something similar, though with a PrC instead of feats.

    Still, Matar would probably like to see this.
    Yes, i have seen it, i follow what happens on all things aberration and strange on the boards.

    Quote Originally Posted by Vael View Post
    I think you should make the wording of Madspawn more clear, because as is, you could interpret it as giving you an extra two powers per character level.
    Pretty sure that's not what you meant.
    No it's not, i'll take care of that

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    Default Re: Aberration Blood Expanded [WIP]

    Quote Originally Posted by Vael View Post
    I think you should make the wording of Madspawn more clear, because as is, you could interpret it as giving you an extra two powers per character level.
    Pretty sure that's not what you meant.
    Actually, extra powers based on how many Aberrant feats you have sounds kinda nice.
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    Default Re: Aberration Blood Expanded [WIP]

    Quote Originally Posted by Primal Fury View Post
    Actually, extra powers based on how many Aberrant feats you have sounds kinda nice.
    How about this

    Twisted Mind [Aberrant, Psionic]
    Your mind further twists until it is more aberration than human.
    Prerequisites: Aberration Blood, Warped Mind, Madspawn, Cha 13
    Benefits: You gain one psionic power for each Aberrant feat you possess. The level of the power you can take is determined by the number of Aberrant feats you possess. Your manifester level for the powers gained from this feat is equal to half your character level. The DC for these powers is 10 + the power's level + your Cha mod. You cannot use the manifester level granted by this feat to qualify for feats (except other Aberrant feats) or prestige classes.
    Twisted Mind Power Level
    1-4: 1st
    5-6: 2nd
    7+: 3rd
    Additionally, you gain a number of power points equal to the number of Aberrant feats you possess times your Cha mod.
    Last edited by EdroGrimshell; 2010-08-21 at 09:52 AM.

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    Default Re: Aberration Blood Expanded [WIP]

    Good, but...
    Quote Originally Posted by EdroGrimshell View Post
    Your manifester level for the powers gained from this feat is equal to the number of Aberrant feats you possess +1 or your character level, whichever is lower.
    Choose one or the other, it's rare that a character will have enough feats to equal or exceed their character level. I'd recommend making manifester level equal to hit dice.

    Quote Originally Posted by EdroGrimshell View Post
    Additionally, you gain a number of power points equal to half the number of Aberrant feats you possess times your Cha mod.
    You can increase that number. Power Points = Aberrant feats possessed x Charisma modifier is fine. They'll never get more power points than the psionic classes anyway.
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    Default Re: Aberration Blood Expanded [WIP]

    Quote Originally Posted by Primal Fury View Post
    Choose one or the other, it's rare that a character will have enough feats to equal or exceed their character level. I'd recommend making manifester level equal to hit dice.
    I'll go for half character level

    Quote Originally Posted by Primal Fury View Post
    You can increase that number. Power Points = Aberrant feats possessed x Charisma modifier is fine. They'll never get more power points than the psionic classes anyway.
    Alright, i can see what you mean

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    Default Re: Aberration Blood Expanded [WIP]

    Ah. Looks just about perfect.
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    Default Re: Aberration Blood Expanded [WIP]

    Is the power point gain from Twisted Mind in addition to the power points from Madspawn?

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    Default Re: Aberration Blood Expanded [WIP]

    Quote Originally Posted by volthawk View Post
    Is the power point gain from Twisted Mind in addition to the power points from Madspawn?
    Yes. And, Major thread necromancy
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    Default Re: Aberration Blood Expanded [WIP]

    Quote Originally Posted by EdroGrimshell View Post
    Yes. And, Major thread necromancy
    Nope, not necromancy.

    Quote Originally Posted by The Rules
    Thread Necromancy
    Bringing a thread back from “the dead.” If a thread has fallen to page three and hasn’t been posted in for a month and a half, don’t post to it. Start a new topic if you want to discuss the subject.
    This thread was last posted on in less than 1 and a half months, and it isn't on page three.

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    Default Re: Aberration Blood Expanded [WIP]

    Quote Originally Posted by volthawk View Post
    Nope, not necromancy.

    This thread was last posted on in less than 1 and a half months, and it isn't on page three.
    Huh, seemed longer to me, i posted this while still in school, and that was also the last time it was posted in.

    So, any requests for new ones? I'm always open for them.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    Default Re: Aberration Blood Expanded [WIP]

    Quote Originally Posted by EdroGrimshell View Post
    Huh, seemed longer to me, i posted this while still in school, and that was also the last time it was posted in.

    So, any requests for new ones? I'm always open for them.
    Maybe a burrowing or climbing one? We have swimming and flying already, so maybe just to finish off all the movement modes? Now I think of it, a speed-enhancing one may be cool as well.

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    Default Re: Aberration Blood Expanded [WIP]

    Quote Originally Posted by volthawk View Post
    Maybe a burrowing or climbing one? We have swimming and flying already, so maybe just to finish off all the movement modes? Now I think of it, a speed-enhancing one may be cool as well.
    Alright then, just a quick idea;

    Tunnelspawn [Aberrant]
    Your aberrant blood has adapted you to be like a mole.
    Prerequisites: Aberration Blood, Any other Aberrant feat
    Benefits: You gain a Burrow speed equal to half your base land speed and tremorsense out to 30ft. You leave a usable tunnel behind you when burrowing. You cannot burrow through stone or other solid materials with this feat.

    Earthspawn [Aberrant]
    Your earthbound abilities have increased to the point of being almost supernatural.
    Prerequisites: Aberration Blood, Tunnelspawn
    Benefits: You gain the earth glide special ability. Your tremorsense extends to 60ft and your burrow speed increases to equal your base land speed. You can choose to leave a usable tunnel when burrowing.

    Unearthly Speed [Aberrant]
    Your aberration blood grants you unnatural quickness.
    Prerequisites: Aberration Blood
    Benefits: Your base land speed increases by 10 for every two aberrant feats you possess.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    Default Re: Aberration Blood Expanded [WIP]

    Quote Originally Posted by EdroGrimshell View Post
    Aberrant Armor [Aberrant]
    You grow more resilient to damage as your aberrant nature continues to manifest.
    Prerequisites: Aberration Blood
    Benefits: You gain damage reduction equal to half the number of Aberrant feats you possess. Damage reduction gained from this feat is overcome by byeshk.
    I've never heard of 'byeshk'. Is it a typo, or what?

    Also, I love this. I made a character who's current main problem is running out of Abberant feats to take. Now I'll see if the DM will approve these.

    In addition:

    Strong Blood [Aberrant]
    Your aberrant blood grows stronger, enhancing the benefits you gain from them.
    Prerequisites: Aberration Blood, one other Aberrant feat, extra movement form gained from Aberrant feats
    Benefits: Any movement forms gained from Aberrant Blood feats increase by 10 ft. This feat counts as 1.5 feats for the purposes of effects based on how many Aberrant feats you have
    Special: This feat may be taken multiple times. It's effects stack.

    Considering having it be for one or two movement modes/feat.
    Last edited by PersonMan; 2010-07-18 at 11:42 AM.
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    Default Re: Aberration Blood Expanded [WIP]

    Quote Originally Posted by PersonMan View Post
    I've never heard of 'byeshk'. Is it a typo, or what?

    Also, I love this. I made a character who's current main problem is running out of Abberant feats to take. Now I'll see if the DM will approve these.
    Byeshk is an uncommon metal that hurts aberrations in Eberron.

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    Default Re: Aberration Blood Expanded [WIP]

    Ahhh, I see. That explains why I've never heard of it, thanks.
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    Default Re: Aberration Blood Expanded [WIP]

    Quote Originally Posted by PersonMan View Post
    Strong Blood [Aberrant]
    Your aberrant blood grows stronger, enhancing the benefits you gain from them.
    Prerequisites: Aberration Blood, one other Aberrant feat, extra movement form gained from Aberrant feats
    Benefits: Any movement forms gained from Aberrant Blood feats increase by 10 ft. This feat counts as 1.5 feats for the purposes of effects based on how many Aberrant feats you have
    Special: This feat may be taken multiple times. It's effects stack.
    Don't most aberrant feats that grant new movement modes use your base land speed anyway? So the Unearthly Speed feat i made would enhance them, wouldn't they?
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    Default Re: Aberration Blood Expanded [WIP]

    Quote Originally Posted by EdroGrimshell View Post
    Don't most aberrant feats that grant new movement modes use your base land speed anyway? So the Unearthly Speed feat i made would enhance them, wouldn't they?
    Hmm. That's true. Maybe I could switch that benefit for something else, but I like the idea of a stackable feat that enhances the benefits of the others more than normal.
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    Default Re: Aberration Blood Expanded [WIP]

    Anyone else have some requests for aberrant feats?

    Here's a new one:

    Throwing Shards [Aberrant]
    Prerequisites: Aberration Blood, any other Aberrant feat
    Benefits: At will, as a free action, you can grow small shards of carapace-like chitin that you can pull off and throw as ranged weapons. These shards deal 1d4 + your Str mod points of piercing or bludgeon damage and has a range increment of 30ft. You can make a full attack with these shards.
    Special: These shards count as natural weapons and manufactured weapons where it would be beneficial.
    Last edited by EdroGrimshell; 2010-07-20 at 05:29 PM.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
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    Default Re: Aberration Blood Expanded [WIP]

    Maybe a poison-related one?

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    Default Re: Aberration Blood Expanded [WIP]

    Quote Originally Posted by volthawk View Post
    Maybe a poison-related one?
    Hm, do you mean granting a poisonous stinger or granting an existing natural attack a poison.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    Default Re: Aberration Blood Expanded [WIP]

    Quote Originally Posted by EdroGrimshell View Post
    Hm, do you mean granting a poisonous stinger or granting an existing natural attack a poison.
    Well, not too sure between the two. I mean, giving a stinger would be cool, but giving existing natural attacks poison is kinda cool too, maybe as an add-on to one of the natural attack giving aberrant feats. So yeah, not too fussed.

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    Default Re: Aberration Blood Expanded [WIP]

    Alright then

    Venomous Aberration [Aberrant]
    You have gained a natural venom that can be delivered through your natural attacks.
    Prerequisites: Aberration Blood, a natural attack granted by an Aberrant feat
    Benefits: Choose one natural attack that deals piercing or slashing damage granted by an Aberrant feat that you possess. A number of times per day equal to the number of Aberrant feats you possess, you can deliver a poison through the chosen natural attack. This poisons primary damage paralyzes the target for 1d4+1 rounds and has no secondary damage.

    and here's another one

    Eldritch Blood [Aberrant]
    Prerequisites:
    Cha 13, Aberration Blood, Must possess a natural attack
    Benefits: Your natural attacks are treated as magic for the purpose of overcoming damage reduction. Additionally, they may enchant their natural attacks as if they were manufactured weapons.
    Last edited by EdroGrimshell; 2010-07-20 at 06:11 PM.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
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    Default Re: Aberration Blood Expanded [WIP]

    I've designed a prestige class around Abberant Feats (Haven't posted it anywhere online yet though) and your cool and awesome feats ruins it because now it needs more levels to incorporate them. Thanks.

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    Default Re: Aberration Blood Expanded [WIP]

    Quote Originally Posted by Hat-Trick View Post
    I've designed a prestige class around Abberant Feats (Haven't posted it anywhere online yet though) and your cool and awesome feats ruins it because now it needs more levels to incorporate them. Thanks.
    Are you going to post it? If so i'd like a link to it.

    Also, does anyone else have ideas? Post full feats or request one and i'll try to make it.
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

    Spoiler
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