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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
Spoiler
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
Spoiler
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.
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.
Aberrant Feats
Max Power Level
1-3
1st
4-6
2nd
7-9
3rd
10-12
4th
13-15
5th
Additionally, you gain a number of power points equal to the number of Aberrant feats you possess times your Cha mod. Special: You cannot take levels in any class that grants powers if you take this feat.
Psionic Horror [Psionic, Aberrant] You have adapted your aberrant heritage to the use of psionics. Prerequisites: Cha 15, 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.
Aberrant Psionicist [Psionic, Aberrant] Your psionic abilities granted by your aberration blood has reached it's pinnacle Prerequisites: Cha 15, Twisted Mind, Psionic Horror, Empathic Link, Character Level 6th Benefits: You gain a number of powers known and power points based on your character level as shown on the table below. Your manifester level for these powes is equal to your character level. The DC for these powers is Cha based. Special: You can qualify for feats and Prestige Classes requiring a manifester level, power level, or similar requirements with this feat. Increases to manifester level instead grant an additional power and 5 additional power points at that level.
Lv
PP
PK
MPL
6th
8
2
2nd
7th
10
2
2nd
8th
12
2
2nd
9th
16
3
3rd
10th
20
3
3rd
11th
24
3
3rd
12th
28
3
3rd
13th
32
4
4th
14th
40
4
4th
15th
48
4
4th
16th
56
4
4th
17th
64
5
5th
18th
76
5
5th
19th
88
5
5th
20th
100
5
5th
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 your character level divided by six, with a minimum of +1.
Incarnum Aberrant Feat
Spoiler
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.
Soul of the Far Realms [Aberrant, Incarnum] Your soul is closely connected to the aberrant energies of the far realms allowing you to shape soul energy into twisted versions of soulmelds. Prerequisites: Con 13, Soulspawn, Aberration Blood, Shape Soulmeld or the ability to shape soulmelds. Benefits: For every aberrant feat you possess you gain the knowledge of a single soulmeld. At any time you may have a number of soulmelds shaped equal to one fourth the number of aberrant feats you possess + 1 or your Con score - 10, whichever is lower. Soulmelds shaped through this feat are twisted and deformed but function in the same way as its base soulmeld.
You gain 1 point of essentia. Special: Soulmelds with variable abilities based on alignment can be selected multiple times, selecting one of the alignments each time, however you cannot select one with an alignment opposed to your own. For example, a LE character could select Incarnate Weapon twice (once for law and once for evil), while a CN character could select it three times (once for chaotic, once for evil, and once for good).
You cannot take levels in any class that provides meldshaping if you take this 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
Spoiler
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, Martial Study, Must know one martial maneuver or stance from the Far Realms, Dark Messiah, Sleeping Goddess, 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, 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. You may also use any natural attack granted by an aberrant feat as a discipline weapon for maneuvers learned from this feat.
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
These maneuvers are in addition to those gained from the martial study feat. The DC for these maneuvers is based on your Cha 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.
Disciple of the Far Realms [Aberrant] You have delved deeply into the art of mad combat. Prerequisites: Aberration Blood, One other Aberrant Feat, Must know three maneuvers from the Far Realms, Dark Messiah, Sleeping Goddess, and/or Stygian Nightmare discipline. Benefits: You gain additional "training" from your aberrant heritage as they strengthen your combat instinct and make you more skilled in the use of your disciplines. You gain additional maneuvers known, readied, and stances known based on the number of Aberrant feats you possess as shown on the table below. You cannot choose maneuvers from disciplines you do not have three maneuvers from already.
Aberrant Feats
M. Known
M. Readied
Stances
1-2
1
0
0
3-4
1
1
0
5-6
1
0
1
7-8
1
1
0
9-10
1
0
0
11-12
1
1
1
13-14
1
0
0
15-16
1
1
0
17-18
1
0
1
19-20
1
1
0
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.
Twisted Form [Aberrant] You can manipulate your form to a certain degree. Prerequisites: Aberration Blood and any two of the Following: Aberrant Essence, Darkspawn, Deepspawn, Madspawn, Soulspawn, Starspawn, Tunnelspawn, or Waterspawn Benefits: You gain the Manifest Form ability of the Ozodrin with one form point for every Aberrant feat you possess. You can spend these form points on the Basic Eye, Mouth, and Tentacle features only. Special: You gain access to features by virtue of certain feats (such as the fin feature from Waterspawn) but cannot use augments from said feature. Additionally, Bestial Hide grants the Flesh feature, Inhuman Vision grants the Special Eye feature, and Scavenging Gullet grants the Stomach feature, though you still cannot access the augments to these features.
Ozodrin cannot take this feat.
Twisted Essence [Aberrant] Your form is truly malleable and able to be shaped in such a way that it is no longer human. Prerequisites: Twisted Form, Access to three features in addition to the Basic Eyes, Mouth, and Tentacle features. Benefits: You gain access to the augments of any feature you possess by virtue of a feat (such as Flesh from Bestial Hide or Fin from Waterspawn or Starspawn).
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.
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
Spoiler
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 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
Spoiler
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.
Bishop of the Far Realms [Aberrant] You have cultivated the divine connection in your blood even further, granting you the power of a true priest. Prerequisites: Aberration Blood, Aberrant Acolyte, Priest of the Mad Realm, Wis 15, Cha 13 Benefits: You gain the ability to cast a small number of divine spells fueled by your aberrant blood. These spells are drawn from the spell list below as well as the Domain you chose for the Aberrant Acolyte feat. Your base daily allotment of spells is given on the table below, though they must be prepared ahead of time. You gain bonus spells for a high Wis score. The DC of your spells is Wis Based.
Spells Per Day
Level
0
1st
2nd
3rd
4th
5th
1st-2nd
3
0
-
-
-
-
3rd-4th
3
1
-
-
-
-
5th-6th
4
1
0
-
-
-
7th-8th
4
2
1
-
-
-
9th-10th
4
2
1
0
-
-
11th-12th
5
3
2
1
-
-
13th-14th
5
3
2
1
0
-
15th-16th
5
4
3
2
1
-
17th-18th
6
4
3
2
1
0
19th-20th
6
5
4
3
2
1
Spell List:*
Level
Spells
Orisons
Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Resistance
1st
Bane, Bless, Bless Water, Cause Fear, Command, Curse Water, Deathwatch, Detect Chaos/Evil/Good/Law, Divine Favor, Doom, Magic Fang, Obscuring Mist, Protection from Chaos/Evil/Good/Law, Remove Fear
Atonement, Break Enchantment, Commune, Consecrate, Desecrate, Dispel Chaos/Evil/Good/Law, Greater Command, Mark of Justice, Plane Shift, Raise Dead, Righteous Might, Scrying, Symbol of Pain, Symbol of Sleep, True Seeing
*These are only the spells in the SRD, and only from the cleric list (except for the Magic Fang spells). Spells will be added/removed over time
To Come List
Aberrant Cultist
Aberrant Saint
A feat for making 'acolytes'
Synergy Feats
Spoiler
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
Spoiler
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. 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).
Spoiler
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.
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
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. 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.
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.
To Come List
Eidolon of the Collective
More to come
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Quotes
Spoiler
Quote:
Originally Posted by GFawkes
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
good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:
“Not a promise, not an oath, or a malediction or a curse,” I said, sounding calm, probably inaudible in the midst of the screaming. “Inevitable. Wasn’t that how she put it? I told them. Warned them.”
-Taylor Hebert. Yes, I'm a proud Skittle.
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.
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
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.
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.
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 : 08-21-2010 at 09:52 AM.
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
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.
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
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.
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.
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.
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.
__________________
Quotes
Spoiler
Quote:
Originally Posted by GFawkes
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
good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:
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 : 07-18-2010 at 11:42 AM.
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?
__________________
Quotes
Spoiler
Quote:
Originally Posted by GFawkes
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
good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:
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.
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.
__________________
Quotes
Spoiler
Quote:
Originally Posted by GFawkes
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
good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:
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.
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.
__________________
Quotes
Spoiler
Quote:
Originally Posted by GFawkes
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
good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:
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.
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.
__________________
Quotes
Spoiler
Quote:
Originally Posted by GFawkes
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
good thing they did body attribute instead of Physical attribute, otherwise the stats would look like: