Abomination

Written by Martin K.

DarkPacts Digital 818This class and 5 others are now available in a playtested, balanced, edited, layouted and illustrated version in my 13th Age expansion book Dark Pacts & Ancient Secrets.


Avert your eyes! I am ... a monster.

Some heroes hide in the dark. Disfigured, feared, shunned by society. You are no longer like the others of your kin. Perhaps you are a failed experiment of the Archmage; the thing that crept out of a hellhole; or the chosen of an Old God, shaped in the image of a creature that no longer walks these realms.

Your body has been transformed. Your powers are strange, and you don’t fully understand them yourself. Yes, people call you an abomination, and even worse things when they think you are out of earshot. But you can, and you will, make a difference. Against all odds, you care. You know that you have been given a gift, even if it often feels more of a curse. You are strong. You can protect those who are kind to you, those who show compassion — or at least respect.

Play Style: You are a combat monster. Literally. You claw at your enemies, stomp them in the ground, and rip their throats out. Mechanically, your flexible attacks work similar to the fighter’s, but by combat style you are closer to the barbarian — a heavy hitter that rips through the enemy frontline.

Ability Scores: Strength to hit things. Constitution to not die. Dexterity to zip around the battlefield. Charisma ... not required.

Races: Half-orcs are already savage combat machines. Among orcs and other savage races, an abomination will be treated with some respect, at the very least after he or she ripped a few critics to shred. Abominations of civilized races will have a much harder time to be accepted. They are the typical outcasts that find solace in a ragtag-bunch-of-misfits type of adventuring party.

Backgrounds: A failed experiment is on the run after killing its creator; the thing that crept out of a hellhole is holding on to its remaining sanity; a chosen of an old god seeks out the lost places of worship of his faith; a dragonborn degenerate ventures out to gain the respect of his people.

Icons: Rumor has it that the Orc Lord has forged an alliance with the Diabolist to breed Abominations as champions for his army. The Crusader will not create them actively, but hellhole survivors who came back with enough sanity to be used as shock troops have joined his ranks. While the Archmage does not condone mutation experiments on sentient beings, he hasn't been very active in outlawing the practice either. The Shadow Prince is a natural ally for those who need to stay clear of society. The Elf Queen is still trying to hide her involvement in the creation of the previous Orc Lord.

Gear

Your body is your weapon, as you shred your enemies with your bare hands and rip their throats out with your teeth.

You start with 25 gp on your person. If you're on the run and master of your own luck, roll 1d6 x 10 gp instead.

Armor

Your skin is thick and leathery, patched with horned plates and spikes. The protection it provides is as good as the armors which “mundane” humanoids wear in battle. You cannot wear normal armor, and it would take a true master smith to customize protective gear that fits your body, and doesn’t get ripped to shreds in the first battle.

 

Abomination Armor and AC
Type Base AC Attack Penalty
None (natural armor) 13 -
Light 14 -2
Heavy 15 -5
Shield +1 -2

Weapons

Your body is your weapon, as you shred your enemies with claws, bite, tail and kick. You gain the benefit of two-weapon fighting with your natural weapons (reroll natural 2).

You can use manufactured weapons, but they feel clumsy and slow to you. Ranged weapons are especially difficult, as your sharp claws tend to snap bowstrings and dent crossbow mechanisms. For ranged attacks, you instead breathe fire, acid, cold or poison on your enemies using your spit attack class feature.

 

Abomination Melee Weapons
Size One-Handed Two-Handed
Small 1d4 knife 1d6 staff
Light or Simple 1d6 short sword, rapier 1d8 spear
Heavy or Martial 1d8 longsword, scimitar 1d10 (-1) greatsword
Natural 1d8 claw, bite, tail, kick -

 

You gain the benefit of two-weapon fighting with your natural weapons (reroll natural 2).

Abomination Ranged Weapons
Size Thrown Crossbow Bow
Small 1d4 (-1) dagger 1d4 (-1) hand crossbow -
Light or Simple 1d6 (-1) javelin, axe 1d6 (-2) light crossbow 1d6 (-1) shortbow
Heavy - 1d8 (-2) heavy crossbow 1d8 (-2) longbow

Basic Attacks

Melee Attack

At-Will

Target: One enemy

Attack: Strength OR Dexterity + Level vs. AC

Hit: Weapon + Strength OR Dexterity damage

Miss: Damage equal to your level

Ranged Attack

At-Will

Target: One nearby enemy

Attack: Dexterity + Level vs. AC

Hit: WEAPON + Dexterity damage

Miss: -

Abomination Level Progression

Abomination
Level
Total Hit Points Total Feats Class talents Maneuvers known Pool Available Level-up Ability Bonuses Damage Bonus from Ability Score
Level 1 multiclass Half of both classes As 1st level PC 1 or 2 3 1st level Not affected ability modifier
Level 1 (7 + CON mod) x 3 1 adventurer 3 adventurer 3 1st level   ability modifier
Level 2 (7 + CON mod) x 4 2 adventurer 3 adventurer 4 1st level   ability modifier
Level 3 (7 + CON mod) x 5 3 adventurer 3 adventurer 4 3rd level   ability modifier
Level 4 (7 + CON mod) x 6 4 adventurer 3 adventurer 5 3rd level +1 to 3 abilities ability modifier
Level 5 (7 + CON mod) x 8 4 adventurer
1 champion
3 adventurer
1 champion
5 5th level   2 x ability modifier
Level 6 (7 + CON mod) x 10 4 adventurer
2 champion
3 adventurer
1 champion
6 5th level   2 x ability modifier
Level 7 (7 + CON mod) x 12 4 adventurer
3 champion
3 adventurer
1 champion
6 7th level +1 to 3 abilities 2 x ability modifier
Level 8 (7 + CON mod) x 16 4 adventurer
3 champion
1 epic
3 adventurer
1 champion
1 epic
7 7th level   3 x ability modifier
Level 9 (7 + CON mod) x 20 4 adventurer
3 champion
2 epic
3 adventurer
1 champion
1 epic
7 9th level   3 x ability modifier
Level 10 (7 + CON mod) x 24 4 adventurer
3 champion
3 epic
3 adventurer
1 champion
1 epic
8 9th level +1 to 3 abilities 3 x ability modifier

Abomination Stats

Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent.

Ability Bonus +2 Strength or Constitution (different from racial bonus)
Initiative Dex mod + Level
Armor Class (natural armor) 13 + middle mod of Con/Dex/Wis + Level
Physical Defense 11 + middle mod of Str/Con/Dex + Level
Mental Defense 10 + middle mod of Int/Wis/Cha + Level
Hit Points (7 + Con mod) x Level modifier (see level progression chart)
Recoveries (probably) 8
Recovery Dice (1d10 x Level) + Con mod
Backgrounds 8 points, max 5 in any one background
Icon Relationships 3 points (4 at 5th level, 5 at 8th)
Talents 3 (see level progression chart)
Feats 1 per level

Class Features

lust devil by robekka d5qik00Native Element

The origin of your powers shows itself in your native element. If you've crept out of the fires of a hellhole, it is likely to be fire. If you were bathed in the blood of a black dragon, it is acid. If you are possessed by the essence of an ancient storm god, it is lightning or thunder.

Choose between acid, cold, fire, lightning, poison and thunder. This element is your native element.

You gain resist native element 11+. This resistance increases by +1 for each level after the first, up to resist 20+ at level 10 (so you take half damage unless the attack is a natural 20).

Adventurer feat: You gain a +5 bonus to saves against ongoing damage of your native element.

Natural Weapons

Instead of manufactured weapons, you rely on your natural weapons. These include bite, claws, kicks, tail and body spikes.

The standard damage die for your natural weapons is a d8, regardless of which body part you use.

When you attack with your natural weapons, you gain the benefit of two-weapon fighting (reroll natural 2 on the attack roll). You can describe freely which body part you use for a particular maneuver.

Like a monk, you can use magical bracers to enhance your natural weapon attack. These bracers fill the weapon chakra for you. You can also enhance your natural weapons with oils and runes.

Spit Attack

You gain a Constitution-based spit attack that is tied to your native element.

Spit Attack

At-Will

Special: This attack is considered a ranged basic attack, and it can trigger maneuvers.

Target: One nearby enemy

Attack: Constitution + Level vs. PD

Hit: 1d6 per level + Constitution native element damage

Miss: Native element damage equal to your level

Natural Armor

Your leathery skin and ingrown plates give you a base armor value of 13 without wearing manufactured armor. To gain the benefit of armor enchantments, you can have enchanted runes tattooed onto your hardened skin. This way, you can’t switch enchantments easily, but you can’t lose the enchanted item either.

Flexible Attacks

Your maneuvers are flexible attacks and work similarly to the powers of the fighter class. To use your abomination flexible attack maneuvers, declare your target and make either a melee attack with your natural weapons or a ranged spit attack. First, compare the total attack roll with the enemy’s defense to see whether you hit or miss. Then, look at whether the natural roll (the die roll without any bonuses) was odd or even to see which maneuver you can trigger with the attack. There are also maneuvers which require specific die rolls, such as a natural 20. You can only trigger one flexible attack maneuver per attack. If you have some attacks that are flexible and some that are not (such as from multi-classing), declare whether you are making a flexible abomination attack or a different attack before making your roll. You cannot use flexible attacks when you are granted a basic melee attack, such as from a commander power, or when you make an opportunity attack (unless you take the feat below). You start with three maneuvers at first level, plus one limit maneuver as a bonus that is chosen depending on your native element. You can switch maneuvers whenever you gain a level.

Adventurer Feat: Once per battle, you can trigger an abomination maneuver on a melee or ranged attack that wouldn’t allow you to do so otherwise (such as when hampered, when granted a basic attack by a commander power, etc.).

Intimidating

Your presence frightens the common folk, but it helps you get your way without unnecessary conversation. It won't win you friends and admirers, but that is not your style anyway.

When you are using the threat of brute force to get your way without unnecessary conversation, you can substitute Strength for Charisma in social skill checks. While this can quickly resolve a situation, the target is likely to hold a grudge and will be less willing to cooperate in the future.

Adventurer Feat: Once per scene, an ally can use your presence as a means of intimidation. The ally adds your Strength modifier to a Charisma-based skill check.

zodiac monsters fantasy digital art damon hellandbrand 2Adventurer Tier Class Talents

Amphibian Mutation

You are at home in the water as well as on land. You can breathe under water normally. When ghting in water that is at least waist deep, you can roll twice on Dexterity-based skill checks and disengage checks and choose the result you like.

Adventurer feat: You gain a +1 bonus to attack rolls when ghting in water against foes not used to the element.

Champion feat: When in or under water, add your level to the hit points healed when taking a recovery.

Carnage

You gain a +2 bonus to your critical threat range against mooks.

Adventurer feat: Once per battle, when you kill at least one mook with an attack, immediately make a melee attack against a different enemy.

Champion feat: Increase the critical threat range bonus to +3.

Epic feat: When you kill at least one mook with a hit, kill an additional mook from that group.

Draconic Breath Weapon

Your spit attack is a proper breath weapon. You don't provoke opportunity attacks with it.

Once per battle, you can make a cone attack against 1d3 enemies in a group with it. This attack does not trigger maneuvers.

Adventurer feat: When you roll a natural 16+ with a melee or ranged natural weapon attack, you regain the cone attack at the start of your next turn.

Champion feat: You can attack 1d4 enemies with the cone attack.

Epic feat: Increase the damage dice of your cone attack to d12s.

Elemental Eruption

Gain a sorcerer spell as a bonus spell. If the spell deals damage, it must be of the same type as your native element. (Work with your GM if you’d like to change an existing spell to a different type of damage.) Use Strength instead of Charisma for the attack and damage of the spell.

You can take feats to improve the spell.

Erratic Mutation

After each full heal-up, you gain a bonus abomination maneuver, which is randomly chosen from all the maneuvers at your level or lower that are not on your list.

Champion Feat: Gain the lowest-tier feat of the maneuver.

dragonewt by kamiyamark d8ujgw6

Fueled By Pain

As pain rushes through your body and activates your survival instincts, it awakens an anger that is hard to restrain. It is up to you whether you embrace or fight it.

While you are staggered, your melee attacks gain a +2 bonus to their critical threat range.

Adventurer Feat: Also gain the bonus with your spit attack. Champion Feat: While you are staggered, gain a bonus die to your recovery rolls.

Ghoulish Horror

Your mutation killed you. You got better.

You are Sorta Dead as per the necromancer talent. You can take the feats of that talent. Change your native element to negative energy, and your limit maneuver to Ghoul Touch.

Ghoul Touch (Negative Energy)

Flexible melee or ranged attack

Triggering Roll: Natural 20

Effect: The target is paralyzed (as stunned: -4 penalty to defenses and can't take any actions) until the end of its next turn.

Hardened Plating

Increase your base AC to 14.

Adventurer feat: Once per battle, when you are hit by an attack against AC, you take half damage.

Champion feat: You gain a +1 bonus to PD.

Epic feat: You can use the adventurer feat twice per battle.

Hard to Kill

Add your Constitution modifier to death saves.

Adventurer feat: When you are at zero hit points and you spend a recovery to heal, roll an extra die (2 dice at 5th level, 3 dice at 8th).

Champion feat: Increase your base hit points to 8 + Con.

Epic feat: When you are reduced below zero hit points, you remain conscious and able to attack until the end of your next turn.

Harmless Transformation

You can temporarily revert the mutations that changed your body and appear as your original humanoid self. Your claws retract back into hands, and your skin becomes soft and fleshy again. Transforming either way requires a standard action. In “harmless” form, you can use any weapon, armor, or shield without attack penalty. However, you lose access to all your abomination class features and maneuvers, and your unarmed base AC is reduced to 10. If you wear light or heavy armor, use your standard AC. You gain a fighter maneuver of up to your level that you can use while in “harmless” form.

Adventurer feat: You can use the fighter maneuver even in abomination form.

Champion feat: You can use your elemental resistance and spit attack, plus one abomination maneuver of your choice, while in “harmless” form.

Epic feat: Gain a second ghter maneuver of up to 5th level.

Mad Genius

You once had a brilliant mind. You were a philosopher, an alchemist, a renaissance man, a scientist, or a wizard. You were driven. You knew you had the special spark. You knew you could change the world. But then, one fateful day, your experiment failed in the most spectacular fashion. The disaster changed you forever. You still have occasional moments of clarity, but on most days, they’re buried below the madness and the nightmares.

After each quick rest or full heal-up, roll a d6. If the result is even, add it to your Intelligence score until the next time you roll. If it is odd, subtract it instead. You gain a 5-point background that represents your genius.

Adventurer feat: Once per day, when you have an even roll on the d6, you are truly your old self, and you can perform a stunt of true genius. Maybe you solve a diffcult puzzle in seconds. Maybe you mix just the right ingredients for the potion you need. Maybe you build a flying machine to escape from the tower you are trapped in.

Champion feat: Your unstable mind can see and accept truths that are just too bizarre for those who cling to sanity. You can use icon relationships to establish your obscure theories as a fact in the narrative.

Monstrous Stunt

Once per battle, you can perform a stunt that makes use of your transformed body, such as running up a wall with your clawed hands and feet, smashing a pillar with your armored fists, or jumping across a chasm with your tongue rolled around a tree stump. These things would be impossible, or at least a ridiculously hard skill check for a puny, un-enhanced human. But a monster like you, you don’t even need to roll the dice! If the stunt is mainly about getting from one corner of the battlefield to another, this is a move action. If you also make an attack as part of it, take a standard action instead.

Adventurer feat: You gain 3 points towards a background that represents your strange mutation abilities.

Champion feat: Once per scene, you can roll twice and take the better result for a check using the above background.

Epic feat: If the escalation die is 3+, you can make two attacks as part of a standard action stunt.

Slithering Snake

Your lower body resembles a giant serpent. You can snake your way across the battle eld with surprising speed.

Add your Dexterity modifier to disengage checks. In addition, enemies don’t automatically succeed when trying to intercept you when you move. When intercepted, you can immediately make a disengage check as a free action to avoid the intercept.

Adventurer feat: When you make a successful disengage check, deal damage to the opponent equal to your level.

Champion feat: Once per battle, you can intercept another enemy while engaged, as per the Skilled Intercept fighter talent.

Epic feat: Once per battle, when you successfully intercept an enemy or avoid being intercepted, make a melee attack against the target.

Troll Blood

When the escalation die is 1+, you regenerate one hit point per level at the start of your turn. Choose of the following damage types (that is not your native element): acid, fire, or holy. When you take damage from that element, you don’t regenerate temporarily (save ends).

Adventurer feat: Regenerate 2 hp per level when the escalation die is 2+.

Champion feat: Regenerate 3 hp per level when the escalation die is 3+.

Epic feat: When you take damage that prevents you from regenerating, that e ect only lasts until the end of your next turn (you don’t need to succeed at a save).

Champion Tier Class Talents

Bestial Agility

Increase your Dexterity score by 2.

Epic feat: Once per battle, when you are hit by an attack against PD, reduce the damage to half.

Bred for Survival

Increase your Constitution score by 2.

Champion feat: Increase your recovery dice to d12.

Epic feat: Gain two bonus recoveries.

Raw Muscle

Increase your Strength score by 2. 

Champion feat: When making a skill check that requires raw muscle, such as lifting heavy objects or holding a door, roll twice and take the better result.

Epic feat: Deal an extra WEAPON damage die with melee attacks.

Epic Tier Class Talents

Bloodied Rampage

While staggered, you can make a melee attack as a quick action once per round.

Epic feat: If you attack an enemy you have previously hit in the same turn, you gain a +2 bonus to the attack.

Extreme Regeneration

At the start of your turn, you can roll 1d6. If the result is lower than the number of your remaining recoveries, you can spend a recovery to heal as a free action.

Epic feat: While staggered, reroll any natural 1 on recovery dice.

Monstrous Wings

You grow wings that allow you to fly. While airborne, you are vulnerable to all attacks and take a -2 penalty to attack rolls.

Epic feat: You no longer take an attack penalty, but you are still vulnerable.

Razor Claws

Your claws are ridiculously sharp. They cut through everything - flesh, stone, metal...

Your natural melee weapons use d12 damage dice.

Epic feat: Deal triple damage on your first critical hit each battle.

Vapor Cloud Form

You can change your physical form into a gaseous cloud of your native element at will. The transition takes a full turn, in which you are helpless. You only transform your own body, and none of your equipment. In cloud form, you can hover and fly slowly. You can pass through small cracks and around physical objects. You take half damage from physical attacks such as weapons. Without a physical body, you lose your claw attack, but you can still use your spit attack. You don’t provoke opportunity attacks. Enemies who start their turn adjacent to you take native element damage equal to your level.

Epic feat: When making a spit attack in cloud form, attack 1d3 nearby enemies.

silenthill origins boss2 by jsmarantzAbomination Maneuvers

Limit Maneuvers

At first level, you gain a bonus maneuver based on your choice of native element. You can trigger this maneuver on a natural 20, as it represents you pushing your power to the limit.

Adventurer feat: You can trigger your limit maneuver on a natural 19+.

Champion feat: You can trigger your limit maneuver on a natural 18+.

Chain Lightning (Lightning)

Flexible melee or ranged attack

Triggering Roll: Natural 20

Effect: Make a spit attack against a second nearby enemy as a free action. is attack does not trigger maneuvers, but on a natural even roll, make another attack against a third enemy.

Adventurer feat: If your save is against ongoing damage and you fail, reduce the ongoing damage by half.

Fired Up (Fire)

Flexible melee or ranged attack

Triggering Roll: Natural 20

Effect: Until the end of the battle, when you hit with a natural weapon or spit attack, deal 1d6 extra fire damage per level.

Freeze in Place (Cold)

Flexible melee or ranged attack

Triggering Roll: Natural 20

Effect:  The target is frozen (like stunned: –4 penalty to defenses and cannot take any actions) until the end of its next turn.

Melting Skin (Acid)

Flexible melee or ranged attack

Triggering Roll: Natural 20

Effect:  Deal extra acid damage equal to your level. The target takes a -4 penalty to AC until the end of the battle.

Scorpion Stinger (Poison)

Flexible melee or ranged attack

Triggering Roll: Natural 20

Effect: The target takes 3 ongoing poison damage per level.

Thunder Blast (Thunder)

Flexible melee or ranged attack

Triggering Roll: Natural 20

Effect: Deal 1d6 extra thunder damage per level. The target is dazed until the end of your next turn, and you can pop free.

1st Level Maneuvers

Angry Flailing

Flexible melee attack

Triggering Roll: Natural even miss

Effect: Roll two d4s. Add the higher roll to your miss damage, and take damage equal to the lower roll as your enemy takes advantage of your dropped guard.

At 3rd level, roll two d6s; at 5th, two d8s; at 7th, two d12s; at 9th, two d20s.

Adventurer feat: Add your Strength modifier (x2 at 5th level, x3 at 8th) to the damage you deal.

Concentrated Breath

Flexible ranged attack

Triggering Roll: Natural even hit

Effect: Increase your damage dice by one step (d6 to d8) and reroll all natural 1s on the damage roll.

Adventurer feat: If the escalation die is 2+, also reroll natural 2s on damage.

Champion feat: Deal an extra damage die.

Elemental Claw

Flexible melee attack

Triggering Roll: Natural even hit

Effect: Deal 1d4 per level extra native element damage.

Adventurer feat: Increase the damage die to d6.

Champion feat: You can trigger this maneuver on an even miss.

Epic feat: The next time you hit with a melee attack this battle, deal 3d6 extra native element damage.

Me Smash!!

Flexible melee attack

Triggering Roll: Natural even miss

Effect: Destroy something in the nearby environment. Depending on what you smash, the effect can be anything from expensive property damage to a chain reaction that causes the building to collapse. The GM can require a separate Strength check to smash particularly large or durable objects.

Adventurer feat: Gain a +10 bonus to any Strength check required by this maneuver.

Rising Urge to Kill

Flexible melee attack

Triggering Roll: Any natural odd roll

Effect: Until the end of your next turn, you gain a +1 bonus to melee attack rolls.

Adventurer feat: Each time you are attacked until the start of your next turn, increase the bonus by +1.

Spike Up

Flexible melee or ranged attack

Triggering Roll: Any natural odd roll

Effect: Until the end of your next turn, when an enemy makes a melee attack against you, deal your level plus Strength modifier (x2 at 5th level, x3 at 8th) to it. Deal double damage to enemies who grab, swallow, or engulf you.

Champion feat: You gain the e ect until the end of the battle. Multiple uses don’t stack.

Tail Slap

Flexible melee attack

Triggering Roll: Any natural even roll

Effect: Deal your level + Strength modifier (x2 at 5th level, x3 at 8th) damage to a different nearby enemy.

Adventurer feat: You can pop free from your current target and engage the other enemy.

Champion feat: Increase to twice your level + Strength modifier damage.

divinity2 abomination3rd Level Maneuvers

Bestial Resilience

Flexible melee or ranged attack

Triggering Roll: Any natural odd roll

Effect: Immediately make a saving throw. If there is nothing to save against, you gain a +2 bonus to the next saving throw you make this battle.

Adventurer feat: If your save is against ongoing damage and you fail, reduce the ongoing damage by half.

Double Claw

Flexible melee attack

Triggering Roll: Natural even hit

Effect: Make a second melee attack against the same target with a -4 penalty to the attack roll. This attack does not trigger maneuvers.

Adventurer feat: Reduce the attack penalty to -2.

Champion feat: If the first attack kills the target, you can make the second attack against a different target. You can move to engage a different nearby enemy to do so.

Irate Outburst

Flexible melee or ranged attack

Triggering Roll: Natural even miss

Effect: Deal your level + Constitution modifier (x2 at 5th level, x3 at 8th) native element damage to all enemies you are engaged with.

Adventurer feat: If you are not engaged with an enemy, deal the damage to two random nearby enemies.

Nauseating Breath

Flexible ranged attack

Triggering Roll: Natural odd hit

Effect: The target is dazed until the end of your next turn.

Adventurer feat: 1d3 nearby enemies must succeed at a save or be dazed until the end of your next turn.

Power Grab

Flexible melee attack

Triggering Roll: Natural odd hit

Effect: You grab the target.

Smell Weakness

Flexible melee or ranged attack

Triggering Roll: Any natural odd roll

Effect: The target is vulnerable (+2 bonus to crit range) against your attacks until the end of your next turn (but not this attack).

Adventurer feat: The target is also vulnerable to attacks by your allies.

Champion feat: If you hit the target on your next turn, extend the effect another turn.

Splash Damage

Flexible ranged attack

Triggering Roll: Any natural even roll

Effect: Deal 1d6 native element damage (2d6 at 5th level; 3d6 at 8th) to 1d3 di erent nearby enemies.

Champion feat: Deal the damage to 1d4+1 different nearby enemies.

Sticky Spit

Flexible ranged attack

Triggering Roll: Natural even hit

Effect: Deal ongoing damage equal to your Constitution modifier (x2 at 5th level; x3 at 8th).

Champion feat: Increase the ongoing damage by 5.

5th Level Maneuvers

Angered Resurgence

Flexible melee or ranged attack

Triggering Roll: Any natural odd roll

Effect: Spend a recovery to heal.

Champion feat: Remove up to three dice from your recovery roll and add them to damage instead.

Hind Kick

Flexible melee attack

Triggering Roll: Natural even miss

Effect: No damage to the original target. Pop free and make a second melee attack with a -4 penalty against a different nearby enemy. This attack does not trigger maneuvers.

Champion feat: The second target is vulnerable to your attack.

Epic feat: Make the second attack at a -2 penalty.

Metallic Scales

Flexible meleeattack

Triggering Roll: Any natural odd roll

Effect: Until the end of the battle, you gain a +2 bonus to AC and PD, but also take a -5 penalty to disengage checks.

Special: If you use this maneuver again this battle, your AC, PD, and disengage checks return to normal.

Epic feat: You also gain resist physical attacks 12+.

Quick Spit

Flexible melee attack

Triggering Roll: Natural even miss

Effect: Make a spit attack against the same enemy as a quick action. You don’t provoke an opportunity attack, but take a -4 penalty to the attack roll.

Champion feat: You can trigger this maneuver on an even hit.

Epic feat: Reduce the attack penalty to -2.

Rip the Bowels Out

Flexible melee attack

Triggering Roll: Natural even hit

Effect: Deal 10 ongoing damage. Increase to 15 damage at 7th level and 20 damage at 9th level.

Champion feat: You can pop free from the opponent.

Suicidal Rage

Flexible melee attack

Triggering Roll: Natural odd miss

Effect: Until the end of your next turn, you gain a +4 bonus to melee attacks, but a -4 penalty to AC.

Champion feat: Deal your level in native element damage to all enemies you are engaged with.

Epic feat: Increase the attack bonus to +5.

abomination by dtran7th Level Maneuvers

Clawing Alpha Lions

Flexible melee attack

Triggering Roll: Natural even hit

Effect: Your enemy can make a melee attack against you as a free action. If the enemy takes the attack, make another melee attack against the enemy. If the enemy’s attack was a miss, you gain a +4 bonus to your second attack.

Champion feat: Take half damage from the enemy’s attack.

Displacer Strike

Flexible melee attack

Triggering Roll: Natural odd hit

Effect: After the attack, teleport to a location you can see.

Champion feat: Also deal 10 extra native element damage.

Hypnotizing Gaze

Flexible melee attack

Triggering Roll: Natural odd hit

Effect: The attack deals no damage. The target is confused until the end of your next turn.

Special: You can only use this maneuver on normal strength targets and mooks (not double- or triple-strength enemies).

Epic feat: Deal 3 times your level psychic damage.

Horrid Maiming

Flexible melee attack

Triggering Roll: Natural even hit

Effect: Make a Strength + Level vs. MD attack against all nearby enemies. Deal 10 (9th level: 20) psychic damage on a hit. If you beat a target’s MD by 5 or more points, that enemy is struck by fear (dazed and can’t benefit from the escalation die) until the end of your next turn.

Epic feat: If you trigger this maneuver on a natural 20, gain a +5 bonus on the secondary attack and deal 10 extra damage on a hit.

Sleeping Poison

Flexible ranged attack

Triggering Roll: Natural odd hit

Effect: The target is weakened until the end of your next turn.

Epic feat: (Native element poison only) If the target is staggered, it falls unconscious (save ends). This effect ends if the target takes damage.

Spiky Puddle

Flexible melee attack

Triggering Roll: Natural even miss

Effect: You cover the floor around you with hot lava, icy spikes, or corrosive acid. Enemies that start their turn engaged with you, or engage you during their turn, take 10 native element damage (9th level: 20 damage). They also take a -5 penalty to disengage from you.

Champion feat: Increase the damage by 10.

9th Level Maneuvers

Cough Up A Spawn

Flexible melee or ranged attack

Triggering Roll: Natural even miss

Effect: Spend a recovery without healing to create a Spawn of the Master (10th level mook; Core Book p. 249) under your control.

Frenzied Pheromones

Flexible melee attack

Triggering Roll: Natural odd miss

Effect: Spend a recovery without healing. Increase the escalation die by 1.

Hasted Evolution

Flexible melee attack

Triggering Roll: Natural odd hit

Effect: If the target has a power that triggers on certain natural attack rolls (such as odd, even, or 16+), you gain that power as an abomination maneuver until the end of battle. If it has several such powers, you gain one at random. If it has no such powers, nothing happens. (Ask your GM before you announce the maneuver whether there is anything to gain.)

You can “evolve” only one power at a time. If you gain a new power, you lose any you have previously gained through this maneuver.

Surprise Upper Cut

Flexible ranged attack

Triggering Roll: Natural even hit

Effect: Teleport to engage the enemy, then resolve the hit as if you had hit with your claws.

Epic feat: Deal extra damage equal to three times your Dexterity modifier.

Yanking Arms and Tossing Goblins

Flexible melee attack

Triggering Roll: Natural Even hit

Effect: The target must make a save. If the save fails, it immediately makes an attack against its own ally. Mooks always fail the save. For double and triple strength monsters the save is easy (6+).

Epic feat: Normal strength monsters also fail the save.

 


 

Version 1.0, 23 Sep 2017 (print release version)

Art credit: Zodiac Taurus by Damon Hellandbrand; Lust Devil by RobekkaDragonewt by Kamiyamark; JSMarantz - SilentHill Origins Boss 2; unknown; DTran - Abomination

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