Abomination

Written by Martin K.

zodiac monsters fantasy digital art damon hellandbrand 2Avert your eyes! I am ... a monster.

Some heroes hide in the dark. Disfigured, feared, shunned by society. Your are no longer like the other of your kin.

You are the failed experiment of the Archmage. The thing that crept out of a hellhole. 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 not even you fully understand them. And yet, against all odds, you care. You know that you have been given a gift, even if it often feels more of a burden. You are strong. You can protect those who are kind to you, those who show compassion, or at least, respect.

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.

Play Style: You are a combat monster. Literally. You claw at your enemies, stomp them in the ground, and rip their throats off. By mechanics, your flexible attacks work similar to the fighter, but by combat style you are closest 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, especially 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.

Gear

Your body is your weapon, as you shred your enemies with your bare hands and rip their throats out with your teeth. You could use manufactured weapons if you wanted, but they feel clumsy and slow to you.

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 and patched with horned plates and spikes. It would take a true master armorsmith to fashion something that fits your body, provides protection and doesn't get ripped to shreds in the first battle.

 

Abomination Armor and AC
Type Base AC Attack Penalty
None (natural armor) 13 -
Shield +1 -2

Weapons

Your body is your weapon, as you shred your enemies with claws, bite, tail and kick.

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 Natural
Small 1d4 (-1) dagger 1d4 (-1) hand crossbow - -
Light or Simple 1d6 (-1) javelin, axe 1d6 (-2) light crossbow 1d6 (-1) shortbow 1d6 spit element
Heavy - 1d8 (-2) heavy crossbow 1d8 (-2) longbow -

Basic Attacks

Melee Attack

At-Will

Target: One enemy

Attack: Strength + Level vs. AC

Hit: Weapon + Strength 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: -

Spit Attack

At-Will

Special: This attack is considered a ranged basic attack. It uses your natural weapons.

Target: One nearby enemy

Attack: Constitution + Level vs. PD

Hit: 1d6 per level + Constitution native element (see class features) damage

Miss: Damage equal to your level

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 4 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 5 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
6 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
7 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, which is referenced by your spit attack and other class features, talents and maneuvers.

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.

Champion feat: Enemies that are vulnerable to your native element are vulnerable to all your attacks, regardless whether the attack deals damage of that element or not.

Epic feat: You take no damage of your native element unless the attack roll is 12+.

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.

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.

Spit Attack

Your clawed hands make it difficult to use manufactured ranged weapons, but you gain a constitution-based spit attack (see basic attacks) that is tied to your native element.

Natural Armor

Your leathery skin and ingrown plates give you a base armor of 13. You cannot wear manufactured armor effectively.

This means you cannot benefit from normal magic armor. Some powerful Abominations overcome this limitation by tattooing runes into their skin and ingrown armor plates that provide the same bonus as if they were wearing magic armor. While this prevents you from switching between enchantments, it also removes the danger of armor being lost or destroyed.

Flexible Attacks

Abomination maneuvers are flexible attacks, similar to the fighter class.

To use your abomination flexible attack maneuvers, choose between your natural weapons (melee) and spit attack (ranged) first. Declare your target, make your attack roll, and then use the natural (unmodified) die result to determine which of your eligible flexible attack maneuvers to use. You still use the modified roll to determine whether or not you hit, but your flexible attacks trigger off the natural result on the die sitting in front of you.

You can only use one flexible attack at a time.

You can't use a flexible attack when you make an opportunity attack.

If you have some attacks that are flexible and some that are not (usually from multiclassing), declare whether you are making a flexible attack or a specific non-flexible attack before you roll.

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.

You can substitute Strength for Charisma in social skill checks.

Adventurer Tier Class Talents

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: While you are staggered or while you take ongoing damage, you gain the bonus to your critical threat range against all enemies, not only mooks.

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

Cranial Mutation

The transformation of your body also affected your brain. It grew larger, more powerful, angrier. You can feel the psionic energy burning in your temples.

Change your native element to psychic. Rename your "spit attack" to "mind blast" if you like.

When you fail an Intelligence-based skill check, you can choose to take psychic damage equal to your level and reroll the check once.

To represent your latent psionic abilities, you gain a wizard spell as a bonus power. You can choose a spell up to your level, but it must be an attack against MD. (At 1st level, your choices in the Core Book are Charm Person and Color Spray.)

Adventurer feat: You gain a +1 bonus to MD.

Champion feat: Once per battle, when an opponent attacks your MD, make a "mind blast" attack against it as an interrupt.

Epic feat: Increase your Intelligence stat by 1.

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.

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 by one step (usually from d6 to d8).

Dual Nature

Choose two elements for your native element: fire and cold OR acid and poison OR lightning and thunder. You gain all the benefits of your Native Element class feature for both elements. When a talent or maneuver calls for a native element, choose one of the two.

Adventurer feat: Once per battle, when the escalation die is 3+, you can make a spit attack that combines both elements. This attack does twice your WEAPON dice in damage.

dragonewt by kamiyamark d8ujgw6Hardened Plating

Increase your base AC to 14. Your natural armor is now the equivalent of heavy armor.

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.

Champion feat: If your natural death save roll is 16+, you can use a recovery, but you do not get to take other actions that turn.

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 change your appearance to that of a "normal" humanoid. You always appear as the same person when transformed. When transformed, all your abomination class features (including base AC) are reverted. However, you can wield weapons and wear armor like a fighter of the same level.

Adventurer feat: You learn a 1st-level fighter maneuver that you can use only when transformed.

Champion feat: Add a 3rd-level fighter maneuver.

Epic feat: Add a 5th-level fighter maneuver.

Monstrous Instincts

Your bestial combat abilities are so ingrained that you use them without thinking.

Whenever you attack with your natural weapons, you can trigger an abomination maneuver, even if that attack would not normally allow you to use a flexible attack. You can use flexible attacks with opportunity attacks, and basic attacks granted by powers such as the Commander's Basic Tactical Strike.

This also allows you to use flexible attacks while you are under the hampered condition, which would otherwise limit you to basic attacks.

There is one limitation: The maneuver you trigger in that situation cannot grant you another attack, so a maneuvers like Double Claw would have no effect.

Champion feat: Gain a bonus Abomination maneuver.

Epic feat: Gain a second bonus maneuver.

Predator Form

Through a blessing of the High Druid, you can change shape into a natural predatory animal, often a wolf, bear, or large feline. You can do so at will, but the transformation takes a full round in which you can take no other actions. In animal form, you can scout and hunt, but you lack the weapons and armor of your abomination form that allow you to go against an armed and armored humanoid.

Your senses are permanently sharpened. If you fail a perception skill check (usually based on Wisdom) to notice something that an animal would notice, such as a strange scent, you can reroll the check once if the natural roll was even.

Adventurer feat: You can shapechange into an aquatic predator, such as a shark, dolphin, or manta ray.

Champion feat: You can shapechange into a flying predator, such as a hawk or an eagle.

Shifty Hooves

Add your Dexterity modifier to disengage checks. Once per battle, when the escalation die is 3+, you can disengage as a quick action.

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

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

Troll Blood

When the escalation die is 1+, you regenerate one hit point per level at the start of your turn. Choose one element between acid, fire and holy (which may not be your native element). When you take damage from that element, you don't regenerate temporarily (save ends).

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

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

Champion Tier Class Talents

Bred for Survival

Increase your Constitution score by 2.

Champion feat: Increase your recovery dice to d12.

Epic feat: Gain two bonus recoveries.

Deadly Claws

Deal an extra d8 damage with your natural melee weapons.

Epic feat: Two extra damage dice.

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.

Red Curtain

Once you feel the rush of battle, nothing can stop you from taking down your prey.

When a condition gives you a penalty to attack, such as dazed, weakened or fear, reduce that penalty to -1.

Champion feat: When you are stunned, you can still take one standard action on your turn, but you take a -1 penalty to attacks.

Epic Tier Class Talents

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.

Killing Frenzy

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.

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.

silenthill origins boss2 by jsmarantzAbomination Maneuvers

1st 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 +1 bonus to the next saving throw you make this battle. (Multiple uses stack.)

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

Claw Marks

Flexible melee attack

Triggering Roll: Natural even miss

Effect: Deal extra damage equal to your Dexterity modifier. Double the extra damage at 5th level, triple it at 8th.

Special: If your native element is cold, you can use your Constitution modifier instead.

Adventurer feat: The target is vulnerable to the next attack by one of your allies before the end of your next turn.

Champion feat: You can choose to grab the target.

Concentrated Breath

Flexible ranged attack

Triggering Roll: Any natural even hit

Effect: Reroll all natural 1 on damage dice.

Special: If your native element is fire, also increase the damage dice by one step (usually to d8).

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

Champion feat: Deal 1d6 extra damage.

Elemental Strike

Flexible melee attack

Triggering Roll: Any natural even hit

Effect: Deal extra native element damage equal to your Constitution modifier. At 5th level, double the damage bonus; at 8th level, triple it.

Special: If your native element is lightning or thunder, you can choose to pop free from the target.

If your native element is cold, the target takes a penalty to its next disengage check equal to your Constitution modifier.

Adventurer feat: On a natural 18 or 20, also deal the same amount in ongoing damage.

Minor Cleave

Flexible melee attack

Triggering Roll: Natural odd hit

Effect: Deal level + Strength modifier damage to a different nearby enemy.

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

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

Champion feat: If you score a critical hit, deal triple damage. 

Sticky Spit

Flexible ranged attack

Triggering Roll: Natural 18+

Effect: Deal 5 points of ongoing damage of the same element. Increase to 10 damage at 5th level, and 15 damage at 8th.

Special: If your native element is acid, the save against ongoing damage is a hard save (16+).

Adventurer feat: Gain the special effect with any native element.

Champion feat: Add your Constitution modifier to the ongoing damage.

divinity2 abomination3rd Level Maneuvers

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: You can trigger this maneuver on a natural even miss.

Champion feat: If both attacks were a hit, make a third attack roll at a -8 penalty.

Hind Kick

Flexible melee attack

Triggering Roll: Natural even miss

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

Adventurer feat: Pop free from the original target.

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

Epic feat: No attack penalty on the second attack roll.

Irate Outburst

Flexible melee or ranged attack

Triggering Roll: Natural even miss

Effect: Deal your level + Constitution modifier native element damage to all enemies you are engaged with.

Special: If your element is fire, deal 1d6 extra damage per tier.

Adventurer feat: You gain a +1 bonus to your next melee attack roll.

Spike Up

Flexible melee or ranged attack

Triggering Roll: Any natural odd roll

Effect: Until the end of your next turn, deal your Strength modifier plus level in damage to any enemy you are engaged with who makes an attack against you. Double the damage at 5th level, triple it at 8th.

Special: If your native element is fire or poison, deal extra fire / poison damage equal to your Constitution modifier.

Adventurer feat: Deal double damage to enemies who grab, swallow or engulf you.

Champion feat: You gain the effect until the end of the battle.

5th Level Maneuvers

Hypnotizing Gaze

Flexible melee attack; Once per battle

Triggering Roll: Natural 18+

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

Special: If your native element is psychic, deal full damage with the attack.

Champion feat: Half damage instead of no damage.

Icy Breath

Flexible ranged attack; Once per battle

Triggering Roll: Natural 18+

Effect: Your attack deals cold damage and the target is weakened until the end of its next turn.

Special: If your native element is cold, the target is frozen (can't take actions) instead. 

Champion feat: Deal half damage to a second nearby enemy.

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.

Rising Anger

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.

Special: If your native element is fire, deal your level in fire damage to an enemy you are engaged with.

Epic feat: The AC penalty is only -2.

Quick Spit

Flexible melee attack; Once per battle

Triggering Roll: Natural even miss

Special: If your native element is acid or poison, you can trigger this maneuver on any natural even roll.

Effect: After the attack, make a spit attack against the same enemy as a quick action without provoking an opportunity attack.

Champion feat: You gain a +2 bonus to the attack roll with the spit attack.

abomination by dtran7th Level Maneuvers

Displacer Strike

Flexible melee attack; Once per battle

Triggering Roll: Any natural even roll

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

Special: If your native element is lightning or thunder, also deal 10 extra lightning and thunder damage.

Epic feat: You can use this maneuver as a flexible ranged attack. Teleport to engage the target before the attack, then resolve as a melee attack.

Metallic Scales

Flexible melee attack

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+.

Sleeping Poison

Flexible ranged attack; Once per battle

Special: Your native element must be poison to use this maneuver

Triggering Roll: Natural even hit against a staggered enemy

Effect: The target falls unconscious (save ends). The effect also ends if the target takes damage while unconscious.

Epic feat: You can use this maneuver with a natural weapon melee attack.

Ultraviolence

Flexible melee attack; Once per battle

Triggering Roll: Natural 20

Effect: Until the end of your next turn, all nearby enemies with lower hit points than your current total are struck by fear (dazed and can't benefit from the escalation die).

Special: If your native element is thunder, also deal 1d6 + level thunder damage.

Epic feat: You can use this maneuver on a natural 16+.

9th Level Maneuvers

Charge Up To The Limit

Flexible melee attack

Triggering Roll: Natural attack roll equal to the escalation die or lower.

Effect: Until the start of your next turn, you cannot take actions (such as interrupt actions, intercept or opportunity attack). If your first melee attack on your next turn is a hit, it deals double damage.

Frenzied Pheromones

Flexible melee attack; Once per battle

Triggering Roll: Natural 16+

Effect: Increase the escalation die by 1.

Epic feat: Also regain one once-per-battle maneuver you have already expended this battle (except this one).

Hasted Evolution

Flexible melee attack; Once per battle

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 effect 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, but other abilities, you gain one of its abilities at random.

Epic feat: If you succeed at a Recharge 11+ roll after the battle, you keep the power you copied from your target until the next battle.

Phoenix Strike

Flexible melee attack; Once per battle

Special: You must be staggered to use this attack.

Triggering Roll: Natural 16+

Effect: Deal fire damage equal to your remaining hit points to the target. Set your hit points to zero. Teleport to a nearby location and spend a recovery to heal.

Special (2): If your native element is fire, also deal half damage to 1d3 nearby enemies.

Epic feat: Double the hit points healed with the recovery.

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 0.3, 27 Feb 2017

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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