Page 179 - Lords of Madness: The Book of Aberrations
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somehow related, but no human has plumbed their secrets and whether or not both missiles are directed at the same aberration
survived to tell the tale. or two different aberrations. If a spell deals damage for more
The symbol of the Patient One is a mouth surrounded by than 1 round, it deals this extra damage in each round.
eyes, always in dark colors. Scrolls scribed by you do not gain any benefit from Aberra-
tion Banemagic. Scrolls activated by you also gain no benefit
Tharizdun from Aberration Banemagic. The same is true for most other
An old and evil god of uncertain origin, Tharizdun was magic items, such as wands and potions. However, staffs
imprisoned long ago by the concerted effort of all of the activated by you use not only your caster level but also gain
human gods. He is a power of darkness, decay, entropy, and the benefit of this feat, if applicable.
If the spell allows a saving throw, the DC of the saving
ruin that seeks nothing less than the unraveling of the entire
CHAPTER 9 THE ABERRATION HUNTER universe. His adherents believe that Tharizdun will grant them throw increases by 2. The additional damage dealt by this
great favors when he remakes the world. Hateful aberrations
spell is either halved on a successful saving throw or negated
entirely, depending on how the regular damage dealt by the
that dream of the destruction of the human world sometimes
spell is affected by a successful saving throw.
proffer worship to this dark deity, and some say that Tharizdun
hails from the Far Realm or the dim memories of an earlier
universe—origins that suggest an affiliation with extraplanar ABERRATION BLOOD [ABERRANT]
or extratemporal creatures such as aboleths, cloakers, grell, One of your ancestors was an aberration and has passed the
psurlons, or similar monsters. taint of its aberrant physiology down through the generations
Tharizdun’s symbol is a dark spiral. to you. This taint manifests physically in your appearance in
some noticeable way.
FEATS FOR THE Prerequisite: Humanoid.
Benefit: You gain a physical feature that grants you a racial
ABERRATION HUNTER bonus on one type of check; once you select the check to which
Aberration races have threatened humanoid societies through- this bonus applies (as well as the corresponding feature) you
out history. In response to this threat, those who resist these cannot change it later. The bonus must be chosen from the
monstrosities and take the fight to their secret lairs have following list:
learned special tricks and talents to aid their efforts.
Aberrant Feature Benefit
ABERRANT FEATS Bulging eyes +2 bonus on Spot checks
This book adds a new feat type: the aberrant feat. Unlike Flexible limbs +2 bonus on Grapple checks
Segmented eyes +3 bonus on Search checks
typical feats, aberrant feats manifest as physical changes to
Slimy skin +4 bonus on Escape Artist checks
your character’s features (or as additions to your character’s Sticky fingers +3 bonus on Climb checks
appearance). These feats twist and reshape your form, and you Tail +4 bonus on Balance checks
become alien in appearance. Webbed hands +4 bonus on Swim checks
A character who has selected at least one aberrant feat gains
an inhuman, unsettling presence. You take a –1 penalty on Special: You can select this feat more than once. Each time
Diplomacy, Disguise, Gather Information, Handle Animal, you select this feat, choose a different aberrant feature and gain
and wild empathy checks for every aberrant feat you possess the bonus associated with it.
(–2 with two feats, –3 with three feats, and so on).
Some aberrant feats have an additional cumulative effect ABERRATION WILD SHAPE
based on your total number of aberrant feats. This accumulation [ABERRANT]
increases as you gain additional aberrant feats. For example, Most druids detest aberrations and think of them as outside
a character with Aberration Blood who selects Durable Form nature, but some view them simply as examples of nature from
gains 4 hit points (two for each aberrant feat he possesses). If an extreme and alien world. Thanks to your heritage, you are
he later selects Bestial Hide, he gains another 2 hit points (in one of these latter, and have learned to channel your inhuman
addition to the normal benefit of Bestial Hide). bloodline into your shapeshifting power.
Prerequisites: Aberration Blood, wild shape ability.
ABERRATION BANEMAGIC Benefit: You can use your wild shape ability to assume the
You can cast spells that do additional damage to aberrations. form of an aberration. This otherwise functions identically
Benefit: When you cast a spell that deals damage to an to your normal wild shape ability. The size of the aberration
aberration, you deal an extra 2d6 points of damage. is limited by the size of animal you can normally assume the
A single spell can never gain this extra damage more than shape of with wild shape.
once per casting. For instance, a fireball deals the extra damage
to all aberrations in the area it affects. However, if a 3rd-level AQUATIC SPELLCASTING
wizard casts magic missile and produces two missiles, only You know how to cast spells that work equally well in or out
one of them (of the wizard’s choice) gains the extra damage, of water.
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