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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