Page 181 - Lords of Madness: The Book of Aberrations
P. 181
Table 9–2: Feats
General Feats Prerequisites Benefit
Aberration Banemagic — Spells deal additional damage against aberrations
Aquatic Spellcasting — Spells work normally underwater
Darkstalker — Hide from creatures with extraordinary senses
Music of the Outer Spheres Perform (any) 11 ranks, Bardic music can sicken, vitalize, or lull aberrations
bard level 9th
1
Parrying Shield Shield proficiency Add shield bonus to touch AC
Quick Recovery — Allows new saves against stun and daze
Thrall Bred Humanoid, Con 13 Bonus to damage and saves when protecting charge
Wild Talent
Gain psionic ability and 2 power points
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CHAPTER 9 THE ABERRATION HUNTER Metamagic Feats Prerequisites Benefit
Ocular Spell
Knowledge (dungeoneering) Cast spells as rays from eyes
4 ranks, 2 or more eyes
Grants bonus on skill, allows other aberrant feats
Humanoid
Aberration Blood
Aberration Wild Shape
Assume aberration form with wild shape
Aberrant Feats 2 Prerequisites Benefit
Aberration Blood,
wild shape ability
Bestial Hide Aberration Blood Gain +1 natural armor bonus per two aberrant feats
Deepspawn Aberration Blood, Tentacles grant additional attacks
one other aberrant feat
Durable Form Aberration Blood Gain 2 hp per aberrant feat
Inhuman Reach Aberration Blood Increase natural rech by 5 feet,
take –1 penalty on melee attack rolls
Inhuman Vision Aberration Blood Gain darkvision and bonus on Spot checks
Scavenging Gullet Aberration Blood +4 bonus against poison, eat anything
Starspawn Aberration Blood, Wings grant flight, resistance to cold 5
one other aberrant feat
Warped Mind Aberration Blood +1 bonus on Will saves per two aberrant feats
Waterspawn Aberration Blood, Fins grant Swim bonuses, resistance to cold 5
one other aberrant feat
1 A fighter can select this feat as one of his fighter bonus feats.
2 You can gain this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new aberrant
feature.
penalty on the attack roll, and you add only 1/2 your Strength reach to 10 feet. If you already have a reach of more than 5
bonus to the damage roll. feet for some reason, this feat extends your reach by another 5
You gain a +2 racial bonus on grapple checks. feet. As described on page 112 of the Player’s Handbook, a reach
weapon doubles your normal reach; for example, if you have
DURABLE FORM [ABERRANT] this feat and you wield a longspear, you can attack targets 15
You are much more resilient than the fragile humanoids that or 20 feet away. Your elongated arms also grant you a +2 bonus
do not share your aberrant heritage. on Climb checks.
Prerequisite: Aberration Blood. Special: Due to the disfigured nature of your new limbs,
Benefit: You gain 2 hit points for each aberrant feat you you take a –1 penalty on all melee attack rolls.
have.
INHUMAN VISION [ABERRANT]
INHUMAN REACH [ABERRANT] You possess the inhuman eyes of some strange creature. They
Your arms elongate, allowing you to touch the floor with your might look segmented or larger or without pupils. You might
hands. In addition, you can bend them in strange and unnatu- even have eyestalks.
ral ways. The arms may vary in appearance, perhaps seeming Prerequisite: Aberration Blood.
scaly and snakelike, or slimy like tentacles; conversely, they Benefit: You gain a racial bonus on Spot checks equal to the
may resemble normal but longer arms with a second elbow number of aberrant feats you possess.
joint. Unless you wear a large cloak to conceal these deformi- The range of your darkvision improves by 5 feet for every
ties, you are disturbing to behold. aberrant feat that you possess.
Prerequisite: Aberration Blood. If you do not already have darkvision, you gain darkvision
Benefit: You gain an additional 5 feet of reach. For most out to 5 feet for each aberrant feat you possess.
Small and Medium creatures, this benefit increases natural
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