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
                                        —
      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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