Page 194 - Lords of Madness: The Book of Aberrations
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If you are using the EBERRON Campaign Setting, you might Familiar Benefits: Erkin gains special benefits from having
consider allowing the craft homunculus class feature of the a familiar.
artificer to be used in place of the summon familiar require- Alertness (Ex): *Discalabus grants its master Alertness as
ment, allowing artificers with a more biological bent to pursue long as it is within 5 feet.
this class. Empathic Link (Su): Erkin can communicate telepathically
with his familiar at a distance of up to 1 mile. The master has
Encounters the same connection to an item or a place that the familiar
Evil fleshwarpers make excellent “mad scientist” villains. Their does.
lonely towers or buried dungeons are places of horror and mad- Share Spells (Su): Erkin can have any spell he casts on
ness, where twisted monstrosities gibber and shriek in endless himself also affect his familiar if the latter is within 5 feet at
agony. Good and neutral fleshwarpers could serve as allies of the time. He can also cast a spell with a target of “You” on his
dubious virtue, sources of information that aberration hunters familiar. HUNTER CHAPTER 9
consult only out of desperation. Some characters might even Gnome Traits: Gnomes have a +1 racial bonus on attack rolls THE ABERRATION
seek out a fleshwarper, voluntarily subjecting themselves to against kobolds and goblinoids. Gnomes have a +4 racial bonus
alteration and surgery in a search for strength and power. to Armor Class against giants.
EL 12: Erkin Tiorki is a gnome scholar who studies the *Gnomes have a +2 racial bonus on saving throws against
aberrant creatures of the Underdark. Long fascinated by the illusions.
tremendous strength and resilience demonstrated by such crea- Graft Reserve (Ex): Erkin has 900 points he can spend instead
tures, he began to explore ways in which he could strengthen of spending XP when creating a graft.
his own small, frail form. He lives for the chance to pass on Cleric Spells Prepared (caster level 4th): 0—detect magic,
the “benefits” of his study to others, and thus often agrees to guidance (2), mending (2); 1st—command (DC 13), comprehend
DK
perform grafts on willing characters. Unfortunately, not all languages, detect secret doors , protection from chaos, shield of faith;
of his early work was as sound or stable as the work he is now 2nd—bear’s endurance, detect thoughts (DC 14), resist energy,
DK
capable of, and a few former adventurers made into monsters spiritual weapon.
by his clumsier efforts hunger for revenge. The PCs might D: Domain spell. Domains: Knowledge (cast divination spells
K
seek out Erkin to be modified with grafts in preparation for [ ] at +1 caster level, all Knowledge skills are class skills), Magic
a terrible challenge, or they might be paid to capture (or kill) (use magic items as 10th-level wizard).
the fleshwarper by one of his former subjects. Wizard Spells Prepared (caster level 7th): 0—acid splash
(+8 ranged touch), flare (DC 13), mage hand, prestidigitation;
Erkin Tiorki: Male gnome cleric 4 (Boccob)/wizard 5/flesh- 1st—expeditious retreat,mage armor*, magic missile,ray of enfeeble-
warper 3; CR 12; Small humanoid; HD 4d8+12 plus 5d4+15 ment (+8 ranged touch), shield; 2nd—blur, cat’s grace, Melf’s acid
plus 3d6+9; hp 74; Init +0; Spd 20 ft., swim 20 ft.; AC 17, touch arrow (+8 ranged touch), web (DC 15); 3rd—fly, greater magic
11, flat-footed 17; Base Atk +6; Grp +2; Atk or Full Atk +7 melee weapon, undulant innards† (DC 16); 4th—phantasmal killer
(1d4/×3, rending claw) or +8 ranged (1d6+1/19–20; +1 light (DC 17).
crossbow); SA spell-like abilities, turn undead 2/day (–1, 2d6+3, † New spell described on page 213.
4th); SQ aberrant familiar, elder secret (secret of the aboleth), *Already cast.
familiar benefits, gnome traits, graft mastery (silthilar and Spellbook: as above plus 0—daze, disrupt undead, light, resistance;
illithid grafts), graft reserve (900), low-light vision, summon 1st—color spray, charm person, detect secret doors, spider climb;
familiar; AL CN; SV Fort +11*, Ref +5*, Will +11*; Str 10, Dex 2nd—daze monster, invisibility, minor image, summon monster II;
10, Con 16, Int 17, Wis 14, Cha 8. 3rd—blink, haste, hold person, summon monster III; 4th—confu-
Skills and Feats: Concentration +10, Heal +13, Knowledge sion, ice storm, mass reduce person.
(arcana) +20, Knowledge (dungeoneering) +9, Knowledge Possessions: +2 chitin plating, rending claw*, +1 light crossbow
(the planes) +8, Spellcraft +22, Swim +11, Use Magic Device with 20 bolts, ring of protection +1, Heward’s handy haversack,
B
+11; Aberration Blood (+4 on Swim checks), Alertness (as pearl of power (2nd-level spell), wand of false life (31 charges), 2
long as Discalabus is in arm’s reach), Craft Construct, Craft potions of cure serious wounds, potion of haste.
Magic Arms and Armor , Craft Wondrous Item, Graft Flesh†, *A rending claw is an illithid graft detailed on page 212 of
B
Lightning Reflexes, Scribe Scroll . the Fiend Folio. It grants Erkin a natural attack that deals 1d4
B
†New feat described on page 216. points of damage on a hit and deals ×3 damage on a critical hit.
Languages: Gnome, Common, Dwarf, Goblin, Undercom- He takes a –4 penalty on skill checks that require precision or
mon. fine manipulation with this claw.
Spell-Like Abilities: 1/day—speak with animals (burrowing
mammal only, duration 1 minute). Discalabus, Aberrant Monkey Familiar: CR —; Tiny
Aberrant Familiar: Erkin has a familiar named Discalabus, aberration; HD 12 (effective); hp 37; Init +2; Spd 30 ft., climb 30
a monkey that is an aberration rather than an animal. The ft., fly 40 ft. (good); AC 18, touch 14, flat-footed 16; Base Atk +6;
creature’s abilities and characteristics are given below. Grp –6; Atk or Full Atk +10 melee (1d3–4, bite); Space/Reach
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