Abberationist (3.5e Class)
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The master of manipulating the foundations of biology, the Aberrationist strives to try and perfect one organism through mutations and grafting or to overwhelm it's adversary through several lesser creations
Making an Aberrationist
Abilities: Constitution is very important as it can later give you more mutation points, plus it's your hp and fort save, Wisdom because that will help you with heal checks and it's your will save. Your dump stats are everything else you don't think your character will use.
Races: Races that would go nuts over experimenting on biological things, like goblins, illithids, or other fun things.
Starting Gold: 4d10x10
|3rd||+1||+1||+1||+3||Favored Companion or Pack Leader, Mutagenic Augmentation 1|
|4th||+2||+1||+1||+4||Chitinous Skin 1 or Social Predator 1|
|5th||+2||+1||+1||+4||Graft Flesh, Grafting Evolution, Grafting Mastery|
|6th||+3||+2||+2||+5||Mutagenic Augmentation 2|
|7th||+3||+2||+2||+5||Chitinous Skin 2 or Social Predator 2|
|8th||+4||+2||+2||+6||Expanded Knowledge or Fortuitous overgrowth|
|9th||+4||+3||+3||+6||Graft Flesh, Mutative Constitution, Mutagenic Augmentation 3|
|11th||+5||+3||+3||+7||Chitinous Skin 3 or Social Predator 3|
|12th||+6/+1||+4||+4||+8||Graft of Habit, Mutagenic Augmentation 4|
|15th||+7/+2||+5||+5||+9||Chitinous Skin 4 or Social Predator 4, Mutagenic Augmentation 5|
|18th||+9/+4||+6||+6||+11||Mutagenic Augmentation 6|
|19th||+9/+4||+6||+6||+11||Chitinous Skin 5 or Social Predator 5|
|20th||+10/+5||+9||+6||+12||Master of the Biological Stuff|
Hit Die: 1d4
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Weapon and Armor Proficiency: Proficient with simple weapons and light armor.
Mormo Creation: The mormos are quadruped creatures of medium size. At level 1, you can only control 1 as you gain power you can choose to control more or empower a single one. the base stats of the mormos work off of your class level, They have perfect BAB progression, and your choice of one good save progression, one average progression, and one poor. You may have more when the trait pack leader is gained, but may only have as many mormos as mutagenic augmentations, and half the mutation points for each mormo. Should you chose favored companion, your single mormo is allowed to use all the mutation points. Should a mormo die or otherwise become obsolete, your mutation points and graft reserve are refunded and you can create another. See below for more on mormo creation.
Telepathic Link: you form a strong psychic bond to your Mormo(s). You are able to Communicate to them silently, and they are able to give very basic communications back (dependent on your mormo's int).
Favored Companion or Pack Leader: At 3rd level comes a big choice, to have multiple mormos or one. Favored Companion - You may use all the Mutation points for your favored companion and have access to augmentations only for the favored companion. Pack Leader - At each level you would get a mutagenic augmentation, you gain 1 new mormo, with the ability to place one augmentation on it. You may have one mutagenic augmentation that does not count against your mutation points and is shared across all mormos with pack leader. With pack leader active each mormo only has access to 1/3 of your mutation points (rounded down)
Mutagenic Augmentation: At 3rd level, the abberrationist can string together a mutation for their creation. Should the pack leader be chosen at level 4, this first mutation will be shared among all the mormos, and a second may be selected for your first mormo. Your total number of augmentations on your mormos cannot exceed the alloted maximum. With pack leader, you may also only have mormos with the first baseline trait, and one extra from each level of mutagenic augmentations. With favored companion, all of the mutagenic augmentations may go on your single mormo. You get 1 augmentation for every 1 point mutation, or 1 Pack-Leader or Favored Companion for every 2 mutation points. These effects are not permanent, but require 48 hours of work to change, and 24 hours of rest for your mormo.
Chitinous Skin or Social Predator: After a time of using your own body to experiment on while creating the mormos you have developed mutations of your own, but what did you test? Chitinous Skin - Your skin hardens giving you +3 natural armor bonus at levels 4, 11, and 19. At levels 7 and 15, you gain +2 dr/-. Social Predator - You've mutated yourself in a softer manner as you wish to still commune with everyday folk without causing too much alarm, this gives you +4 to Diplomacy, Bluff, and Intimidate at levels 4, 11, and 19. At level 7 you gain the ability to have a natural gas emanate from your body affecting a single person as a charm person spell-like effect 1/day per 3 character levels (DC is 10+cha mod vs will). At level 15 1/day per 4 character levels, you may release a gas that can knock someone unconscious (DC 10+cha mod vs fort).
Grafting Evolution: For 2 mutation points you may apply a graft to your mormo
Graft Mastery:You learn how to create and apply grafts normally not available to your race by studying forbidden tomes and consulting ancient nameless sources. When you first gain the Graft Flesh feat, you choose a specific type of graft to associate with the feat (most likely silthilar grafts, or beholder or undead grafts from the Fiend Folio or Libris Mortis). If you choose a graft type that normally requires the creator to be a member of that race (such as aboleth and illithid grafts, or fiendish or yuan-ti grafts from the Fiend Folio), you ignore that restriction completely.
Graft Flesh: Choose a type of graft (such as fiendish, aboleth etc.). You can now create and apply grafts of this type. Creating a graft takes 1 hours for each 1,000 gp in its price. To create a graft, you must spend 1/25 of the graft's price in XP and use up raw materials costing half of this price.
Expanded Knowledge or Fortuitous Overgrowth: Once again yourself experiments have had some interesting effects on your body, but how did you do it this time? Expanded Knowledge - You have felt quite a mental growth in your times of being an Aberrationist, no it is not a tumor, you gained +2 wisdom. Fortuitous Overgrowth - Your body is becoming more resilient to these tests of yours, thus granting you a +2 con
Mutative Constitution: You may use your constitution as mutation points. For Pack Master, you only need 1 point of con to equal 1 mutation point. Favored companion requires 3 points of Con for 1 mutation point
Graft of Habit: You've done this enough to know what shortcuts you can and can't take. Grafting time reduced from 1 hour/1000 gp to 1 hour/1500 gold
Master of the Biological Technique: You are the master of the biological technique, Grafting times are reduced further to 1 hour/2000 gp, You may take a mutagenic augmentation for yourself, Pack masters may take a second baseline mutagenic augmentation at 0 mutation point cost, favored companions gain +3 mutation points, chitinous skin gets another +3 ac, and +2dr/-, Social predator may use all gas attacks an extra time per day, Expanded Knowledge gains immunity to mind altering effects, Fortuitous Overgrowth gains immunity to poison and disease, and gain the ability to excrete poisons that damage enemies who attack you (2d6 poison *non-lingering; DC 10 + Con mod + class level).
Hit Dice and Ability Scores: Pack Leader - Selected Pack Leader starts at base 7 score and have 36 points to spend with a max of 20. All others will start at base 6 scores, and have 36 points to spend with a max of 18. They can use the following skills: Climb, Escape Artist, Hide, Jump, Listen, Move Silently, Spot, Swim. They have a hit die of d6. Skill Points 2+int mod (x4 at first level) minimum 0 and an Average BaB Progression. Favored Companion - base scores start at 8 with 36 points to spend and a max of 20. They can use the following skills: Climb, Escape Artist, Hide, Jump, Listen, Move Silently, Spot, Swim. It has a hit die of d8. Skill Points 3+int mod (x4 at first level) minimum 0 and a Good BaB Progression. the stats that aren't as self-explanatory (int and cha)
Int - other than giving you more skill points, this also helps the mormo communicate to you. at least an 8 is required for basic communications of emotions, 10 is required for vague descriptions of things, and a 12 is required for communication giving more accurate descriptions of surroundings and being capable of receiving more complex commands of hunting down a target and not using lethal force, or planning out an ambush that requires the mormos to move around as the enemy approaches. Higher int will let them plan and hunt on their own.
Cha - Charisma is a thing you can use for your mormos so they aren't treated like these monstrous things by the townsfolk. At 8 they will be tolerated more than not at all, 10 will let your mormos be accepted in towns like they were druid companions, at 12 stable masters would be willing to take them in as a type of inn for your animal companions, at 16 you can take them into taverns as they are seen like good entertainment as customers would be attracted to them.
Creating a Mormo: It takes 24 hours to make one mormo. If you take favored companion, this takes 36 hours, if you take pack master, this takes 12 hours.
The Most Important One, Aesthetics: Whether you want this to look like a Tyranid hormagaunt or a zergling is up to you. They are quadrupeds with claw attacks.
Aquatic Creations: Aberrations gain a swim speed equal to base land speed, but their land speed is reduced by 20 feet. Aberrations also gain a +8 racial bonus on Swim checks and can always choose to take 10 on a Swim check even when rushed or threatened.
Scrutinizing eyes: Aberrations eyes are able to move independently of each other and gain a +4 racial bonus on Search and Spot checks, and can't be flanked.
Hyper-Attentive Senses: Aberrations become preternaturally quick and alert to danger and gain a +4 racial bonus on initiative checks and a +2 racial bonus on Reflex saving throws.
Noiseless Flesh: Aberrations gain immunity to damage from sonic energy, and gain +4 racial bonus to move silently.
Tarsal Claws: Aberrations mutate claws specifically designed to climb and gain a climb speed equal to base land speed and a +8 racial bonus on Climb checks, and can always choose to take 10 on Climb checks even if rushed or threatened.
Formless Creations: The form of your Aberrations become partially amorphous. Aberrations have a 25% chance to ignore the extra damage dealt by a critical hit or sneak attack.
Secluded Minds: Aberrations gain a +4 racial bonus on saves against mind-affecting spells and abilities.
Perfected Immune Systems: Aberrations gain immunity to disease.
Hardened Carapace: The armor of your Aberrations harden and gain a +3 racial bonus to natural armor.
Adamantine Claws: Aberrations claws and teeth have hardened to a point to be as strong as Adamantine, for purposes of hardness, treat all Natural Attacks as Adamantine Weapons.
Adrenaline boost: Aberrations gain 30 feet of movement, +2 attack, and +2 damage for 1 minute, but become exhausted after.
Protracting Appendages: Aberrations have the uncanny ability to allow their limbs to elongate when needed giving them either a 10' bonus to base land speed or an extra 5' natural reach (but no both unless this mutation is picked twice).
Fidgeting Mass: Abberations aren't always where they seem to be. They get a +4 to their AC when moving into or out of an enemies threat range.
Lethal Instinct: Some abberations have a knack for hitting a living creatures sweet spot. +1d6 backstab damage every 4 levels.
Favored Companion Augmentations
Hollowed Carapace: This Augmentation increases the Aberration's Size category one step larger and gains all attributes from size increase(Ex: from Medium to Large, or from Large to Giant:), and creates a cavity within the Aberration that allows it to store Items or Creatures inside itself. It can store any willing creature that is smaller than the Aberration as long as the weight of the stored creature does not exceed the Aberrations Heavy Load, However, the Aberration may attempt a grapple check to engulf any unwilling creature that is any size category smaller than the Aberration (Opposed Grapple automatically fails if the creature is rendered helpless or unconscious in any way). The Aberration can begin to suffocate (assuming whatever inside breathes) or crush any creature inside it.
Any creature that is suffocating must role a Fortitude Save (DC = 5) or be rendered unconscious, and each round the after the first the creature incurs a -5 cumulative penalty to its Fortitude save until it breaks free or is rendered unconscious.
Any Creature being crushed takes *d**+Str Bludgeoning damage (* - is 1+every size category above Medium/ ** - is Aberrationist's Class Level)
Creatures may attempt to break free from within the Aberration by rolling an escape artist check vs the Aberration's grapple, but a subsequent attempt has a -2 cumulative penalty to escape artist checks.
Creatures trapped inside may attack the Aberration from inside but incurs a -2 to attack rolls while using natural weapons, -5 with one-handed, and -10 with two-handed weapons.
(Until the creature is rendered helpless or willing the Aberration is considered Flat-Footed and Moves at Half Speed and Cannot Fly or Burrow.)
Frame of the Two-Legged Walkers: (If this Augment is Chosen you may not take It That Has Embraced Savagery as a future Augment. This augment costs 2 mutation points) the Aberration now has a Humanoid subtype and can be outfitted with armor at double the normal price, assuming an armor-smith would be willing to outfit your Aberration. (enchanting remains the same).
Opposable Thumb: Prerequisite - Frame of the Two-Legged Walkers
Your Aberration's claws are reduced to Human-like hands and can now wield and simple martial weapon proficiently, however, the Aberration receives the Feat "Improved Unarmed Strike" and has a new Natural Attack equal to a Level 1 Monk.
Integrated Organs: The Organs of the Aberration have fused together or have become the same Muscle Tissue as any Non-Organ Muscle making it harder to achieve a proper critical or precision strikes. Aberration receives Light Fortification. At level 15 or higher, this Augment may be taken again to receive Moderate Fortification.
Extra Appendage: your Aberration gains an extra appendage and can now make one more Natural Attack than usual. At tenth Level or Above this Augment may be taken again for another extra Attack.
Facade of the Civilized: Prerequisite - Frame of the Two-Legged Walkers Costs 2 augment points
Your Aberration resembles a crude humanoid rather than a monstrous abomination and will now be accepted anywhere regardless of Charisma score, However, Anyone with a trained Knowledge (Nature) can roll (Dc = 25) to realized figure out what the Aberration truly is.
It That Has Embraced Savagery:(If this Augment is Chosen you may not take Frame of the Two-Legged Walkers as a future Augment.) You do not mind being an outcast of civilization and have devoted your time enhancing the lethal nature of your creation.
Anytime you get Chitinous skin or Social Predator, your Aberration gets the Chitinous skin of the corresponding level regardless of what you chose.
Thorned Carapace: When a melee attack is successfully made by a non-reach weapon (unarmed attacks with reach are the exception), the attacker will take d12 damage (piercing)
Great Beast: Your favored companion has grown to size large, and changes its hit die to one class higher (d8 -> d10)
Pack Leader Augments
Pack Mentality: If two aberrations team up to flank an opponent, they each gain a +3 bonus on attack rolls, rather than the normal +2 bonus. If an aberration uses the aid another action to help another aberration, it grants an additional +2 bonus (for a total of +4) on attack rolls or to Armor Class.
Canabalize: Your aberrations Have the ability to regenerate so long as they have the biomass to do it. They may feast on another aberration of yours (dead or alive) and gain 3d8+ 2*aberration level
Reckless Charge: Your aberrations gain an outer shell that allows them to roll at the enemy and grants +2 natural AC. This does not provoke attacks of opportunity. a special charge attack with a base movement of 50 feet, and 2d8+str mod x2 damage, but they take half that damage.
Simple Biology: Your aberrations take half the time to create but are reduced one hit die class (d6 -> d4)
Compact Frame: Mormos shift one category size smaller, Medium to small, and gain all the benefits and penalties (excluding constitution and natural attack damage) of the size change.
Playing a <-class name->
Religion: Aberrations are often seen as unholy abominations like undead due to how you must create them, so often they will seek to gods that offer wisdom in subtlety, but this is your character, you do you.
Other Classes: This really depends on your character and what they like, but a generalization of it would be that they see their way of creation better than an artificer's path
Combat: They unleash the attack dogs, or
Advancement: We borrowed ideas from fleshwarper, and fantasist. We also wanted to make a necromancer that wasn't an evil recluse because of the undead.
Aberrationists in the World
|“||No, I'm not a necromancer! I work with the living.||”|
|—Sigmund Thomson, Dwarven Aberrationist|
An Aberrationist would fit in the same way a necromancer would, but have the ability to mingle better as they aren't typically evil.
Daily Life: <-day in the life of a character of this class->.
Notables: <-notable NPCs of this class->.
Organizations: <-info on what, where, when, and how characters of this class congregate and assemble->.
NPC Reactions: <-How NPCs react to PCs of this class->.
<-class name-> Lore
Characters with ranks in <-the appropriate skills-> can research <-pluralized class name-> to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.
|10||<-not so common knowledge->.|
|20||<-very rare information->.|