Abomination

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Requirements

Alignment: Any evil.

Base Attack Bonus: +5.

Skills: Intimidate (8 ranks).

Feats: Willing Deformity

Special: The creature taking this Prestige Class must have a Constitution score.

Summary



IT'S ALIVE! IT'S ALLLIVE! You as an abomination are a foul, rotting pile of flesh and you hunger for food. Any sense of common decency is gone as cannibalize the corpses of your enemies with your messed up bite attack. You gradually become more and more twisted getting willing deformities and grafting on extra parts of corpses and people on to you .You gain strength and more undead traits as your progress in this class becoming less and less human as time goes on. You gradually become more bestial and gain immunities and extra AC.

Role: Tank

Characteristics: Foul piles of rotten flesh that get more monstrous

Source: Homebrew

Game Rule Information

The Abomination has the following game statistics.

Abilities: Constitution for your HP and abilities and Strength for causing people harm

Alignment: Any Evil

Hit Die: d12

Starting Gold: N/A

Class Skills

The Abomination's class skills are Climb (Str), Intimidate (Cha), Jump (Str), Listen (Wis), Search (Int), Spot (Wis), and Swim (Str)

Skill Points at 1st Level: (2 + Int modifier) × 4

Skill Points at Each Additional Level: 2 + Int modifier

Class Features

All of the following are class features of the Abomination.

Weapon and Armor Proficiency: A Abomination is proficient with whatever they were already proficient with prior to taking levels in this class.

CannibalizeEx: At 1st level, an abomination has the ability to consume fresh corpses and repair their own deformed bodies with surgical supplementation. The abomination can spend a standard action to devour a body that has been dead for no longer than one day. After consuming part of the corpse, he heals 2 Hit Points per racial Hit Die of the deceased creature (2 hitpoints if the creature has no racial HD). If the amount healed would raise him above his maximum hitpoints, he gains he remainder as temporary hitpoints, to a maximum of twice his abomination class level. A corpse can only be cannibalized once and only consumes part of the corpse.

UnsightlyEx: An abomination did not simply get named as such as some sort of joke, they are physically repulsive and continue to degrade drastically as they continue down the path of self-mutilation. Starting at 1st level, the abomination takes a -2 penalty on all charisma-based checks (except Use Magic Device and Intimidate) and gains a +2 bonus to Intimidate checks against living creatures for every Mutilation he gains.

Must FeedEx: At 1st level, the abomination gains an incredible hunger for living flesh. To feed his hunger he bites off pieces of his prey and revels in the prey's pain and suffering. The abomination gains a bite attack if he does not already have one, that deals 1d6 damage + his Strength modifier (for medium abominations). See Table: Weapon Damage by Size for larger or smaller abominations.

MutilationEx: At 1st level and every other level thereafter, the abomination chooses one of the following mutilations to add to his body:

Bloated Body (Ex): The body of the abomination swells from either infection or the sheer mass of flesh he acquired from cannibalizing corpses. The abomination's size increases by one size category. This mutilation can be selected a second time at the 7th level.

Gaping Maw (Ex): The abomination's mouth opens wide and unhinging his jaw, he latches onto his prey and consumes it whole. Its insatiable hunger allows it to use Swallow Whole as a free action after a successful grapple. The abomination may now also devour a creature equal to his own size category when he decides to use the Swallow Whole ability. His stomach capacity doubles (which allows one creature of his own size category). The acid damage dealt to creatures inside his stomach is also increased to 1d6 per two abomination class levels. This mutilation may only be selected once the abomination gains the Swallow Whole feature.

Reprehensible Stench (Ex): The abomination releases a foul-scented cloud of decaying matter, potentially sickening those in an area around him. As a standard action, the abomination can project a poison cloud in a foot radius (10 feet + 1/2 HD + 2xCon modifier) that remains centered on him for 10 minutes/5 HD.

Any living, breathing creature inside the poison cloud must make a Fortitude saving throw (DC 10 + 1/2 HD + Constitution modifier) or become sickened. If a creature fails its first saving throw and is still inside the poison cloud during the next round, the creature must make another Fortitude saving throw or become nauseated as well. Each round the creature may make Fortitude saving throws to remove the sickened and nauseated conditions. When a creature makes a single successful saving throw against an abomination's reprehensible stench, it cannot be affected by the same abomination's reprehensible stench for 24 hours.

Shed Flesh (Ex): Once per day, an abomination may peel off the diseased excess layers of skin, rotting flesh, and cadaver in an explosive manner, coating the surrounding area in fetid waste and at the same time relieving him of unwanted weight, disease and infection. As a standard action, the abomination can shed excess flesh in order to remove any current temporary ability score loss and energy drains such as ability drain, ability burn, and negative levels. If he activates this ability during a grapple, he may immediately make a grapple check with a bonus equal to his abomination class level to escape the grapple. Any creatures within 10 feet of an abomination using this ability must make a Fortitude saving throw (DC 10 + 1/2 HD + Abomination's Constitution modifier) or become shaken for one round.

Gruesome Appendage (Ex): The abomination, through a rather grotesque and barbaric process, removed an arm extension from a living creature and sewed the appendage onto his own body. The abomination gains a fully functional extra arm. It can be placed wherever the abomination decides to place it (this has no mechanical game effect). This mutilation can be taken a second, third, and fourth time starting at the 5th, 9th, and 13th levels.

An attached appendage has a hardness of the abomination's natural armor and hitpoints of 2x the abomination's constitution modifier.

Flesh BarrierEx: By draping his body in the carrion of his fallen enemies, the abomination lumbers around coated in a layer of the dead which may shield him from the full impact of physical harm. Starting at 1st level the abomination gains a +1 bonus to armor class. This bonus increases every three levels thereafter (+2 at 4th, +3 at 7th, +4 at 10th).

Master of the FleshEx: At 2nd level, the abomination allows the diseases and toxins that are present in the flesh he wears to battle against foreign infections. He gains immunity to disease and poison of both a mundane and magical nature.

Monstrous StrengthEx: At 2nd level, an abomination releases the previously held back strength of their feeble original flesh and gains a +1 to strength.

Graft WeaponEx: At 3rd level, the abomination can mold it's flesh around a weapon. The weapon becomes part of the selected limb and is treated as a natural weapon. It takes 1d4 hours for the graft to finish. Two handed weapons may only be grafted if they are one size category smaller than the abomination.

Improved GrabEx: At 4th level an abomination gains the Improved Grab feature with his bite attacks.

FortificationEx: At 5th level, the abomination gains a 25% chance to avoid the extra damage granted by an attacker's sneak attack or critical hit like the light fortification armor ability. This chance increases to 50% at 8th level, and 75% at 10th level.

ContagionEx: At 6th level an abomination's flesh becomes a festering incubator of various diseases. Any slash or pierce attack dealt to the abomination while in an adjacent square causes infected pus to spew outwards. The assailant must make a reflex save (DC 10 + 1/2 HD + Constitution modifier) or be sprayed with a random disease listed under Contagion.

RegenerationEx: At 7th level, the abomination's flesh appears to be constantly changing. Every round, the abomination heals a number of hit points equal to its constitution modifier. It can also grab severed limbs and reattach them to its body as a standard action.

When a limb is lost, or if a new type of limb is desired, the abomination may rest for a full day and alter its shape as desired. The new shape must stay within the abomination's current size and cannot have more limbs than it currently has. To begin this, the abomination must have its stomach at full capacity.

Being damaged by acid or fire delays regeneration by one round. Cold damage reduces regeneration by half by one round. An abomination with negative hit points equal to its Constitution score stops regenerating and dies. Abominations cannot regenerate if they have not eaten in the last hour.

Abominations with a negative constitution modifier will have their bodies decompose and fall apart until they die.

Massive BulkEx: At 8th level, the abomination can use its mountainous bulk to absorb attacks. Against any spell or ability that requires a Reflex saving throw, he can make a Fortitude saving throw instead.

EngulfEx: At 9th level, the abomination's flesh becomes impatient and gluttonous. As a standard action, anything that the abomination moves across must make a reflex save (10 + 1/2 HD + Constitution modifier) or become pinned. An attack of opportunity can be made, but only by abandoning the reflex save. The number of enemies an abomination can engulf at once follows the same rules as Swallow Whole.

Once engulfed, an enemy is pinned, tightly bound, and can take few actions. A pinned enemy cannot move and is denied its Dexterity bonus. A pinned character also takes an additional –4 penalty to his Armor Class. A pinned creature is limited in the actions that it can take. A pinned creature can always attempt to free itself, usually through a combat maneuver check or Escape Artist check. A pinned creature can take verbal and mental actions, but cannot cast any spells that require a somatic or material component. A pinned character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level) or lose the spell. Pinned is a more severe version of grappled, and their effects do not stack.

Engulfed enemies have two rounds to escape the abomination before they are immediately swallowed as a free action. During those two rounds, enemies take 1d6 + 1/2 HD + Strength modifier in bludgeoning damage per round.

Living DeadEx: At 10th level, the abomination has become a monstrous fusion of undeath and organic flesh. He is treated as Undead for spells and effects while maintaining a constitution score, with a turn resistance of half his abomination class level. Spells and effects dependent on living or undead traits are half effective, including healing and damage. He gains the following traits:

Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects). Immunity to sleep effects, paralysis, stunning, and death effects. Not subject to nonlethal damage, ability drain, or energy drain. Immune to fatigue and exhaustion effects.

Table 1-1: Abomination Progression
Level Base

Attack Bonus

Fort

Save

Ref

Save

Will

Save

Special Flesh Barrier AC
1st +1 +2 +0 +0 Cannibalize, Unsightly, Must Feed, Mutilation, Flesh Barrier +1
2nd +2 +3 +0 +0 Master of the Flesh, Monstrous Strength +1
3rd +3 +3 +1 +1 Mutilation, Graft Weapon +1
4th +4 +4 +1 +1 Improved Grab +2
5th +5 +4 +1 +1 Mutilation, Fortification 25% +2
6th +6/+1 +5 +2 +2 Contagion +2
7th +7/+2 +5 +2 +2 Mutilation, Regeneration +3
8th +8/+3 +6 +2 +2 Fortification 50%, Massive Bulk +3
9th +9/+4 +6 +3 +3 Mutilation, Engulf +3
10th +10/+5 +7 +3 +3 Fortification 75%, Living Dead +4