Aberrant characters are distorted malformed caricatures of themselves and peculiar in both psyche and physiology. Creatures with this aspect rarely have the same concept of reality as others of their kind and range from eccentric to evil in nature. The strange and twisted forms aberrants take often reveals an inner nature, abnormal and warped in character.
Aberrant Level Restrictions: Must not be good. A character
may only gain aberrant levels in one type of aberration.
Hit Dice: d8.
Skill Points at Each Level: 2 + Int modifier.
Class Skills: The aberrant’s class skills (and the key ability
for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Disguise (Cha), Dream Weaving (Cha), Handle Progeny (Cha), Hide (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int); Move Silently (Dex), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Weavecraft (Int).
Weapon and Armor Proficiency: Aberrant characters are
proficient with all simple weapons and their choice of any exotic weapon. Aberrant characters are proficient with light armor, but not with shields.
Table 2.10: The Aberrant Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +0 +0 +0 +2 Aberration affinity, aberrant blooded, lesser aberrant ability, aberrant caster, aberrant psyche +1, intimidating physiology +2 2 +1 +0 +0 +3 Aberration ability, aberrant psyche +2, darkvision, intimidating
physiology +4, +1 Intelligence
3 +2 +1 +1 +3 Aberrant psyche +3, improved aberration ability, intimidating physiology +6, secondary aberration
4 +3 +1 +1 +4 Aberrant psyche +4, greater aberration ability, intimidating physiology +8, +1 Intelligence
5 +3 +1 +1 +4 Aberrant psyche +5, intimidating physiology +10, superior aberration ability, tertiary aberration
Aberrant Ability Descriptions
Aberration Affinity (Ex): An aberrant has insight into the
alien mindset of aberrations and gains an affinity bonus to all skill checks made in concerns to aberrations equal to his aberrant level. This understanding of the aberration psyche however causes an aberrant to suffer in his interactions with humanoids and as such an aberrant suffers a deficiency penalty equal to his aberrant level (except Intimidate checks) to all skill checks made in concerns to humanoids.
Aberrant Blooded (Ex): For all effects related to race an
aberrant is considered an aberration in addition to his normal race. This subtype does not override his original creature type, nor does it grant an aberrant any of the traits normally associated with the aberration type that are not specifically granted by the aberrant aspect.
Aberrant Ability (Ex): At 1st level, an aberrant chooses
one of the following aberrant types: alien anatomy, blindsight, elongated fingers, extend arms, extra arm, or extra eyes. Alien Anatomy (Ex): At 1st level, an aberrant gains a 10% chance for normal damage to be dealt when a critical hit or sneak attack is scored by an opponent against the aberrant. This chance increases to 25% at 2nd level, 50% at 3rd level, 75% at 4th level,
and 100% at 5th level.
Blindsight (Ex): At 1st level, an aberrant gains blindsight out to a range of 5 feet, if an aberrant already has blindsight add 5 feet to its range. The blindsight’s range increases by an additional 5 feet every level thereafter, except at 5th level when an aberrant gains an additional 10 feet.
Elongated Fingers (Ex): At 1st level, an aberrant gains a +3 aspect bonus to Climb checks and the Improved Grapple feat. At 2nd level an aberrant gains a +3 aspect bonus to Climb checks and a +2 aspect bonus to Grapple checks. At 3rd level, a climb speed equal to half his normal speed with all the benefits inherent to having a climb speed. At 4th level an aberrant gains the improved grab ability, which works on creatures of his size or smaller. At 5th level, an aberrant gains the constrict special attack.
Extended Arms (Ex): At 1st level, an aberrant can make melee attacks at a range 5 feet longer than normal. For example a human could make a melee attack up to 10 feet away. For purposes of attacks of opportunity, an aberrant is treated as if he has moved through the area his extended melee attack passes through. At 3rd level, an aberrant gains a +4 bonus to his AC against attacks of opportunity caused by his extended melee attack. At 4th level, an aberrant gains +5 feet to his reach. This replaces all of the previous benefits from this ability. At 5th level,
an aberrant can make melee attacks at a range 5 feet longer than normal. An aberrant is treated as if he has moved through the area his extended melee attack passes through
Extra Arms (Ex): At 1st level, an aberrant gains an extra arm, which has a –10 penalty to all actions taken with it. At 2nd level and every five levels thereafter, an aberrant can either decrease the penalty of an extra arm by 4 or gain another extra arm, which has a –10 penalty to all actions taken with it. An aberrant may split the penalty decrease between multiple arms. Having extra arms makes an aberrant eligible for the Multiattack and Multiweapon Fighting feats.
Extra Eyes (Ex): At 1st level, an aberrant gains a +3 aspect bonus to Spot and Search checks. At 2nd level, an aberrant cannot be flanked, except by rogues of at least four levels higher. At 3rd level, an aberrant gains an additional +3 aspect bonus to Spot and Search checks. At 4th level, an aberrant cannot be flanked, except by rogues of at least eight levels higher. At 5th level, an aberrant gains an additional +3 aspect bonus to Spot and
Search checks.
Aberrant Caster (Ex): Aberrant levels count
towards a spellcaster’s caster level when the spells or spell-like abilities are used upon aberrations
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(including himself) or when the spell cast has the mind-affecting spell descriptor. An aberrant also gains access to the Frightful spell template.
Aberrant Psyche (Ex): At 1st level, an aberrant gains a +1
aspect bonus to Will saves due to his more alien mindset. This bonus increases by one for every aberrant level thereafter.
Intimidating Physiology (Ex): At 1st level, an aberrant gains
a +2 aspect bonus to Intimidate checks due to his more alien physiology. This bonus increases by two for every aberrant level thereafter.
Darkvision (Ex): At 2nd level, an aberrant gains darkvision
60 feet, if an aberrant already has darkvision add 30 feet to its range.
Secondary Aberration (Ex): At 3rd level, an aberrant
chooses a lesser aberrant ability from those presented above and gains its benefits.
Tertiary Aberration (Ex): At 5th level, an aberrant chooses
another lesser aberrant ability from those presented above and gains its benefits or improves the secondary aberration so that the aberrant is treated as 2nd level in that particular aberrant ability.
Aligned Levels
Aligned characters are born zealots, dedicated to defending and disseminating a single dominate ethic throughout the cosmos. They are single-minded in their aims and are committed to seeing them realized, even if it means their death. Nothing can be more awe inspiring or disconcerting, then the passion of an aligned for his chosen cause.
Aligned Levels Restrictions: A character must have an
alignment appropriate to his chosen aligned aspect (Chaotic, Good, Evil, or Lawful). If a character ever changes alignments so that he no longer follows the precepts of his aligned type he loses access to the powers granted to him via the aligned levels he has acquired. A character may only gain aligned levels in one type of alignment.
Hit Dice: d10.
Skill Points at Each Level: 2 + Int modifier.
Class Skills: The aligned class skills (and the key ability for
each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Diplomacy (Cha), Dream Weaving (Cha), Handle Progeny (Cha), Intimidate (Cha), Knowledge (religion) (Int), Profession (Wis),
Ride (Dex), Sense Motive (Wis), Spellcraft (Int), and Weavecraft (Int).
Weapon and Armor Proficiency: Aligned characters are
proficient with all simple weapons and their choice of any martial weapon. Aligned characters are proficient with light and medium armors, and with shields (except tower shields).
Table 2.11: The Aligned
Level Base Attack Bonus Fort Save Ref Save Will Save Special
1 +1 +0 +0 +2 Alignment affinity, alignment blooded, lesser alignment ability, aligned caster, alignment protection +1
2 +2 +0 +0 +3 Alignment ability, unwavering alignment, alignment protection +2, +1 Wisdom
3 +3 +1 +1 +3 Alignment protection +3, alignment strike, improved alignment ability
4 +4 +1 +1 +4 Alignment protection +4, greater alignment ability, +1 Wisdom 5 +5 +1 +1 +4 Alignment protection +5, superior alignment ability
Aligned Ability Descriptions
Alignment Affinity (Ex): An aligned must choose one of the
following: chaos, evil, good, or lawful. An aligned has insight into creatures of his chosen alignment type and gain an affinity bonus to all skill checks made in concerns to creatures of that alignment equal to his aligned level. This affinity however causes an aligned to have trouble dealing with creatures of the opposing alignment and causes him to suffer a deficiency penalty equal to his aligned level (except Intimidate checks) to all skill checks made in concerns to creatures of his opposing alignment.
Alignment Blooded (Ex): For all effects related to race an
aligned is considered to have his chosen alignment as a subtype in addition to his normal race. This subtype does not override his original creature type, nor does it grant an aligned has any of the traits normally associated with the subtype that are not specifically granted by the aligned aspect.
Alignment Ability (Su): At 1st level, an aligned has chooses
an alignment and gains the following benefits depending upon which alignment the aligned has picked. Spell-like abilities use twice the aligned level for determining caster level.
Chaos: At 1st level, an aligned gains the ability to detect law at will. At 2nd level, an aligned gains smite law (similar to the paladin’s smite evil ability, but it only works against lawful creatures) once per day. This ability uses the aligned’s effective character level to determine its potency. At 3rd level, an aligned gains the ability to grant allies with the chaotic alignment, which are within 10 ft. of an aligned the benefits of his alignment protection and unwavering alignment abilities. At 4th level, an aligned gains the smite law ability a second time per day. At 5th level, an aligned gains the ability to call upon the alignment he serves to grant himself +4 Strength, +2 Will save, and 10 temporary hit points for a number of rounds equal to 3 + his Wisdom modifier. It is a free action to activate.
Evil: At 1st level, an aligned gains the ability to detect good at will. At 2nd level, an aligned gains smite good (similar to the paladin’s smite evil ability, but it only works against good creatures) once per day. This ability uses the aligned’s effective