Old_school_overlord
First Post
Recently been re-reading lords of madness, and really started to like the Aberrant feats. They seem to hit a sweet spot of Mechanics, flavour and character that I'd really like to try out.
It also seems a good potential theme for a prestige class - this one is edged toward the Grell as the originator race. Afraid I don't really know how to format it in a post, so here is the Exec summary - feedback on Balance etc. would be great.
pre-reqs:
BAB: 4
skills: Knowledge(dungeoneering) 5 ranks
Feats: Aberrant blood (flexible limbs), Inhuman Vision, Deepspawn
Class Features
HD: D8
BAB: as Cleric
Saves: Good Will
Skills Points: 2+ Int
Class Skills: Spot, Listen, Hide, Move Silently, Survival, Knowledge(dungeoneering)
Bonus Feats: at 1st, 3rd and 5th Gain a bonus feat either from the Aberrant list, or Grell Alchemy
Grell Physiology: at 2nd level gain blind sight 10 ft and the ability to use Lightning Lances (and Greater Lightning Lances) as a grell
Electricity Resisitance: At 2nd level gain electricity resistance 5, this increases to 10 at 4th level
Improved Grapple: At 4th level, the Grell-Kin gains Improved Grapple as a bonus Feat, even if it does not meet the prerequisites.
Constrict: At 5th level, the Grell-Kin gains the ability to deal d6+ str mod damage whenever it succeeds at a grapple check.
Design Notes:
Since the individual Hit dice are so lame, in terms of BAB, skill points etc, and the pre reqs are significant, I felt I could be quite generous on the specials.
It also seems a good potential theme for a prestige class - this one is edged toward the Grell as the originator race. Afraid I don't really know how to format it in a post, so here is the Exec summary - feedback on Balance etc. would be great.
pre-reqs:
BAB: 4
skills: Knowledge(dungeoneering) 5 ranks
Feats: Aberrant blood (flexible limbs), Inhuman Vision, Deepspawn
Class Features
HD: D8
BAB: as Cleric
Saves: Good Will
Skills Points: 2+ Int
Class Skills: Spot, Listen, Hide, Move Silently, Survival, Knowledge(dungeoneering)
Bonus Feats: at 1st, 3rd and 5th Gain a bonus feat either from the Aberrant list, or Grell Alchemy
Grell Physiology: at 2nd level gain blind sight 10 ft and the ability to use Lightning Lances (and Greater Lightning Lances) as a grell
Electricity Resisitance: At 2nd level gain electricity resistance 5, this increases to 10 at 4th level
Improved Grapple: At 4th level, the Grell-Kin gains Improved Grapple as a bonus Feat, even if it does not meet the prerequisites.
Constrict: At 5th level, the Grell-Kin gains the ability to deal d6+ str mod damage whenever it succeeds at a grapple check.
Design Notes:
Since the individual Hit dice are so lame, in terms of BAB, skill points etc, and the pre reqs are significant, I felt I could be quite generous on the specials.
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