Abomination Ranged Weapons
|Small||1d4 (-1) dagger||1d4 (-1) hand crossbow||–|
|Light or Simple||1d6 (-1) javelin, axe||1d6 (-2) light crossbow||1d6 (-1) shortbow|
|Heavy||–||1d8 (-2) heavy crossbow||1d8 (-2) longbow|
Target: One enemy
Attack: Strength OR Dexterity + Level vs. AC
Hit: Weapon + Strength OR Dexterity damage
Miss: Damage equal to your level
Target: One nearby enemy
Attack: Dexterity + Level vs. AC
Hit: WEAPON + Dexterity damage
Abomination Level Progression
|Total Hit Points||Total Feats||Class talents||Maneuvers known||Pool Available||Level-up Ability Bonuses||Damage Bonus from Ability Score|
|Level 1 multiclass||Half of both classes||As 1st level PC||1 or 2||3||1st level||Not affected||ability modifier|
|Level 1||(7 + CON mod) x 3||1 adventurer||3 adventurer||3||1st level|| ||ability modifier|
|Level 2||(7 + CON mod) x 4||2 adventurer||3 adventurer||4||1st level|| ||ability modifier|
|Level 3||(7 + CON mod) x 5||3 adventurer||3 adventurer||4||3rd level|| ||ability modifier|
|Level 4||(7 + CON mod) x 6||4 adventurer||3 adventurer||5||3rd level||+1 to 3 abilities||ability modifier|
|Level 5||(7 + CON mod) x 8||4 adventurer|
|5||5th level|| ||2 x ability modifier|
|Level 6||(7 + CON mod) x 10||4 adventurer|
|6||5th level|| ||2 x ability modifier|
|Level 7||(7 + CON mod) x 12||4 adventurer|
|6||7th level||+1 to 3 abilities||2 x ability modifier|
|Level 8||(7 + CON mod) x 16||4 adventurer|
|7||7th level|| ||3 x ability modifier|
|Level 9||(7 + CON mod) x 20||4 adventurer|
|7||9th level|| ||3 x ability modifier|
|Level 10||(7 + CON mod) x 24||4 adventurer|
|8||9th level||+1 to 3 abilities||3 x ability modifier|
Initiative, AC, PD, MD, Hit Points, Recovery Dice, Feats, and some Talents are level dependent.
|Ability Bonus||+2 Strength or Constitution (different from racial bonus)|
|Initiative||Dex mod + Level|
|Armor Class (natural armor)||13 + middle mod of Con/Dex/Wis + Level|
|Physical Defense||11 + middle mod of Str/Con/Dex + Level|
|Mental Defense||10 + middle mod of Int/Wis/Cha + Level|
|Hit Points||(7 + Con mod) x Level modifier (see level progression chart)|
|Recovery Dice||(1d10 x Level) + Con mod|
|Backgrounds||8 points, max 5 in any one background|
|Icon Relationships||3 points (4 at 5th level, 5 at 8th)|
|Talents||3 (see level progression chart)|
|Feats||1 per level|
Native ElementThe origin of your powers shows itself in your native element. If you’ve crept out of the fires of a hellhole, it is likely to be fire. If you were bathed in the blood of a black dragon, it is acid. If you are possessed by the essence of an ancient storm god, it is lightning or thunder.Choose between acid, cold, fire, lightning, poison and thunder. This element is your native element.You gain resist native element 11+. This resistance increases by +1 for each level after the first, up to resist 20+ at level 10 (so you take half damage unless the attack is a natural 20).Adventurer feat: You gain a +5 bonus to saves against ongoing damage of your native element.
Natural WeaponsInstead of manufactured weapons, you rely on your natural weapons. These include bite, claws, kicks, tail and body spikes.The standard damage die for your natural weapons is a d8, regardless of which body part you use.When you attack with your natural weapons, you gain the benefit of two-weapon fighting (reroll natural 2 on the attack roll). You can describe freely which body part you use for a particular maneuver.Like a monk, you can use magical bracers to enhance your natural weapon attack. These bracers fill the weapon chakra for you. You can also enhance your natural weapons with oils and runes.
Spit AttackYou gain a Constitution-based spit attack that is tied to your native element.
Special: This attack is considered a ranged basic attack, and it can trigger maneuvers.
Target: One nearby enemy
Attack: Constitution + Level vs. PD
Hit: 1d6 per level + Constitution native element damage
Miss: Native element damage equal to your level
Natural ArmorYour leathery skin and ingrown plates give you a base armor value of 13 without wearing manufactured armor. To gain the benefit of armor enchantments, you can have enchanted runes tattooed onto your hardened skin. This way, you can’t switch enchantments easily, but you can’t lose the enchanted item either.
Flexible AttacksYour maneuvers are flexible attacks and work similarly to the powers of the fighter class. To use your abomination flexible attack maneuvers, declare your target and make either a melee attack with your natural weapons or a ranged spit attack. First, compare the total attack roll with the enemy’s defense to see whether you hit or miss. Then, look at whether the natural roll (the die roll without any bonuses) was odd or even to see which maneuver you can trigger with the attack. There are also maneuvers which require specific die rolls, such as a natural 20. You can only trigger one flexible attack maneuver per attack. If you have some attacks that are flexible and some that are not (such as from multi-classing), declare whether you are making a flexible abomination attack or a different attack before making your roll. You cannot use flexible attacks when you are granted a basic melee attack, such as from a commander power, or when you make an opportunity attack (unless you take the feat below). You start with three maneuvers at first level, plus one limit maneuver as a bonus that is chosen depending on your native element. You can switch maneuvers whenever you gain a level.Adventurer Feat: Once per battle, you can trigger an abomination maneuver on a melee or ranged attack that wouldn’t allow you to do so otherwise (such as when hampered, when granted a basic attack by a commander power, etc.).
IntimidatingYour presence frightens the common folk, but it helps you get your way without unnecessary conversation. It won’t win you friends and admirers, but that is not your style anyway.When you are using the threat of brute force to get your way without unnecessary conversation, you can substitute Strength for Charisma in social skill checks. While this can quickly resolve a situation, the target is likely to hold a grudge and will be less willing to cooperate in the future.Adventurer Feat: Once per scene, an ally can use your presence as a means of intimidation. The ally adds your Strength modifier to a Charisma-based skill check.
Adventurer Tier Class Talents
Amphibian MutationYou are at home in the water as well as on land. You can breathe under water normally. When ghting in water that is at least waist deep, you can roll twice on Dexterity-based skill checks and disengage checks and choose the result you like.Adventurer feat: You gain a +1 bonus to attack rolls when ghting in water against foes not used to the element.Champion feat: When in or under water, add your level to the hit points healed when taking a recovery.
CarnageYou gain a +2 bonus to your critical threat range against mooks.Adventurer feat: Once per battle, when you kill at least one mook with an attack, immediately make a melee attack against a different enemy.Champion feat: Increase the critical threat range bonus to +3.Epic feat: When you kill at least one mook with a hit, kill an additional mook from that group.
Draconic Breath WeaponYour spit attack is a proper breath weapon. You don’t provoke opportunity attacks with it.Once per battle, you can make a cone attack against 1d3 enemies in a group with it. This attack does not trigger maneuvers.Adventurer feat: When you roll a natural 16+ with a melee or ranged natural weapon attack, you regain the cone attack at the start of your next turn.Champion feat: You can attack 1d4 enemies with the cone attack.Epic feat: Increase the damage dice of your cone attack to d12s.
Elemental EruptionGain a sorcerer spell as a bonus spell. If the spell deals damage, it must be of the same type as your native element. (Work with your GM if you’d like to change an existing spell to a different type of damage.) Use Strength instead of Charisma for the attack and damage of the spell.You can take feats to improve the spell.
Erratic MutationAfter each full heal-up, you gain a bonus abomination maneuver, which is randomly chosen from all the maneuvers at your level or lower that are not on your list.Champion Feat: Gain the lowest-tier feat of the maneuver.
Fueled By PainAs pain rushes through your body and activates your survival instincts, it awakens an anger that is hard to restrain. It is up to you whether you embrace or fight it.While you are staggered, your melee attacks gain a +2 bonus to their critical threat range.Adventurer Feat: Also gain the bonus with your spit attack. Champion Feat: While you are staggered, gain a bonus die to your recovery rolls.
Ghoulish HorrorYour mutation killed you. You got better.You are Sorta Dead as per the necromancer talent. You can take the feats of that talent. Change your native element to negative energy, and your limit maneuver to Ghoul Touch.
Ghoul Touch (Negative Energy)Flexible melee or ranged attackTriggering Roll: Natural 20Effect: The target is paralyzed (as stunned: -4 penalty to defenses and can’t take any actions) until the end of its next turn.
Hardened PlatingIncrease your base AC to 14.Adventurer feat: Once per battle, when you are hit by an attack against AC, you take half damage.Champion feat: You gain a +1 bonus to PD.Epic feat: You can use the adventurer feat twice per battle.
Hard to KillAdd your Constitution modifier to death saves.Adventurer feat: When you are at zero hit points and you spend a recovery to heal, roll an extra die (2 dice at 5th level, 3 dice at 8th).Champion feat: Increase your base hit points to 8 + Con.Epic feat: When you are reduced below zero hit points, you remain conscious and able to attack until the end of your next turn.
Harmless TransformationYou can temporarily revert the mutations that changed your body and appear as your original humanoid self. Your claws retract back into hands, and your skin becomes soft and fleshy again. Transforming either way requires a standard action. In “harmless” form, you can use any weapon, armor, or shield without attack penalty. However, you lose access to all your abomination class features and maneuvers, and your unarmed base AC is reduced to 10. If you wear light or heavy armor, use your standard AC. You gain a fighter maneuver of up to your level that you can use while in “harmless” form.Adventurer feat: You can use the fighter maneuver even in abomination form.Champion feat: You can use your elemental resistance and spit attack, plus one abomination maneuver of your choice, while in “harmless” form.Epic feat: Gain a second ghter maneuver of up to 5th level.
Mad GeniusYou once had a brilliant mind. You were a philosopher, an alchemist, a renaissance man, a scientist, or a wizard. You were driven. You knew you had the special spark. You knew you could change the world. But then, one fateful day, your experiment failed in the most spectacular fashion. The disaster changed you forever. You still have occasional moments of clarity, but on most days, they’re buried below the madness and the nightmares.After each quick rest or full heal-up, roll a d6. If the result is even, add it to your Intelligence score until the next time you roll. If it is odd, subtract it instead. You gain a 5-point background that represents your genius.Adventurer feat: Once per day, when you have an even roll on the d6, you are truly your old self, and you can perform a stunt of true genius. Maybe you solve a diffcult puzzle in seconds. Maybe you mix just the right ingredients for the potion you need. Maybe you build a flying machine to escape from the tower you are trapped in.Champion feat: Your unstable mind can see and accept truths that are just too bizarre for those who cling to sanity. You can use icon relationships to establish your obscure theories as a fact in the narrative.
Monstrous StuntOnce per battle, you can perform a stunt that makes use of your transformed body, such as running up a wall with your clawed hands and feet, smashing a pillar with your armored fists, or jumping across a chasm with your tongue rolled around a tree stump. These things would be impossible, or at least a ridiculously hard skill check for a puny, un-enhanced human. But a monster like you, you don’t even need to roll the dice! If the stunt is mainly about getting from one corner of the battlefield to another, this is a move action. If you also make an attack as part of it, take a standard action instead.Adventurer feat: You gain 3 points towards a background that represents your strange mutation abilities.Champion feat: Once per scene, you can roll twice and take the better result for a check using the above background.Epic feat: If the escalation die is 3+, you can make two attacks as part of a standard action stunt.
Slithering SnakeYour lower body resembles a giant serpent. You can snake your way across the battle eld with surprising speed.Add your Dexterity modifier to disengage checks. In addition, enemies don’t automatically succeed when trying to intercept you when you move. When intercepted, you can immediately make a disengage check as a free action to avoid the intercept.Adventurer feat: When you make a successful disengage check, deal damage to the opponent equal to your level.Champion feat: Once per battle, you can intercept another enemy while engaged, as per the Skilled Intercept fighter talent.Epic feat: Once per battle, when you successfully intercept an enemy or avoid being intercepted, make a melee attack against the target.
Troll BloodWhen the escalation die is 1+, you regenerate one hit point per level at the start of your turn. Choose of the following damage types (that is not your native element): acid, fire, or holy. When you take damage from that element, you don’t regenerate temporarily (save ends).Adventurer feat: Regenerate 2 hp per level when the escalation die is 2+.Champion feat: Regenerate 3 hp per level when the escalation die is 3+.Epic feat: When you take damage that prevents you from regenerating, that e ect only lasts until the end of your next turn (you don’t need to succeed at a save).
Champion Tier Class Talents
Bestial AgilityIncrease your Dexterity score by 2.Epic feat: Once per battle, when you are hit by an attack against PD, reduce the damage to half.
Bred for SurvivalIncrease your Constitution score by 2.Champion feat: Increase your recovery dice to d12.Epic feat: Gain two bonus recoveries.
Raw MuscleIncrease your Strength score by 2. Champion feat: When making a skill check that requires raw muscle, such as lifting heavy objects or holding a door, roll twice and take the better result.Epic feat: Deal an extra WEAPON damage die with melee attacks.
Epic Tier Class Talents
Bloodied RampageWhile staggered, you can make a melee attack as a quick action once per round.Epic feat: If you attack an enemy you have previously hit in the same turn, you gain a +2 bonus to the attack.
Extreme RegenerationAt the start of your turn, you can roll 1d6. If the result is lower than the number of your remaining recoveries, you can spend a recovery to heal as a free action.Epic feat: While staggered, reroll any natural 1 on recovery dice.
Monstrous WingsYou grow wings that allow you to fly. While airborne, you are vulnerable to all attacks and take a -2 penalty to attack rolls.Epic feat: You no longer take an attack penalty, but you are still vulnerable.
Razor ClawsYour claws are ridiculously sharp. They cut through everything – flesh, stone, metal…Your natural melee weapons use d12 damage dice.Epic feat: Deal triple damage on your first critical hit each battle.
Vapor Cloud FormYou can change your physical form into a gaseous cloud of your native element at will. The transition takes a full turn, in which you are helpless. You only transform your own body, and none of your equipment. In cloud form, you can hover and fly slowly. You can pass through small cracks and around physical objects. You take half damage from physical attacks such as weapons. Without a physical body, you lose your claw attack, but you can still use your spit attack. You don’t provoke opportunity attacks. Enemies who start their turn adjacent to you take native element damage equal to your level.Epic feat: When making a spit attack in cloud form, attack 1d3 nearby enemies.
Limit ManeuversAt first level, you gain a bonus maneuver based on your choice of native element. You can trigger this maneuver on a natural 20, as it represents you pushing your power to the limit.Adventurer feat: You can trigger your limit maneuver on a natural 19+.Champion feat: You can trigger your limit maneuver on a natural 18+.
Chain Lightning (Lightning)Flexible melee or ranged attackTriggering Roll: Natural 20Effect: Make a spit attack against a second nearby enemy as a free action. is attack does not trigger maneuvers, but on a natural even roll, make another attack against a third enemy.Adventurer feat: If your save is against ongoing damage and you fail, reduce the ongoing damage by half.
Fired Up (Fire)Flexible melee or ranged attackTriggering Roll: Natural 20Effect: Until the end of the battle, when you hit with a natural weapon or spit attack, deal 1d6 extra fire damage per level.
Freeze in Place (Cold)Flexible melee or ranged attackTriggering Roll: Natural 20Effect: The target is frozen (like stunned: –4 penalty to defenses and cannot take any actions) until the end of its next turn.
Melting Skin (Acid)Flexible melee or ranged attackTriggering Roll: Natural 20Effect: Deal extra acid damage equal to your level. The target takes a -4 penalty to AC until the end of the battle.
Scorpion Stinger (Poison)Flexible melee or ranged attackTriggering Roll: Natural 20Effect: The target takes 3 ongoing poison damage per level.
Thunder Blast (Thunder)Flexible melee or ranged attackTriggering Roll: Natural 20Effect: Deal 1d6 extra thunder damage per level. The target is dazed until the end of your next turn, and you can pop free.
1st Level Maneuvers
Angry FlailingFlexible melee attackTriggering Roll: Natural even missEffect: Roll two d4s. Add the higher roll to your miss damage, and take damage equal to the lower roll as your enemy takes advantage of your dropped guard.At 3rd level, roll two d6s; at 5th, two d8s; at 7th, two d12s; at 9th, two d20s.Adventurer feat: Add your Strength modifier (x2 at 5th level, x3 at 8th) to the damage you deal.
Concentrated BreathFlexible ranged attackTriggering Roll: Natural even hitEffect: Increase your damage dice by one step (d6 to d8) and reroll all natural 1s on the damage roll.Adventurer feat: If the escalation die is 2+, also reroll natural 2s on damage.Champion feat: Deal an extra damage die.
Elemental ClawFlexible melee attackTriggering Roll: Natural even hitEffect: Deal 1d4 per level extra native element damage.Champion feat: You can trigger this maneuver on an even miss.Epic feat: The next time you hit with a melee attack this battle, deal 3d6 extra native element damage.
Me Smash!!Flexible melee attackTriggering Roll: Natural even missEffect: Destroy something in the nearby environment. Depending on what you smash, the effect can be anything from expensive property damage to a chain reaction that causes the building to collapse. The GM can require a separate Strength check to smash particularly large or durable objects.Adventurer feat: Gain a +10 bonus to any Strength check required by this maneuver.
Rising Urge to KillFlexible melee attackTriggering Roll: Any natural odd rollEffect: Until the end of your next turn, you gain a +1 bonus to melee attack rolls.Adventurer feat: Each time you are attacked until the start of your next turn, increase the bonus by +1.
Spike UpFlexible melee or ranged attackTriggering Roll: Any natural odd rollEffect: Until the end of your next turn, when an enemy makes a melee attack against you, deal your level plus Strength modifier (x2 at 5th level, x3 at 8th) to it. Deal double damage to enemies who grab, swallow, or engulf you.Champion feat: You gain the e ect until the end of the battle. Multiple uses don’t stack.
Tail SlapFlexible melee attackTriggering Roll: Any natural even rollEffect: Deal your level + Strength modifier (x2 at 5th level, x3 at 8th) damage to a different nearby enemy.Adventurer feat: You can pop free from your current target and engage the other enemy.Champion feat: Increase to twice your level + Strength modifier damage.
3rd Level Maneuvers
Bestial ResilienceFlexible melee or ranged attackTriggering Roll: Any natural odd rollEffect: Immediately make a saving throw. If there is nothing to save against, you gain a +2 bonus to the next saving throw you make this battle.Adventurer feat: If your save is against ongoing damage and you fail, reduce the ongoing damage by half.
Double ClawFlexible melee attackTriggering Roll: Natural even hitEffect: Make a second melee attack against the same target with a -4 penalty to the attack roll. This attack does not trigger maneuvers.Adventurer feat: Reduce the attack penalty to -2.Champion feat: If the first attack kills the target, you can make the second attack against a different target. You can move to engage a different nearby enemy to do so.
Irate OutburstFlexible melee or ranged attackTriggering Roll: Natural even missEffect: Deal your level + Constitution modifier (x2 at 5th level, x3 at 8th) native element damage to all enemies you are engaged with.Adventurer feat: If you are not engaged with an enemy, deal the damage to two random nearby enemies.
Nauseating BreathFlexible ranged attackTriggering Roll: Natural odd hitEffect: The target is dazed until the end of your next turn.Adventurer feat: 1d3 nearby enemies must succeed at a save or be dazed until the end of your next turn.
Power GrabFlexible melee attackTriggering Roll: Natural odd hitEffect: You grab the target.
Smell WeaknessFlexible melee or ranged attackTriggering Roll: Any natural odd rollEffect: The target is vulnerable (+2 bonus to crit range) against your attacks until the end of your next turn (but not this attack).Adventurer feat: The target is also vulnerable to attacks by your allies.Champion feat: If you hit the target on your next turn, extend the effect another turn.
Splash DamageFlexible ranged attackTriggering Roll: Any natural even rollEffect: Deal 1d6 native element damage (2d6 at 5th level; 3d6 at 8th) to 1d3 di erent nearby enemies.Champion feat: Deal the damage to 1d4+1 different nearby enemies.
Sticky SpitFlexible ranged attackTriggering Roll: Natural even hitEffect: Deal ongoing damage equal to your Constitution modifier (x2 at 5th level; x3 at 8th).Champion feat: Increase the ongoing damage by 5.
5th Level Maneuvers
Angered ResurgenceFlexible melee or ranged attackTriggering Roll: Any natural odd rollEffect: Spend a recovery to heal.Champion feat: Remove up to three dice from your recovery roll and add them to damage instead.
Hind KickFlexible melee attackTriggering Roll: Natural even missEffect: No damage to the original target. Pop free and make a second melee attack with a -4 penalty against a different nearby enemy. This attack does not trigger maneuvers.Champion feat: The second target is vulnerable to your attack.Epic feat: Make the second attack at a -2 penalty.
Metallic ScalesFlexible meleeattackTriggering Roll: Any natural odd rollEffect: Until the end of the battle, you gain a +2 bonus to AC and PD, but also take a -5 penalty to disengage checks.Special: If you use this maneuver again this battle, your AC, PD, and disengage checks return to normal.Epic feat: You also gain resist physical attacks 12+.
Quick SpitFlexible melee attackTriggering Roll: Natural even missEffect: Make a spit attack against the same enemy as a quick action. You don’t provoke an opportunity attack, but take a -4 penalty to the attack roll.Champion feat: You can trigger this maneuver on an even hit.Epic feat: Reduce the attack penalty to -2.
Rip the Bowels OutFlexible melee attackTriggering Roll: Natural even hitEffect: Deal 10 ongoing damage. Increase to 15 damage at 7th level and 20 damage at 9th level.Champion feat: You can pop free from the opponent.
Suicidal RageFlexible melee attackTriggering Roll: Natural odd missEffect: Until the end of your next turn, you gain a +4 bonus to melee attacks, but a -4 penalty to AC.Champion feat: Deal your level in native element damage to all enemies you are engaged with.Epic feat: Increase the attack bonus to +5.
7th Level Maneuvers
Clawing Alpha LionsFlexible melee attackTriggering Roll: Natural even hitEffect: Your enemy can make a melee attack against you as a free action. If the enemy takes the attack, make another melee attack against the enemy. If the enemy’s attack was a miss, you gain a +4 bonus to your second attack.Champion feat: Take half damage from the enemy’s attack.
Displacer StrikeFlexible melee attackTriggering Roll: Natural odd hitEffect: After the attack, teleport to a location you can see.Champion feat: Also deal 10 extra native element damage.
Hypnotizing GazeFlexible melee attackTriggering Roll: Natural odd hitEffect: The attack deals no damage. The target is confused until the end of your next turn.Special: You can only use this maneuver on normal strength targets and mooks (not double- or triple-strength enemies).Epic feat: Deal 3 times your level psychic damage.
Horrid MaimingFlexible melee attackTriggering Roll: Natural even hitEffect: Make a Strength + Level vs. MD attack against all nearby enemies. Deal 10 (9th level: 20) psychic damage on a hit. If you beat a target’s MD by 5 or more points, that enemy is struck by fear (dazed and can’t benefit from the escalation die) until the end of your next turn.Epic feat: If you trigger this maneuver on a natural 20, gain a +5 bonus on the secondary attack and deal 10 extra damage on a hit.
Sleeping PoisonFlexible ranged attackTriggering Roll: Natural odd hitEffect: The target is weakened until the end of your next turn.