Abnormal
No matter the region there always exists certain maladies which seem to afflict the many races of existence. In many cases, the abnormal off-shoots are never allowed to mature to adulthood, killed by their parents out of fear, desperation, or even compassion. Rarely, the abnormalities are a blessing in disguise and in some unique circumstances, are actually prayed for. No matter the form or the cause, such Abnormal creatures have a hard time in life.
Creating An Abnormal
"Abnormal" is an inherited template that can be added to any living, corporeal creature with an intelligence score of 4 or higher (referred to hereafter as the base creature).
Abnormals uses all the base creature's statistics and special abilities except as noted here.
Size and Type
The creature gains the augmented subtype. Size is unchanged unless affected by an Abnormality listed below.
Speed
Abnormal's speed is the same as the Base Creature unless affected by an Abnormality listed below.
Armor Class
Unless affected by an Abnormality, below, the Abnormal's AC is the same as the Base Creature.
Special Attacks
An Abnormal retains all the special attacks of the base creature and also gains the following special abilities.
Special Qualities
· Abnormality (Ex or Su): Given that their name is derived from their special qualities, Abnormals often have some rather unusual Abnormality. Selection of the following sets the Abnormal's Level Adjustment, with each selection affecting the total Level Adjustment.
Amphibious(Ex) +1LA
- The Abnormal gains the Aquatic subtype.
CON increases by +2
Attack Form (Ex) +1LA
- The Abnormal gains an Attack Form (Bite, Claw, Gore, Slam, etc) which deals 1d6 at Medium-size.
STR increases by +4
Decreased Size (Ex) +1LA
- The Abnormal has its size decreased by one step, Medium becomes small, etc.
DEX increases by +4
Enhanced Senses (Ex) +1LA
- The Abnormal has enhanced senses beyond the norm for its kind. Select either Scent or Blindsense.
+4 Racial Bonus to Listen, Search, and Spot rolls.
WIS increases by +2
Evil Eye (Su) +2LA
- The Abnormal has a gaze attack with a DC equal to 10+HD+CHA. The Evil Eye can be employed as a Free Action, at will, against all onlookers within 30'. Those failing the Will Save suffer momentary Confusion, per the Spell. The Evil Eye ability is not selective, aside from the Abnormal choosing not to use it at all in a given round.
Hide (Ex) +1LA
- The Abnormal gains a thickend hide or scaled skin which grants +5 Natural Armor which stacks with existing Natural Armor
STR and CON Increases by +2
Increased Size (Ex) +1LA
- The Abnormal has its size increased by one step, medium becomes large, etc.
STR increases by +4
Longstrider (Ex) +1LA
- The Abnormal has either longer than usual legs or is able to move them rapidly, increasing his Base Land speed by +20 Feet.
+4 Jump skill Check.
STR and CON increases by +2
Multiple Limbs (Ex) +1LA
- The Abnormal gains an extra pair of Arms.
STR and DEX increases by +2
Spellbane (Su) +2LA
- The Abnormal gains resilience to Magic as follows:
+1 Resistance Bonus to Saving Throws vs. Magic per 5 HD. (+5 Max)
Damage Reduction 5/Silver (if HD 11 or less) or 10/Silver (if HD 12 or more).
Spell Resistance equal to the creatures HD + 10 (Maximum 35)
Unhindered Vision (Su) +2LA
- The Abnormal has unusual eyes which are capable of seeing through normal and magical darkness to a range of 60' This eyesight extends to the Ethereal Plane, and can be concentrated on to duplicate Detect divinations (Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Magic, Detect Undead) or See Invisible to a range of 60'.
WIS increases by +2
Vexing Voice (Sp) +2LA
- The Abnormal can implant suggestive compulsions in another creature with its voice. Three times per day, the Abnormal can invoke one of the following spell-like abilities. Saves are based on HD and CHA.
Calm Emotions Spell-like Ability
Enthrall Spell-like Ability
Suggestion Spell-like Ability
CHA increases by +6
Wings (Ex) +1LA
- The Abnormal gains a pair of wings, either insectial, bat-like, or feathered as desired and can fly at Base Landspeed with Good Maneuverability.
STR and CON increases by +2
Abilities
Adjust from the base creature as follows: -2 CHA and per Abnormality.


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