Abomination
Abomination is a D&D 3.5 character class from HPG. Hit die d8; 2 + Int skill points per level.
- Type
- Base
- Hit Die
- d8
- Skill Points
- 2 + Int
Advancement
| Level | BAB | Fort | Ref | Will | Special |
|---|---|---|---|---|---|
| 1 | +0 | +0 | +0 | +2 | First - +1 1 Damage reduction 1/- |
| 3 | +1 | +1 | +1 | +3 | Second - +2 2 Damage reduction 2/- |
| 5 | +2 | +1 | +1 | +4 | - - +3 3 - |
| 6 | +3 | +2 | +2 | +5 | Third - +3 3 Damage reduction 3/- |
| 8 | +3 | +2 | +2 | +5 | - - +4 4 Two-Weapon Fighting |
| 9 | +4 | +2 | +2 | +6 | - Second +5 5 Damage reduction 4/- |
| 11 | +5 | +3 | +3 | +7 | - - +6 6 - |
| 12 | +5 | +3 | +3 | +7 | - - +7 6 Damage reduction 5/- |
| 15 | +6/+1 | +4 | +4 | +8 | - - +9 8 Damage reduction 6/- |
| 17 | +7/+2 | +5 | +5 | +9 | Sixth - +10 9 - |
| 18 | +8/+3 | +5 | +5 | +10 | - Fourth +10 9 Damage reduction 7/- |
| 20 | +9/+4 | +6 | +6 | +11 | Seventh - +11 10 Rot (1d6) |
of, but not unbelievable. If an abomination takes it into its head to go exploring, few are going to stand in its way. Such creatures likely strike out on their own, or perhaps with Forsaken allies who tag along. An abomination's disease cloud means that any living creatures who attempt to venture with it have to remain far away, or be possessed of remarkably hearty constitutions. Abomination Racial Traits An abomination has the following traits: • +10 Strength, -4 Agility, -6 Intellect, -2 Spir
Spell Resistance (Ex): The abomination has spell resistance equal to its total Hit Dice (including racial Hit Dice and Hit Dice from other classes). Ca nnibalize (Ex): At 2nd level, the abomination can devour fresh corpses to heal its wounds. If the abomination spends a full round cannibalizing a corpse, it regains 1 hit point per Hit Die at the end of the round. The corpse cannot be more than one day old. A typical Medium corpse has enough meat to feed the abomination for 10 rounds; after this time, the corpse is stripped of flesh. A cannibalized corpse is befouled. If the abomination cannibalizes a corpse for at least 3 rounds, raise dead is no longer effective on it, though resurrection and true resurrection function normally . Cannibalized corpses can be raised as zombies (if they still possess some flesh) or skeletons.
Rot (Ex): At 4th level, the abomination carries horrible rotting diseases. Because of its immediate nature, this ability functions as a poison instead of a disease, but creatures treat it as a disease for any special abilities they have (such as immunity to disease or a bonus on saving throws against disease), rather than a poison. Table 2-3: The Abomination Level HD BAB Skill Points Fort Ref Will Feats Ab. Inc. Nat. Arm. CR Special 1st 1d12 +0 4 +0 +0 +2 First - +1 1 Damage reduction 1/- , damage reduction 2/piercing or slashing, spell resistance 2nd 2d12 +1 4 +0 +0 +3 - - +1 1 Cannibalize 3rd 3d12 +1 4 +1 +1 +3 Second - +2 2 Damage reduction 2/- , damage reduction 4/ piercing or slashing 4th 4d12 +2 4 +1 +1 +4 - First +2 2 Rot 5th 5d12 +2 4 +1 +1 +4 - - +3 3 - 6th 6d12 +3 4 +2 +2 +5 Third - +3 3 Damage reduction 3/- , damage reduction 6/ piercing or slashing 7th 6d12 +3 - +2 +2 +5 - - +4 4 +1 Str, Spiked chain proficiency 8th 7d12 +3 4 +2 +2 +5 - - +4 4 Two-Weapon Fighting 9th 8d12 +4 4 +2 +2 +6 - Second +5 5 Damage reduction 4/- , damage reduction 8/ piercing or slashing 10th 9d12 +4 4 +3 +3 +6 Fourth - +5 5 Growth 11th 10d12 +5 4 +3 +3 +7 - - +6 6 - 12th 11d12 +5 4 +3 +3 +7 - - +7 6 Damage reduction 5/- , damage reduction 10/ piercing or slashing, rot (1d4) 13th 12d12 +6/+1 4 +4 +4 +8 Fifth Third +7 7 Improved Two-Weapon Fighting 14th 12d12 +6/+1 - +4 +4 +8 - - +8 7 +1 Str, Martial Weapon Proficiency 15th 13d12 +6/+1 4 +4 +4 +8 - - +9 8 Damage reduction 6/- , damage reduction 12/ piercing or slashing 16th 14d12 +7/+2 4 +4 +4 +9 - - +9 8 Rot cloud 17th 15d12 +7/+2 4 +5 +5 +9 Sixth - +10 9 - 18th 16d12 +8/+3 4 +5 +5 +10 - Fourth +10 9 Damage reduction 7/- , damage reduction 14/piercing or slashing, Greater Two-Weapon Fighting 19th 17d12 +8/+3 4 +5 +5 +10 - - +11 10 - 20th 18d12 +9/+4 4 +6 +6 +11 Seventh - +11 10 Rot (1d6) 21st 18d12 +9/+4 - +6 +6 +11 - - +12 11 +1 Str, damage reduction 8/-, damage reduction 16/piercing or slashing, hook handler 22nd 19d12 +9/+4 4 +6 +6 +11 - - +12 11 - 23rd 20d12 +10/+5 4 +6 +6 +12 - Fifth +13 12 Third arm 24th 21d12 +10/+5 4 +7 +7 +12 Eighth - +13 12 Damage reduction 9/- , damage reduction 18/ piercing or slashing 25th 22d12 +11/+6/+1 4 +7 +7 +13 - - +14 13 - 26th 23d12 +11/+6/+1 4 +7 +7 +13 - - +14 13 Improved rot cloud 27th 24d12 +12/+7/+2 4 +8 +8 +14 Ninth Sixth +15 14 Damage reduction 10/-, damage reduction 20/piercing or slashing 28th 24d12 +12/+7/+2 - +8 +8 +14 - - +15 15 +1 Str, superior multiweapon fighting 29th 25d12 +12/+7/+2 4 +8 +8 +14 - - +15 15 - The abomination delivers the disease with a successful melee weapon attack. Its initial and secondary damage is 1 point of Stamina damage. (Save DC 10 + 1/2 the abomination's HD + the abomination's Strength modifier .) The initial and secondary damage increase to 1d4 Sta and 12th level and 1d6 Sta at 20th level. Spiked
Chain Proficiency (Ex): At 7th level, the abomination gains Exotic Weapon Proficiency (spiked chain) as a bonus feat. T wo -Weapon Fighting (Ex): At 8th level, the abomination gains T wo-Weapon Fighting as a bonus feat, even if it does not meet the prerequisites. Gr owth (Ex): An abomination achieves Large size at 10th level. Its space and reach each increase to 10 feet. It takes a -1 size penalty to AC and a -1 size penalty on attack rolls. It must wield weapons of Large size or take penalties. Similarly , it must wear armor appropriately sized for it, which costs 250% more than normal (this price includes the cost for the abomination's unusual frame trait). Its lifting and carrying capacities double. The abomination takes a -4 penalty on Stealth checks to hide, but gains a +4 size bonus on grapple checks and on checks to avoid being tripped. Note that the abomination's gear does not grow along with it. Improved T wo-Weapon Fighting (Ex): At 13th level, the abomination gains Improved T wo-Weapon Fighting as a bonus feat, even if it does not meet the prerequisites. Martial W eapon Proficiency (Ex): At 14th level, the abomination gains Martial Weapon Proficiency with the weapon of its choice as a bonus feat. Rot Cloud (Ex): At 16th level, a cloud of disease surrounds the abomination in a 5-foot radius. A living creature that begins its turn in the cloud is subject to the abomination's rot, just as if it had been struck with an attack. In addition, the creature must make another Fortitude save (DC 10 + 1/2 the abomination's HD + the abomination's Str modifier) or be nauseated for 1 round. The save DC is Strength-based. At 26th level, the radius increases to 10 feet and creatures are nauseated for 1d4 rounds. Greater T wo-Weapon Fighting (Ex): At 18th level, the abomination gains Greater T wo-Weapon Fighting as a bonus feat, even if it does not meet the prerequisites. Hook Handler (Ex): At 21st level, the abomination is skilled at wielding a spiked chain in one hand and can do so with no penalties.
Third Arm (Ex): At 23d level, the abomination has a third arm. It either grew out of its body , or the abomination stitched it onto itself sometime recently . Whatever the case, though the arm is a bit stumpier than the others, it is just as strong and dexterous. Its T wo-Weapon Fighting, Improved T wo-Weapon Fighting, and Greater T wo-Weapon fighting feats become Multiweapon Fighting feats of the appropriate type (see the Monster Guide, Chapter 4: Monsters as Characters).
Superior Multiweapon Fighting (Ex): At 28th level, the abomination does not take penalties for fighting with weapons in all of its hands. Centaur are the cursed offspring of Cenarius. Centaur somewhat resemble his other children, dryads and keepers of the grove: they have the torsos, heads and arms of humans, and the bodies and legs of horses. Unlike dryads and keepers of the grove, centaur are barbaric and primitive. They delight in bloodshed and purposeless slaughter . The strongest among them, called khans, lead them, but only until other , stronger centaur take their places. Centaur are a menace in central Kalimdor, where they have lived for ages. They are ancestral enemies of the tauren; indeed, it was Thrall's rescue of Cairne Bloodhoof's tribe from centaur marauders that cemented their alliance. Many centaur still live in the Barrens and surrounding areas, staging attacks against small towns and caravans. They are evil and sadistic creatures, and enemies of the Horde. Rumors speak of one or two tribes, however, that overcome their evil natures in hopes to join forces with the Horde. They would prove valuable additions, as their speed, strength and knowledge of the wilderness are great. Mo st centaur remain within their own society, striking out with small bands of fellow centaur to harass travelers and small settlements. A few break from this system, though, and strike out on lives of adventure. Some quarrel with their peers and flee before their enemies kill them. Others feel unsatisfied or horrified at the mindless violence most centaur commit and leave to pursue their own ideas of satisfaction. Adventuring centaur are unlikely to receive kind welcomes in civilized areas, especially in Kalimdor. In the Eastern Kingdoms, centaur are rare, so a traveling centaur is more likely to draw curiosity than arrows. Other centaur see their adventuring kin as not right in the head. Centaur Racial Traits A centaur has the following traits: • +2 Strength, +2 Stamina, -2 Intellect. Centaur are strong and hardy, but primitive. • Large Quadruped: As a Large creature, a centaur's space is 10 feet (though his reach is only 5 feet). He takes a -1 size penalty to AC and a -1 size penalty on attack rolls. He must wield weapons of Large size or take penalties. Similarly, he must wear armor appropriately sized and shaped for him, which costs four times normal. His lifting and carrying capacities are triple those of Medium bipeds. He takes a -4 penalty on Stealth checks to hide, but gains a +4 size bonus on grapple checks and a +8 bonus on checks to avoid being tripped (+4 from size, +4 for his additional limbs). • Centaur base land speed is 30 feet. • Darkvision: Centaur can see in the dark up to 60 feet. Darkvision is black and white, but it is otherwise like normal sight. • Monstrous Humanoid: Centaur are monstrous humanoids, not humanoids. They are immune to effects that specifically target humanoids, like hold person. • A centaur employing a lance deals double damage when it charges, just as a rider on a mount does. Centaur also are considered to have the feat Mounted Combat for purposes of feat and prestige class prerequisites. • A utomatic Languages: Common and Low Common. • Bonus Languages: Goblin, Orcish, Taur-ahe and Zandali. A few centaur learn the languages of their enemies. • Creature Class: If you play a centaur, you must take levels in the centaur creature class. • F avored Class: Barbarian. A multiclass centaur's barbarian class does not count when determining whether he suffers an XP penalty (see W oW RPG, Multiclass Characters).