|Max Frey (1874-1944): Tier und Mensch, 1931. Öl auf Hartfaser. 70 x 70cm|
An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three.
An aberration has the following features.
d8 Hit Die.
Base attack bonus equal to 3/4 total Hit Dice (medium progression).
Good Will Saves.
Skill points equal to 4 + Intelligence modifier (minimum 1) per Hit Die. The following are class skills for aberrations: Acrobatics, Climb, Escape Artist, Fly, Intimidate, Knowledge (pick one), Perception, Spellcraft, Stealth, Survival, and Swim.
Traits: An aberration possesses the following traits (unless otherwise noted in a creature's entry).
Darkvision 60 feet.
Proficient with its
natural weapons. If generally humanoid
in form, proficient with all simple weapons
and any weapon it is described as using.
Proficient with whatever type of armor (light, medium, or heavy) it is described as wearing, as well as all lighter types. Aberrations not indicated as wearing armor are not proficient with armor. Aberrations are proficient with shields if they are proficient with any form of armor.
Aberrations breathe, eat, and sleep.
The Worlds of Mankind is owned and created by Mark John Goodwin
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