
knightware |
Hi Peoples,
I am running a campaign and need some help making up what I will term as an ‘Aberrant’ version of the Half Celestial/Half Fiend it needs to be reasonable similar is strength. I know half Aberrant is not a good name for the template but I think it portrays what I am after. Basically its meant to represent creatures who have touched an ancient artefact that warps anything that comes close to it, to a twisted an alien version of itself.
Half Aberrant
“Half-Aberrant” is an inherited or acquired template that can be added to a living, corporeal creature. A half-aberrant uses all the base creature's statistics and special abilities except as noted here.
CR: HD 4 or less, as base creature + 1; HD 5 to 10, as base creature + 2; HD 11 or more, as base creature + 3.
Alignment: Any chaotic.
Type: The creature's type changes to Aberrant. Do not recalculate HD, BAB, or saves.
Armor Class: Natural armor improves by +1.
Defenses/Qualities: Gains darkvision 60 feet;
Speed: Base creature +10
Melee: A half-aberrant gains two claw attacks and a bite attack. Damage depends on its size (see pages 301–302).
Abilities: A half-aberrant gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.
Skills: A half-aberrant with racial HD has skill points per racial HD equal to 4 + Int mod. Racial class skills are unchanged, and class level skill ranks are unaffected.
Now I was thinking that Fast Healing instead of the DR from the Half Celestial templates, perhaps on the basis of half what the DR would be.
But what I am really having trouble with is figuring out something that balances out the spell like abilities that come with either of the original templates, although I was wondering if perhaps something similar to the Sorcerer bloodline could work, although allowing the extended touch attacks ability to be used to actually create melee reach.
Thankyou for any help you can provide, this is my first time doing something like this and I am quiet lost.

knightware |
3.5 had this template. Its called pseudonatural creature, from the Lords of Madness:Book of Aberations.
Hope that helps.
Thanks thats one rather nasty template, unfortunately it is significantly more powerful than what I was looking at.
http://www.d20srd.org/srd/epic/monsters/pseudonaturalCreature.htm
I was hoping to have something that works on par with the half-celestial/half-fiend
Although a I suppose a Natural armour bonus could be swapped out for the DR instead of fast healing.
Do poeple think that something similar to the Abberant Sorceror bonus (except the reach allows meele attacks) more powerful than the spells provided in the half-outsider templates.

knightware |
Had a go at the spells what do poeple think
Aberrant
Creating a Half-Aberrant
“Half-Aberrant” is an inherited or acquired template that can be added to a living, corporeal creature. A half-Aberrant uses all the base creature's statistics and special abilities except as noted here.
CR: HD 4 or less, as base creature + 1; HD 5 to 10, as base creature + 2; HD 11 or more, as base creature + 3.
Alignment: Any evil.
Type: The creature's type changes to outsider (native). Do not recalculate HD, BAB, or saves.
Armor Class: Natural armour improves by +5 (if HD 11 or less) or +10 (if HD 12 or more);
Defenses/Qualities:
• Gains darkvision 60 feet;
• immunity to poison; acid; 25% chance to ignore critical hits or sneak attack scored against you, increases to 50% 5+HD, 75% 10HD+, 100% 20HD+
• Fast Healing 2 (if HD 11 or less) or Fast Healing 5 (if HD 12 or more);
• SR equal to creature's CR + 11 (maximum 35).
Speed: Twice the base creature's land speed.
Melee: A half-Aberrant gains two claw/tentacle attacks and a bite attack. Damage depends on its size (see pages 301–302).
Special Attacks: A half-Aberrant gains the following.
Corrupting Touch (Su): Once per day it can add extra damage equal to its HD (maximum of +20) against a lawful or neutral foe.
Spell-Like & Supernatural Abilities: A half-Aberrant with an Int or Wis score of 8 or higher has a cumulative number of spell-like abilities set by its HD. Unless otherwise noted, an ability is usable 1/day. CL equals the creature's HD (or the CL of the base creature's spell-like abilities, whichever is higher).
Table: Half Aberrant Spell-like Abilities by Hit Die
1–2 Acid Spray 3/day
Acidic Spray (Sp): Starting at 1st level, you can fire an acidic ray as a standard action, targeting any foe within 30 feet as a ranged touch attack. The acidic ray deals 1d6 points of acid damage + 1 for every two HD you possess. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.
Abyssal
3–4 Long Limbs
Long Limbs (Ex): At 3HD, your reach increases by 5 feet whenever you are making a melee attack. This ability does increase your threatened area. At 11HD, this bonus to your reach increases to 10 feet. At 17HD, this bonus to your reach increases to 15 feet.
5-6 Chaotic blight (As per Unholy Blight but effects only Lawful and Neutral creatures)
7-8 Confusion 3/day
9-10 Nightmare
11-12 Insanity
13-14 Cloak of Chaos 3/day, Plane Shift
15-16 Polymorph Any Object
17-18 Summon monster IX
19-20 Shape Change
Abilities: A half-Aberrant gains a +4 bonus on three ability scores of its choice and a +2 bonus on the other three.
Skills: A half-Aberrant with racial HD has skill points per racial HD equal to 6 + Int mod. Racial class skills are unchanged, and class level skill ranks are unaffected.