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The Abomination can hold onto a number of Stress Points equal to its level. You see an ally takes damage from any source.
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The abomination acquires 1 stress point whenever the following occurs: The abomination's self-loathing enables him to not value his life, enabling him to protect his allies even when the blows would normally fell ordinary men. This is not necessarily a bad thing in battle, as using the stress the abomination may channel the beast or demon within to turn the tides of battle, often at the detriment of himself. The more stress the abomination accumulates, the less of a grip he has on humanity. The abomination tries to hide his affliction while he can, but in battle, under torture or interrogation the stress may start building. Sometimes, the most horrifying of curses may become the greatest of gifts in the face of danger.
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( a) Manacles as an improvised weapon (1d6) or ( b) Any simple Weapon.You start with the following equipment, in addition to the equipment granted by your background: Hit Dice: 1d10 per Abomination level Hit Points at 1st Level: 10 + Constitution modifier Hit Points at Higher Levels: 1d10 (or 6) + Constitution modifier per Abomination level after 1stĪrmor: light armor Weapons: Simple and Martial weapons Tools: none Saving Throws: Constitution, Strength Skills: Choose 3 from Athletics, Acrobatics, Stealth, Insight or Perception Equipment Second, choose the Haunted One background.Īs a Abomination you gain the following class features. First, Constitution should be your highest ability score, followed by Strength or Dexterity. You can make an abomination quickly by following these suggestions. Or perhaps the mark was self-inflicted or by another party member as a last-ditch effort to survive?Įither way, the abomination rarely willfully chooses to become such a thing. Perhaps a prisoner that was experimented on extensively, or mutated through witchcraft or magic? Were they a scientist in a past life that made a mistake? In battle, they are strong fighters who can take multiple blows for their allies, but should the stress become too much or the pain too staggering, they may have to show their secrets to survive. Very few people would be tolerant of such a thing, and as such most abominations tend to hide their true nature and keep moving, so as to avoid people learning what they truly are. Regardless of the race they were originally, the brand or curse they obtained causes them to lose their original form and become hideous beasts. Regardless of the story behind the curse or condition, few abominations are willing to show the other form they can manifest.
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