Marruspawn Abomination (with help from Oslecamo)Marruspawn Abomination PrerequisitesTo become a Marruspawn Abomination the character must meet the following requirements:
- Marrulurk 4, Marrusault 5, or Marrutact 5; Survival 9 ranks
HD: d8
Level | BAB | Fort | Ref | Will | Special |
1 | +0 | +0 | +0 | +0 | Marruspawn Abomination Creation, Deific Genesis, Racial Heritage, + 1 Heritage |
2 | +1 | +0 | +0 | +0 | Heritage Ability, Deific Immunities I |
3 | +2 | +1 | +1 | +1 | Desert Resistances, Lesser Howl of Fossilization, +1 Con |
4 | +3 | +1 | +1 | +1 | Desert Hunter, Deific Immunities II, Summon Desert Scorpion |
5 | +3 | +1 | +1 | +1 | Deific Senses I, Salt Curse, +1 Heritage |
6 | +4 | +2 | +2 | +2 | Deific Immunities III, Parching Claws |
7 | +5 | +2 | +2 | +2 | Deific Senses II, Sand Horror, +1 Con |
8 | +6 | +2 | +2 | +2 | Deific Immunities IV, Desert Hunter II |
9 | +6 | +3 | +3 | +3 | Deific Senses III, Savage Rage +1 Heritage |
10 | +7 | +3 | +3 | +3 | Deific Immunities V, Greater Salt Curse |
11 | +8 | +3 | +3 | +3 | Deific Senses IV, Thirst Madness, +1 Con |
12 | +9 | +4 | +4 | +4 | Howl of Fossilization |
13 | +9 | +4 | +4 | +4 | Deific Senses V, +1 Heritage |
14 | +10 | +4 | +4 | +4 | Abomination Ascendancy |
Skills Points at Each Level: (4 + Int Modifier)
Class Skills: The Marruspawn Abomination’s class skills (and the key ability for each skill) are: Balance (Dex), Climb (Str), Concentration (Con), Craft (any) (Int), Intimidate (Cha), Jump (Str), Listen (Wis), Spot (Wis), Survival (Wis)
Proficiencies: The Marruspawn Abomination gains proficiency with: its own natural weapons
Marruspawn Abomination Class Features:Abomination Creation(Ex): Marruspawn Abominations are created by infusing a Marruspawn with the blood of gods. This can have been passed down from an ancestor who was an Abomination, or have happened at some point during the Marruspawn's life. The Marruspawn Abomination's type changes to Outsider gaining all racial traits of that type, and it gains the Native subtype. The Marruspawn Abomination retains the Marruspawn subtype.
At first level all Abominations gain a primary natural Claw attack that does 1d6 (1d4 if size small, 1d8 if size large) + Str damage (both hands are clawed, the Marruspawn Abomination can choose to make the attack with either hand) and a secondary natural Bite attack that does 1d8 (1d6 is sized small, 1d10 if sized large) + 1/2 Str damage. They also gain the Scent special quality and a bonus to Natural Armor equal to Con mod.
Deific Genesis (Ex): Marruspawn Abominations were created using the blood of gods. Whenever they gain a new Marruspawn Abomination level (and only a level in Marruspawn Abomination), if they roll less than half of their hit die rounded down (4), the hit points gained from that level get bumped up to four before bonuses from Con, etc.
Racial Heritage (Ex): Marruspawn Abominations gain abilities depending on what class they used to enter Marruspawn Abomination. All abilities only affect HD gained through this specific prestige class
- Marrulurk Heritage gives the Marruspawn Abomination 6 + Int skill points per level and adds all skills in the Marrulurk skill list to the Marruspawn Abomination's list. It also turns Reflex into a good save and grants Sneak Attack at every odd level. Lastly, for the purposes of the Marrulurk's Death Attack ability (and only this ability) Marruspawn Abomination counts as a Death Attack granting class for the purposes of save DC.
- Marrusault Heritage gives the Marruspawn Abomination Full BAB. It also turns Fortitude into a good save and turns the Marruspawn Abomination HD into d12s. In addition the Marruspawn Abomination learns one stance and two maneuvers. These can be chosen from the Desert Wind, Iron Heart, or Tiger Claw Disciplines. At 1st level and then every third level thereafter (3, 6, etc) it learns one extra maneuver chosen from those schools. The Marruspawn Abomination cannot learn maneuvers of a level bigger than (Initiator level/2)+1. Marruspawn Abomination levels count only count for 1/2 Initiator Level and it starts each encounter with all maneuvers readied but maneuvers learned through the Maruspawn Abomination prestige class have no recharge mechanism.
- Marrutact Heritage gives the Marruspawn Abomination adds all skills on the Marrutact skill list and grants Arcane Spellcasting advancement every 2/3 levels (every third level grants no advancement. It also turns Will into a good save.
Ability Increase (Ex): Marruspawn Abominations gain a +1 to Con at levels 3, 7, and 11 and also gain a bonus at levels 1, 5, 9, and 13 depending on their Racial Heritage.
Marrulurk Heritage gives Dex bonuses, Marrusault Heritage gives Str bonuses, and Marrutact Heritage gives Int bonuses.
Deific Immunities (Su): At the levels indicated in the table, the Marruspawn Abomination gains the following immunities:
- I: The Marruspawn Abomination gains Immunity to Death from Massive Damage. It also gains DR/Magic equal to 1/2 HD which causes its natural weapons to be treated as Magic for the purposes of bypassing Damage Reduction, SR = 11 + HD, and Fast Healing = 1/2 HD.
- II: The Marruspawn Abomination gains Immunity to Petrification effects.
- III: The Marruspawn Abomination gains Immunity to Energy Drain, Ability Drain, and Ability Damage. Its DR also changes to DR/ Magic and Adamantine which causes its natural weapons to be treated as Magic and Adamantine for the purposes of bypassing Damage Reduction and Hardness.
- IV: The Marruspawn Abomination gains Immunity to Polymorph effects, and its fast healing doubles.
- V: The Marruspawn Abomination gains Immunity to Mind-Effecting effects.
Heritage Ability (Ex): At second level the Marruspawn Abomination gains an ability depending on what class they used to enter Marruspawn Abomination.
- Marrulurk: The Marruspawn Abomination gains the ability to use the Hide skill even while being observed while in any sort of natural terrain.
- Marrusault: The Marruspawn Abomination gains the ability to make iterative attacks with its claws. It can do this in place of making iterative attacks with any other weapon.
- Marrutact: The Marruspawn Abomination gains a +1 bonus to its caster level at every third level of the prestige class. This CL grants no additional spellcasting ability and is only used for calculations that use the Marruspawn Abomination's CL.
Desert Resistances (Ex): At third level the Marruspawn Abomination gains Fire-Immunity. In addition it gains Cold Resistance = HD to keep warm on cold desert nights.
Lesser Howl of Fossilization (Su): At third level the Marruspawn Abomination can loose a fossilizing howl as a swift action once per encounter, this is in addition to any other howl ability they might possess. This howl effects all creatures within a 30 foot radius. All affected creatures must make a Fortitude Save (DC = 10 + 1/2 HD + Con mod) or become partially turned into stone, taking a penalty to their Dex scores equal to the Abomination's Con mod and having their movement speeds halved. Those penalties last for 1d4 rounds.
Desert Hunter (Ex): At fourth level the Marruspawn Abomination's speed increases to 60 feet and it treats all sand as normal terrain, it also never breaks sand crust by moving across it. Furthermore it gains a Permanent Non-Detection effect with CL equal to HD and an Insight bonus to AC equal to 1/4 HD.
Additionally the Marruspawn Abominations natural weapons improve as follows:
- I: At fourth level the Marruspawn Abominations claw damage increases to 1d8 (1d6 if small, 1d10 if large). In addition its bite damage increases to 1d10 (1d8 if small, 2d6 if large).
- II: At eighth level the Marruspawn Abominations claw damage increases to 1d10 (1d8 if small, 2d6 if large). In addition its bite damage increases to 2d6 (1d10 if small, 2d8 if large).
Summon Desert Scorpion (Su): At fourth level, 1/hour the Marruspawn Abomination may as a full-round action summon a Huge Monstrous Scorpion, or two Large Monstrous Scorpions, or four Medium Monstrous Scorpions that serve for 1 round/HD before crumbling into dust. They appear in any empty surfaces within 60 feet and can act immediately.
At 12 HD this instead can summon a Gargantuan Monstrous Scorpion, or twice the previous amount of smaller sizes.
At 14 HD this instead can summon one Colossal Monstrous Scorpion, or twice the previous amount of smaller sizes.
At 16 HD and every 2 HD thereafter the Abomination can choose to summon Monstrous scorpions advanced 4 HD or twice the previous amount, stacking.
Deific Senses (Ex): As indicated on the table the Marruspawn Abomination's senses become even more keen. Its Blindsight can only be negated by any effect that deafens or otherwise removes the hearing of the Marruspawn Abomination.
- I: The Marruspawn Abominations Darkvision increases to 90 feet and it gains Blindsight 30 feet.
- II: The Marruspawn Abominations Darkvision increases to 120 feet and it gains Blindsight 60 feet.
-III: The Marruspawn Abominations Blindsight increases to 90 feet and Telepathy 50 feet.
- IV: The Marruspawn Abominations Blindsight increases to 120 feet and Telepathy 100 feet.
- V: The Marruspawn Abominations gains a permanent True Seeing effect on itself and Telepathy 200 feet.
Salt Curse( Su): At 6th level, 1/day per 4 HD the Abomination may replicate a Flesh to Stone spell effect on a target as a standard action except if they fail the save they turn into salt instead of stone. DC is 10+1/2 HD+Con mod. This salt is foul-looking and useless for consuming, and thus has no market value.
Parching Claws (Su): At 6th level, whenever the Abomination hits an opponent with its claw natural attack, it deals an extra 1d6 dessication damage and the target must make a Fort save (DC = 10+1/2 HD + Str mod) or take 1 point of Con damage. Even enemies with immunity to ability damage can suffer from this, but they gain a +5 bonus on their save. Plants and creatures with the Water subtype take 1d8 dessication damage instead and take a -5 penalty on the save. The Abomination may also inflict just the dessication and Con damage as a melee touch attack, or instantly evaporate up to 10 cubic feet of inanimate water with a touch.
Sand Horror (Su): At 7th level, 1/day per 5 HD the Abomination may turn itself into sand as a move action. Its movement speeds are halved and it becomes blinded as well (though it still retains Blindsight), but it becomes immune to critical hits, sleep, paralysis and stunning and can pass trough any obstacle without slowing down as long as there's openings at least a quarter of an inch in diameter. Its melee reach is doubled as well. This state lasts 1/minute per HD, but can be dismissed earlier as another move action.
If in an actual sand zone the abomination also gains a burrow speed equal to its land speed, a +10 circumstantial bonus on Hide checks and concealment while on it.
Savage Rage (Ex): Abortions of spirit, abominations live on, nurtured by their quasi-deific powers and the pure, undiluted hate of their forebears and all naturally formed creatures. At 9th level, the Abomination can, 1/day per 6 HD, enter a Rage similar to a barbarian, except it gains +6 to Str, Con and Dex for the duration, and can still use its other abilities. However it must always attack something to the best of its ability every round. If it wants to voluntarily end the rage, there's a 50% chance it fails and continues fighting. This doesn't stack with an actual Barbarian Rage.
Greater Salt Curse (Su): At 10th level, the Abomination can use Salt Curse as a swift action.
Thirst Madness (Su): At 11th level, as an immediate action the Abomination can inflict a tormenting thirst in any creature whitin 60 feet. If they fail on a Will save (DC = 10+1/2 HD + Con mod) for 1 round/HD they must spend all their actions drinking anything that's at hand. Potions, alcohol, a nearby pond of stagnated water, anything that is liquid and looks like it could be put down their throats. If there's no liquids in sight or in their possession, the affected creature will throw themselves at the nearest creature with a backpack or similar in search of something to drink. No matter how much they actually drink, the thirst isn't quenched. Thirst Madness lasts 1 round/HD, and creatures immune to mind affecting gain a +5 bonus on their saves.
By spending 500 GP of Mercury, Phosphorous and jewels, the Abomination may curse up to 5 cubic feet of stationary water (or a bunch of filled bottles or similar), so that anyone that comes within 60 feet must save or be affected by Thirst Madness. If they save, they're immune for 1 minute. Moving the liquids from their positions ends this curse, although ones already affected will continue to try to find anything to drink for the duration.
Howl of Fossilization (Su): At 12th level, once every 1d4 rounds, a Marruspawn Abomination can loose a fossilizing howl as a free action. All creatures within 30 feet must succeed on a DC 10+1/2 HD+Con mod Fortitude save or become fossilized. This effect functions as the flesh to stone spell (see page 232 of the Player’s Handbook). Even a creature that makes its save can be subjected to the abomination’s howl of fossilization ability in later rounds.
Abomination Ascendancy (Ex): At fourteenth level the godsblood that was used in the creation of the Marruspawn Abomination fully asserts itself. The Marruspawn Abomination gains Divine Rank 0.
This has the following effects:
- The Marruspawn Abomination receives maximum HP per HD. This is retroactive.
- The Marruspawn Abomination's natural attacks, as well as any weapons they wield, are considered aligned the same as the Marruspawn Abomination for the purposes of bypassing damage reduction.
- The Marruspawn Abomination's DR increases from DR/Magic and Adamantine to DR/Epic and Adamantine. This causes the Marruspawn Abomination's natural attacks to be treated as epic and adamatine for the purposes of bypassing damage reduction and hardness.
- The Marruspawn Abomination receives a Deflection bonus to AC equal to their Cha mod.
- The Marruspawn Abomination's SR increases to 20 + HD.
- The Marruspawn Abomination becomes naturally immortal and cannot die from natural causes. They do not age, and they do not need to eat, sleep, or breathe. The only way for a Marruspawn Abomination to die is through special circumstances, usually by being slain in magical or physical combat.
- The Marruspawn Abomination's Deific Immunities class ability becomes Extraordinary.
The Marruspawn Abomination's speed does NOT change due to the gaining of divine rank.
Savage Rampage (Ex): When entering Savage Rage the Marruspawn Abomination now gains +8 to Str, Con, and Dex for the duration. In addition, once per rage the Marruspawn can shake off negative effects in order to better kill all who stand in his way. The Marruspawn Abomination is capable of removing any one of the following conditions:
- Blinded, Confused, Dazzled, Deafened, Energy Drained, Entangled, Exhausted, Fatigued, Flat-Footed, Frightened, Immobilized, Knocked Down, Nauseated, On Fire, Prone, Shaken, Sickened, Slowed, Staggered, Turned.
- Any spell/power, spell-like/psi-like ability or supernatural ability with a duration lasting longer than one round, provided it is either being targeted by the spell or are within the spell's radius.
- Any extraordinary ability currently affecting the Marruspawn Abomination (such as the "Bleeding Wounds" inflicted by certain creatures). However the Marruspawn Abomination cannot use this ability to automatically end its Savage Rage.
- Any ability hindering the Marruspawn Abomination caused by an item (alchemical, mundane, magical, or otherwise), such as a caltrop wound.
Any effect not listed above is outside of this ability's range of influence. These conditions cannot be removed, even if their source is a spell's effect or similar ability (such as being dazed by a psionic power, or being affected by a bard's Fascinate ability).
Additionally, some effects can be reinstated at any point during the rest of the round, after you have initiated this ability (for example, if this ability is used to negate the On Fire effect and the Marruspawn Abomination later in its turn steps into a fire the Marruspawn Abomination will have a chance to be On Fire once again).
In case of this ability affecting a spell or other ability that affects an area (such as the web spell), the entire effect is ended for everyone involved when it resolves.