As you experiment, you find yourself laying bear the still-beating organs of the planes, and learning their secrets. Comparison of structures across myriad species, forms, and compositions reveals the most basic forms of pure violence. Biological forms that are, themselves, writhing with arcana, regardless of the creature it comes from. Forms you incorporate into yourself, paring down the unnecessary at the same time you add new limbs and organs. You become something simpler, sleeker — streamlined and perfect. A new creature, yet old, so old. As old or older than the multiverse you have flayed alive to gain this power.
Becoming an Eldritch Abomination
To become an Eldritch Abomination, one must already be a warlock, and also have significant skills as a xenoalchemist.
Prerequisites
- Class Features
- Eldritch Blast
- Surgical Precision
- Skills
- Heal, 8 ranks
- Spellcraft, 8 ranks
- Special
- You must deal at least 2d6 damage with either Eldritch Blast or Surgical Precision
Class Features of the Eldritch Abomination
The following are all class features of eldritch abomination.
HD
d6.
Skills
(4 + Int modifier) Appraise, Bluff, Concentration, Craft, Decipher Script, Disguise, Heal, Intimidate, Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Local), Knowledge (Nature), Knowledge (Religion), Knowledge (The Planes), Listen, Profession, Search, Sense Motive, Spot, Use Magic Device, and Use Rope.
Table 1: The Eldritch Abomination
Level | BAB | Fort | Ref | Will | Special | Invocations & Xenoalchemy |
---|---|---|---|---|---|---|
1st | +0 | +1 | +1 | +2 | Eldritch Blast or Surgical Precision +1d6, Laser Scalpel, Thesis Monster | +1 level of existing Invoking class +1 level of existing Xenoalchemy class |
2nd | +1 | +2 | +2 | +3 | Archaic Grafts | +1 level of existing Invoking class +1 level of existing Xenoalchemy class |
3rd | +2 | +2 | +2 | +3 | Eldritch Blast or Surgical Precision +2d6, Invocation Grafting (Least) | +1 level of existing Invoking class +1 level of existing Xenoalchemy class |
4th | +3 | +3 | +3 | +4 | Non-Euclidean Build, Thesis Monster | +1 level of existing Invoking class +1 level of existing Xenoalchemy class |
5th | +3 | +3 | +3 | +4 | Eldritch Blast or Surgical Precision +3d6, Eldritch Surgery | +1 level of existing Invoking class +1 level of existing Xenoalchemy class |
6th | +4 | +3 | +3 | +5 | Fundamental Biology | +1 level of existing Invoking class +1 level of existing Xenoalchemy class |
7th | +5 | +4 | +4 | +5 | Eldritch Blast or Surgical Precision +4d6, Invocation Grafting (Lesser), Thesis Monster | +1 level of existing Invoking class +1 level of existing Xenoalchemy class |
8th | +6 | +4 | +4 | +6 | Hunter Killer | +1 level of existing Invoking class +1 level of existing Xenoalchemy class |
9th | +6 | +5 | +5 | +6 | Eldritch Blast or Surgical Precision +5d6, Horrific Efficiency | +1 level of existing Invoking class +1 level of existing Xenoalchemy class |
10th | +7 | +5 | +5 | +7 | Thesis Monster | +1 level of existing Invoking class +1 level of existing Xenoalchemy class |
11th | +8 | +3 | +3 | +7 | Eldritch Blast or Surgical Precision +6d6, Invocation Grafting (Greater) | +1 level of existing Invoking class +1 level of existing Xenoalchemy class |
12th | +9 | +4 | +4 | +8 | +1 level of existing Invoking class +1 level of existing Xenoalchemy class | |
13th | +9 | +4 | +4 | +8 | Eldritch Blast or Surgical Precision +7d6, Thesis Monster | +1 level of existing Invoking class +1 level of existing Xenoalchemy class |
14th | +10 | +4 | +4 | +9 | +1 level of existing Invoking class +1 level of existing Xenoalchemy class | |
15th | +11 | +5 | +5 | +9 | Eldritch Blast or Surgical Precision +8d6, Invocation Grafting (Dark) | +1 level of existing Invoking class +1 level of existing Xenoalchemy class |
Armor and Weapon Proficiency
Eldritch abominations do not gain any new proficiencies in armor or weapons.
Invocations (Sp)
At each level, select one invocation-using class in which you already have levels. Treat your level in this class as one higher for the purpose of determining your Caster Level, greatest level of Invocation, and Invocations Known. You do not gain any other benefit that class would have received from that level. You may select a different qualifying class each level.
Unlike most prestige classes that advance invocations, eldritch abomination does not stack with warlock for the sake of Eldritch Blast damage. Instead, see the Eldritch Blast or Surgical Precision ability.
Xenoalchemy
At every level you add +1 to your xenoalchemy level from one existing class of your choice that you have levels in. This increases your effective xenoalchemist level for the benefits of grafts as well as the level of graft you can achieve. This does not provide you with any other benefit a member of your previous class would have received, such as class features, skill points, spellcasting, or hit points.
Eldritch Blast or Surgical Precision (Sp or Ex)
At each odd level, you may increase either your Eldritch Blast damage or your Surgical Precision damage by another +1d6 damage. You may choose differently at each even level, but each choice, once made, is permanent.
Laser Scalpel (Sp)
You may now use your Eldritch Blast to assist with surgery; it can be used to replace any need for a knife or scalpel while harvesting, grafting, or performing Heal checks. You may also use it, as a standard action, to perform emergency medical procedures in combat; effectively, anything you could do with a Heal check in a single Standard action can be performed at a distance so long as you succeed on a ranged touch attack against the target (the target may opt to be considered flat-footed for this attack, if willing to receive your attention).
Thesis Monster (Ex)
At 1st, 4th, 7th, 10th, and 13th level, you gain an additional Thesis Monster type, chosen from the list available to a xenoalchemist.
Archaic Grafts
Archaic grafts are unique biological forms created by extrapolating among similar structures in a number of creatures. The similarities are rarely obvious, however, and have as much to do with their arcane and mythopoetic qualities as it does their biology. You may begin these studies and start creating archaic grafts at 2nd level.
This feature also changes your own anatomy, to allow you to accept these grafts. While in theory two eldritch abominations could apply archaic grafts to each other, no one without this feature can gain any benefit from these grafts.
In addition to the usual monster requirement, each archaic graft has some "study requirements" — these are completely separate creatures you must study to learn how to create an archaic graft. This study requires a sample harvested from the studied creature, and the sample is ruined during the dissection. Only then may you create the graft from a sample taken from the monster listed as the monster requirement. You only need to complete a study for a study requirement once.
Some study requirements are listed with a multiplier after them: in this case, you need to study that many samples before you can create the archaic graft. In these cases, you cannot reuse either the same creature (even if another individual of the same species), nor can you reuse the same ability (even if the same feature appears on wildly different creatures): if the study requirement is ×3, you need 3 samples, from 3 different creatures, and each of the three needs a different qualifying feature.
If you complete a study requirement that is shared by multiple archaic grafts, you are considered to have completed it for the sake of using all of them. The study requirements must be completely, word-for-word identical excepting the number of samples necessary, however.
Non-Euclidean Build (Su)
Starting at 4th level, you are treated as either your actual size, one size category smaller, or one size category larger, whichever is most beneficial to you, when making any opposed roll, or for the purposes of any roll that uses a size modifier.
You are also considered larger or smaller for the purposes of whether or not you may use actions or have actions used on you that require specific sizes, such as using Improved Grab yourself, another monster using Swallow Whole on you, or squeezing into a tight space. In all of these cases, your size is considered to be one size larger or smaller, as benefits you most. Additionally, you may use weapons one size category smaller or larger than your own size without penalty.
You may simultaneously be considered smaller and larger than your actual size, but not for the purposes of a single action. For example, if you are Medium, you cannot receive an attack bonus for being Small while using a Large weapon, but you could receive a bonus to Armor Class for being Small while holding a Large weapon (unless you are literally attacked while you are attacking with it). You do not need to take any sort of action or even consciously will a specific size for yourself; you always are assumed to have the most beneficial size available. In cases where the no one size is strictly and objectively better than the rest, you (the player) may choose which size you are, but must do so before any relevant rolls are made.
This feature never affects your Space or Reach, which remain those of a creature of your actual size. The benefits of this class feature stack with the effects of powers, abilities, and spells that change the your size category.
This feature does not stack with either Powerful Build or Slight Build; instead you either grow (if you have Powerful Build) or shrink (if Slight Build) one actual size category, permanently, when you gain this feature. If you somehow have both Powerful and Slight Build, you may choose to grow or shrink or remain your same size when you gain this feature; once made, this choice cannot be changed. These changes are Extraordinary, unlike the rest of the benefits of this feature.
Invocation Grafting (Su)
Beginning at 3rd level, you may create grafts that incorporate small samples of your own flesh, giving the creature who gains the graft access to one invocation that you know. They may use this invocation at will.
Furthermore, you may harvest material from any creature that has any at-will spell-like abilities to use for creating similar grafts. The graft gives the user the harvested spell-like ability at will. If the source of these grafts has levels in an invoking class, its invocations qualify. You cannot harvest more than one spell-like ability from a given individual, however.
In all cases, a creature may only have one invocation graft at a time. The caster level of the effect is equal to the graft's xenoalchemy level, and its save, if any, depends on the ability score that the original creature would have used (usually Constitution or Charisma). The body slot used must have something relevant to the spell being used. Almost any spell can fit in the Hands or Throat body slots, but cases can be made for other slots if desired.
The level of the graft depends on the tier of the invocation grafted. In the case of a non-invocation spell-like ability, corresponding invocation tier depends on the level of the spell being emulated; if the spell-like ability does not mimic any actual spell, use half the spell-like ability's caster level, rounded up. The corresponding invocation tier and graft level for each is given as follows:
Table 2: Invocation Graft Levels
Invocation Tier | Spell Level* | Graft Level |
---|---|---|
Least | 1st - 2nd | 2nd |
Lesser | 3th - 4th | 3rd |
Greater | 5th - 6th | 4th |
Dark | 7th or greater | 5th |
* The DM is recommended to review the specifics of a given spell-like ability carefully, and adjudicate on a case-by-case basis. In a few cases, having a particular spell at-will is much better than it would be if ordinarily cast, but monsters are frequently given such abilities because they are unlikely to be abused. These are recommended values, and should work for most cases, but not hard-and-fast rules and exceptions certainly exist.
At 3rd level, you may only create Least-equivalent grafts. At 7th, you may also create Lesser-equivalent grafts, and at 11th you may create Greater-equivalent grafts. Dark-equivalent grafts require 15th level.
Eldritch Surgery (Sp)
At 5th level, you gain a special Eldritch Essence invocation. Using this essence is identical to using Surgical Precision, but it requires no action. The Surgical Precision damage is added to your Eldritch Blast damage, but remains precision damage (albeit of the same damage type as Eldritch Blast).
Eldritch Attunement (Su)
At 8th level, you may incorporate a magic item into any graft you make. To do so, you must make a Use Magic Device check, and beat the DC necessary to activate the item by at least 5 (you must do so even if you could ordinarily use the item without Use Magic Device). The item is then subsumed into the graft, and may be used by the recipient as if they made your Use Magic Device check on it. However, every time it is used, the stored Use Magic Device check decreases by 5, and the item becomes non-functional once it dips below the item's usual DC; in this state, no one can use the item at all.
You may do a post-op procedure (if you have that class feature) to roll a new Use Magic Device check for the item, or to remove the item. You may also reclaim the item if you remove the graft or replace it with another graft.