| Post/Author/DateTime | Post |
|---|---|
| technodemon02-06-05, 12:20 AM | What makes Aberrations unique (besides their characteristics) and special for DMs and world builders? Can they have more template? |
| Flame_Drake02-06-05, 12:49 AM | Crunch wise, not really IIRC. Fluff-wise, abberations aren't a normal part of nature. Most campains and settings don't say mch about this and abberations are creatures that are really out of sync with what we see on earth (ie. Illithids and Beholders). The big exception is Eberron along with some home-brewed campains I've seen that take this to the extreme and have almost all aberrations created by fiends from the planes of madness. |
| technodemon02-06-05, 12:58 AM | Is there a list that says all these monster are of this type? |
| R.M.G.C.L.F.02-06-05, 02:15 PM | It's in the monster manual. -_- Aberration is the "miscellanious" category for monsters. If something is too mundane to be an outsider but of a bizzare ether-stuff, manufactured but too obviously alive to be constructs, wild and savage but to surreal or irregular to be natural animals or beasts, it's an abberation. |
| mephistopheless02-06-05, 11:44 PM | A good way to make abberation more unique is to make anybody who have a mental contact with an abberation(with a spell that allow you to telepaticly communicate or read the mind) the pc must make a will save and if he fail he become mad. |