The Nightmares have been edited
LAB EXPERIMENT Maybe you have an antelopes brain. Maybe you have a few new arms grafted on, or a reinforced exoskeleton. Maybe you were just lobotomized and now grow a luxuriant coat of wool. Either way, some yahoo with more knowledge than common sense decided to try out some pretty whacky theories on you. Without your consent of course. God forbid anyone ever ask you if you wanted your spleen to be able to strangle opponents independently from your body.
BECOMING A LAB EXPERIMENT ENTRY REQUIREMENTS Race: Any Goblinoid
Saves: Any 1 Base Save at +5
Feats: Endurance, Diehard
Slills: Survival 6 Ranks
Special: Must have unwillingly gone magical or alchemical surgeries and transformations at the hands of a sadistic madman hellbent on world domination.
Class Skills The Lab Experiment's class skills (and the key ability for each skill) are Bluff (Cha), Climb (Str), Hide (Dex), Intimidate (Cha), Jump (Str), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), and Swim (Str).
Skills Points at Each Level : 4+ int
Hit Dice: d8
[b] BAB Fort Ref Will Abilities[/b]
1. +0 +2 +0 +2 We Need To Toughen You Up
2. +1 +3 +0 +3 My Fist Says You're Wrong
3. +2 +3 +1 +3 Mutation
4. +3 +4 +1 +4 You’re STILL Hurt by Pitchforks?
5. +3 +4 +1 +4 My Fist Says He's Wrong Too
6. +4 +5 +2 +5 Mutation
7. +5 +5 +2 +5 Why Doesn't Anyone Listen To The Fist?
8. +6 +6 +2 +6 Just a Flesh Wound
9. +6 +6 +3 +6 Mutation
10.+7 +7 +3 +7 Final Mutation
Weapon Proficiencies: Lab Experiments gain no new weapon or armor proficiencies.
We Need To Toughen You Up (Ex): Your Natural Armor Bonus to AC increases by an amount equal to your Lab Experiment level.
Mutation: At 3rd, 6th, and 9th level you may pick a mutation from the following list. Theses represent experimental surgeries you are subjected too, or mutations from prior procedures.
Resistant (Ex): You have a +4 Bonus on a specific type of Saving Throw (choose Fortitude. Reflex, or Willpower). This can be taken multiple times, choosing a different type of Saving Throw each time.
Improved Resistance (Ex): (Prerequisite: Resistant) 3 times per day you may Take 10 on one of the Saving Throws you chose with Resistant.
Greater Resistance (Ex): (Prerequisite: Improved Resistance) 3 times per day you may reroll a Saving Throw result with whichever Save you chose with Improved Resistance.
Energy Resistance (Ex): You gain Energy Resistance 5 to one energy type (acid, cold, electricity, fire, or sonic). This may be taken multiple times, you choose a new energy type each time.
Improved Energy Resistance(Ex): (Prerequisite: Energy Resistance) One of the Energy Resistances you have chosen increases to 10.
Greater Energy Resistance(Ex): (Prerequisite: Improved Energy Resistance) One of the Energy Resistances you have chosen with Improved Energy Resistance increases to 15.
Skilled (Ex): You gain a +4 Racial Bonus to one skill. This may be taken multiple times, increasing a different skill each time.
Improved Skills (Ex): (Prerequisite: Skilled) 3 times per day you may take 10 on one of the skills you improved with Skilled.
Greater Skills (Ex): (Prerequisite: Improved SKill) 3 times per day you may reroll a result of 1 on a skill check with one of the skills you chose with Improved Skills. You must keep the results of the reroll.
Fast Healer (Ex): You gain Fast Healing 3.
Improved Healing (Ex): (Prerequisite: Fast Healer) Your Fast Healing increases to Fast Healing 5.
Regeneration (Ex): (Prerequisite: Improved Healing) Your Fast Healing now becomes Regeneration 5 (you may be killed by fire or acid normally).
Aquatic (Ex): You gain a swim move equal to your land move, a +8 Racial Bonus to swim checks, and may always take 10 on a swim check. You may use the Run action while swimming in a straight line. You may breathe air and water.
Improved Aquatic (Ex): Swim move increases +10 ft, and you are immune to nonlethal damage from cold or pressure caused by the ocean depths.
Greater Aquatic (Ex): Swim move increases another +10 ft., and you gain Blindsense 40 ft. while underwater.
Burrower (Ex): You gain a Burrow speed equal to your Land speed.
Improved Burrower (Ex): Your Burrow speed improves by +5 feet, and you gain Tremorsense 50'.
Greater Burrower (Ex): Your Burrow speed improves by an additional +5 feet, and you gain Tremorsense 100'.
Wings (Ex): You gain a Fly speed equal to your land speed, maneuverability is Clumsy.
Improved Wings (Ex): Fly Speed increases +20 ft., maneuverability becomes Average.
Greater Wings (Ex): Fly Speed increases an additional +20 ft., maneuverability becomes Good.
Brute (Ex): You gain Improved Grab. Whenever you successfully hit with an Unarmed Strike you may immediately attempt a Grapple check as a Free Action without provoking an Attack of Opportunity.
Improved Brute (Ex): You gain Constrict. You may do (double your unarmed strike damage plus double your Strength Modifier) with a successful Grapple check.
Greater Brute (Ex): You gain the Powerful Build ability (see page 12 of the Psionics book).
Scary (Ex): An opponent you are fighting in melee must make a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) or be Shaken 1d6 rounds. If he succeeds he is immune to your ability for 24 hours.
Improved Scary (Ex): An opponent you are fighting in melee must make a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) or be Shaken 2d6 rounds. If he succeeds he is immune to your ability for 24 hours.
Greater Scary (Ex): An opponent you are fighting in melee must make a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) or be Frightened 1d6 rounds. If he succeeds he is immune to your ability for 24 hours.
My Fist Says You're Wrong : You gain Improved Unarmed Strike as a Bonus Feat.
: You Gain DR x/-. X is equal to your Lab Experiment level divided by 2.
My Fist Says He's Wrong Too : You gain Superior Unarmed Strike as a bonus Feat.
Why Doesn't Anyone Listen To The Fist? : Your Unarmed Strike attacks do x3 damage on a successful Critical hit.
Just A Flesh Wound (Ex): You are immune to critical hits.
Final Mutation : You have either evolved or over time or been experimented upon more. They have finally succeeded in making you look like something an Aberration pooped out on a rock. You hope the bastards are happy...Choose one life altering power from the following list:
Trained Attack Organ (Ex): You may unleash one of your internal organs for up to 5 minutes as a Standard Action. It can spy for you, fight, etc. If destroyed you regenerate a new one within 1 month. You are immune to critical hits.
Absorbant (Su): Choose 1 energy type (Acid, Cold, Electricity, Fire, or Sonic). The first 10 points of damage from any source you take of this energy type is absorbed instead. Choose one of the following effects when you get this ability (it may not be changed afterwards):
You convert the energy damage you absorb into temporary hit points for 1 minute.
You convert the (energy damage divided by 5) into one physical or mental stat (choose which one at creation) bonus for 1 minute (i.e. 10 points of damage is a +2 bonus to any 1 stat).
You may absorb a maximum of 50 points of damage at any 1 time.
Rechargeable (Su): If you are dead, and a spell of effect does electrical damage equal to half your total hp you are resurrected as per the spell.
Brain Transplant (Ex): You have a brain from something not of your species. Aside from possible massive identity issues, you are immune to mind affecting effects as the wiring in your brain has had to make compromises due to problems. Your also probably a delusional madman, but hey no one's perfect.
Psychic Trap (Su): Opponents attempting to target you with psionic powers must spend an extra 5 power points to make the power manifest. Any opponent touching you automatically loses their Psionic Focus if they have any.
Stitchy (Su): Parts of you were dead once upon a time. A time before they were sewed onto you. You are immune to death effects, negative energy effect, energy drain, and ability drain/damage.
I Think I'm Gonna Be Sick (Su): You spew bile, microbes, and the gods alone know what in a 60' cone as a Full Round Action. Anything in that area must make a Fortitude Save (DC is 10 plus half Hit Dice plus Constitution Modifier) or be Nauseated for 2d6 rounds.
Charged (Su): Your Unarmed Strike attacks do +2d4 energy damage (choose acid, cold, electricity, fire, or sonic).
Smashin' Fists (Ex): You can make Sunder attempts with your Unarmed Strikes, and are not subject to an attack of opportunity when doing so. The Hardness of objects you attempt to Sunder is halved.
Zap (Ps): You can fire an energy beam from some part of your body. This is identical to the psionic power Energy Ray (but you can only manifest 1 specific energy type chosen when you get this power), and your Manifester Level is 10th.
Psychic Armor (Ex): You gain Spell Resistance equal to 10 plus half your level plus your Constitution Modifier.
Big Freaky Eyes (Su): Gaze Attack, 30', Hold Person, Will Save negates.
Anger Management Issues (Ex): If you take damage you gain a +2 Morale Bonus to all rolls for 8 rounds. You are fatigued afterwards for 1 minute. You also have difficulty discerning friend from foe. While using this ability you must make a DC 20 Willpower Save to tell if the nearest creature is friend or foe after you have killed your current opponent. If you fail you smash away until something else attacks you and does more damage than they are.
PLAYING A LAB EXPERIMENT At some point you were captured by/sold to/arrested/procured by a psychotic megalomaniac with delusions of world conquest. You were to be his ultimate super soldier. Or maybe a cog in the grand design. Or maybe just a table ornament or food for his experimental cannibal whales. Either way you feel a sudden need to leave before he kills you with experiments, or the locals storm the place and stick a pitchfork in your butt.
Combat: Combat options will vary greatly depending on the mutations you have, and what class you originally were. Most all Lab Experiments seem to be tough melee fighters. Apparently imagination is limited among the megalomaniacal world dominating kind.
AdvancementResourcesLAB EXPERIMENTS IN THE WORLD Daily Life: Most of your days will be spent undergoing tests (torture), experiments to enhance you (more torture), mobs storming the dwelling you reside in (a potential end to the torture), or laughing maniacally while your former owner is killed (and you take advantage of the distraction to run like hell).
NotablesOrganizations: Most organizations will be devoted to cutting you open and seeing what color your organs are. Very few are actually helpful.
NPC Reaction LAB EXPERIMENTS IN THE GAME Due to the player picking random mutations this class holds the possibility of throwing the DM a surprise or two. You may wish to plan ahead.
AdaptationEncountersSample Encounter Give an example of how one might encounter a member of this PrC.
EL 12Project SpankensteinNE Male Bugbear Rogue 2/Lab Experiment 6)
Init +1,
SensesLanguages Common, Goblin
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AC 28, touch 11, flat-footed 27 (+1 Dex, +9 natural, +8 Armor)
hp 91 (11 HD)
Fort +9,
Ref +9,
Will +7
Evasion
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Speed 30 ft. (6 squares)
Melee Unarmed Strike +12/+7 (1d8+5)
Melee w/belt Unarmed Strike +15/+10 (1d8+7)
Melee +1 Greatclub +13/+8 (1d10+13/19-20)
Melee w/belt +1 Greatclub +16/+11 (1d10+16/19-20)
Base Atk +7,
Grp +12 (+14 w/belt)
Atk Options Sneak Attack +1d6, Improved Grab, Constrict 2d8+10
Combat Gear 3 Potions of Remove Disease, 3 Potions of Remove Blindness/Deafness, 3 Potions of Cure Serious Wounds, 3 Potions of Neutralize Poison, 3 Potions of Lesser Restoration, 1 Potion of Remove Paralysis
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Abilities Str 21 (27 w/belt), Dex 12, Con 16, Int 8, Wis 13, Cha 10
SQ Trapfinding, DR 3/-, Mutations (Brute, Improved Brute)
Feats Endurance, Diehard, Improved Toughness, Power Attack, Improved Unarmed Strike (B), Superior Unarmed Strike (B)
Skills Climb +13 (+15 w/belt), Hide +9, Intimidate +12, Jump +8 (+10 w/belt), Listen +9, Move Silently +9, Search +7, Spot +9, Survival +7
Possessions +1 Impact Collision Greatclub, +5 Studded Leather, Belt of Giant Strength +4, Bag of Holding I, Hat of Disguise, 3 Potions of Remove Disease, 3 Potions of Remove Blindness/Deafness, 3 Potions of Cure Serious Wounds, 3 Potions of neutralize Poison, 3 Potions of Lesser Restoration, 1 Potion of Remove paralysis, 20 GP
Trained Attack Organ Diminutive Aberration
Hit Dice: Same HD as "owner" (hp always equal to half the "owners", rounded down)
Initiative: +7 or +6 if Tiny(or "owners" if it is higher)
Speed: 20 ft. (4 squares)
Armor Class: 17 (+4 Size, +3 Dex), touch 17, flat-footed 14
Armor Class if Tiny: 17 (+2 Size, +3 Dex, +2 Natural), touch 15, flat-footed 14
Base Attack/Grapple: Identical to "owners"
Attack: See below
Full Attack: See below
Space/Reach: 1 ft./0 ft.
Special Attacks: See below
Special Qualities: Blindsight 30', Regeneration 1 (vulnerable to fire), Immune to Acid, Shared Abilities, Dodge Bonus
Saves: Saving Throws identical to "owners"
Abilities: Str 2, Dex 16, Con 15, Int 5, Wis 12, Cha 2
Abilities if Tiny: Str 4, Dex 15
Skills: Hide +19 (+14 if Tiny), Listen +4, Move Silently +7 (+6 if Tiny), Search +1, Spot +5 (or use "owners" bonus for these skills if it's higher)
Feats: Alertness, Anklebiter, Danger Sense, Dodge, Improved Initiative, Mobility
Alignment: Always Neutral
Level Adjustment: ---
Feats and skills are based on the Lab Experiment being at least 16th level to get a Trained Attack Organ.
Special Attacks: Trained Attack Organs have a special attack based on which organ they are replacing:
Vorpal Spleen: The Spleen may cast Inflict Light Wounds at will as a Spell Like Ability.
Blaster Pancreas: The Pancreas may cast Lesser Orb of Acid at will as a Spell Like Ability.
Terror Liver: Livers may cast Grease at will as a Spell Like Ability. They are Size Class Tiny.
Bellows Lungs: The Lungs may cast Gust of Wind 5 times per day as a Spell Like Ability. Lungs are Size Class Tiny.
Stone Gallbladder: The Gallbladder may cast Magic Stone at will as a Spell Like Ability.
Brain Spy: You can see and hear anything the Brain sees and hears as long as it is within 1 mile. it has a +4 Racial Bonus on all Listen, Search, and Spot checks. You are always in telepathic contact with the Brain up to 5 miles.
Killer Stomach: The Stomach can cast Melf's Acid Arrow 5 times per day as a Spell Like Ability. Stomachs are Size Class Tiny.
Attack Heart: The Heart can cast Delusions of Grandeur 5 tmes per day as a Spell Like Ability.
Caster Level in all cases is equal to your effective character level.
Shared Abilities (Ex): Any mutations the Lab Experiment "owner" has are also possessed by the Trained Attack Organ.
Dodge Bonus (Ex): The Trained Attack Organ gains a Dodge Bonus to AC equal to half it's Hit Dice.
EPIC LAB EXPERIMENT Hit Die: d10
Skills Points at Each Level : 4 + int
We Need To Toughen You Up The Epic Lab Experiments AC continues to increase with Epic Levels, but it's +1 per 2 levels now.
The Epic Lab Experiments DR continues to increase with Epic Levels, but it's +1 per 4 levels now.
Mutation At Level 22 the Lab Experiment may choose 1 Epic Mutation. He does not gain further mutations past this level.
Bonus Feats: The Epic Lab Experiment gains a Bonus Feat every 4 levels higher than 20th
Epic MutationsEpic Resistance (Prerequisite: Greater Resistance): The Resistance Bonus of the Saving Throw you chose for Greater Resistance increases to +8.
Epic Energy Resistance (Prerequisite: Greater Energy Resistance): You become immune to the Energy Type you chose with Greater Energy Resistance.
Epic SKillz (Prerequisite: Greater Skills): You may always Take 10 with the SKill you chose for Greater Skills.
Epic Regeneration (Prerequisite: Regeneration): You now have Regeneration 8.
Epic Aquatic (Prerequisite: Greater Aquatic): Your Swim Move increases and additional +10 ft., and your Blindsense range is now 60'.
Epic Burrower (Prerequisite: Greater Burrower): Your Burrow Move increases an additional +5 feet, and your Tremorsense range is now 150'.
Epic Wings (Prerequisite: Greater Wings): Fly speed increases an additional +10 feet, and Maneuverability becomes Perfect.
Epic Brute (Prerequisite: Greater Brute): You gain a Bonus to Grapple Checks equal to half your Lab Experiment level (including Epic Lab Experiment levels).
Epic Scariness (Prerequisite: Greater Scary): An opponent you are fighting in melee must make a Willpower Save (DC is 10 plus half hit dice plus Charisma Modifier) or be Frightened 2d6 rounds. If he succeeds he is immune to your ability for 24 hours.
Epic Spleen (Prerequisite: Trained Attack Organ): Your Trained Attack Organ becomes an Epic Trained Attack Organ, and it may remain separate from your body as long as you wish. You always know it's location as long as it's on the same Plane.
Epic Absorbancy (Prerequisite: Absorbant): You may now absorb a second Energy Type.
Epic Rechargability (Prerequisite: Rechargeable): You may now be resurrected by as little as 1 point of electricity damage per Hit Die you have, and do not lose any Constitution from it.
Epic Personal Issues (Prerequisite: Brain Transplant): Due to permanent hallucinations and mild scizophrenia you have a +4 Resistance Bonus against all Illusion or Enchantment spells.
Epic Trap (Prerequisite: Psychic Trap): Opponents attempting to target you with psionic powers must spend an extra 5 power points, and take a Full Round Action to make the power manifest. Any opponent touching you automatically loses their Psionic Focus and 1d4 power points if they have any.
Epic Stitches (Prerequisite: Stitchy): You have Resistance 10 against negative energy effects.
Epic Bile (Prerequisite: I Think I'm Gonna Be Sick): Your Bile attack now does 1d6 Constitution damage if your opponent fails his Fortitude Save in addition to the Nausea.
Epic Joy Buzzer (Prerequisite: Charged): If you successfully confirm a Critical hit with your Unarmed Strike you do an additional +3d4 energy damage of the type you chose.
Hammer Fists (Prerequisite: Smashin' Fists): Your Unarmed Strikes are considered Adamantine for purposes of overcoming Damage Reduction, and do an additional +1d6 damage.
Epic Taser (Prerequisite: Zap): You may now Manifest Energy Ray or Energy Bolt, and Manifester Level is equal to your Character Level. You may still only Manifest one type of energy damage.
Epic Psychic Armor (Prerequisite: Psychic Armor): You gain a +4 Deflection Bonus to Armor Class.
Epic Googly Eyes (Prerequisite: Big Freaky Eyes): Gaze Attack, 60', Hold Monster, Willpower Save Negates.
Epic Anger Issues (Prerequisite: Anger Management Issues): Your Bonus for using your Anger Management Issues is now +4.
Epic Trained Attack Organ Diminutive Aberration
Hit Dice: Same HD as "owner" (hp always equal to half the "owners", rounded down)
Initiative: +9 or +8 if Tiny(or "owners" if it is higher)
Speed: 30 ft. (6 squares)
Armor Class: 19 (+4 Size, +5 Dex), touch 19, flat-footed 14
Armor Class if Tiny: 18 (+2 Size, +4 Dex, +2 Natural), touch 16, flat-footed 14
Base Attack/Grapple: Identical to "owners"
Attack: See below
Full Attack: See below
Space/Reach: 1 ft./0 ft.
Special Attacks: See below
Special Qualities: Blindsight 50', Regeneration 3 (vulnerable to fire), Immune to Acid, Shared Abilities, Dodge Bonus
Saves: Saving Throws identical to "owners"
Abilities: Str 2, Dex 20, Con 18, Int 8, Wis 12, Cha 6
Abilities if Tiny: Str 4, Dex 18
Skills: Hide +22 (+17 if Tiny), Listen +5, Move Silently +10 (+8 if Tiny), Search +5, Spot +5 (or use "owners" bonus for these skills if it's higher)
Feats: Alertness, Anklebiter, Danger Sense, Dodge, Epic Reflexes, Improved Initiative, Mobility, Spring Attack
Alignment: Always Neutral
Level Adjustment: ---
Feats and skills are based on the Lab Experiment being at least 22nd level to get an Epic Trained Attack Organ.
Special Attacks: Trained Attack Organs have a special attack based on which organ they are replacing:
Vorpal Spleen: The Spleen may cast Inflict Serious Wounds at will as a Spell Like Ability.
Blaster Pancreas: The Pancreas may cast Acid Breath (See Spell Compendium) at will as a Spell Like Ability.
Terror Liver: Livers may cast Stinking Cloud at will as a Spell Like Ability. They are Size Class Tiny.
Bellows Lungs: The Lungs may cast Capricious Zephyr (See Spell Compendium) at will as a Spell Like Ability. Lungs are Size Class Tiny.
Stone Gallbladder: The Gallbladder may cast Giant's Wrath (See Spell Compendium) at will as a Spell Like Ability.
Brain Spy: You can see and hear anything the Brain sees and hears as long as it is within 5 miles. it has a +4 Racial Bonus on all Listen, Search, and Spot checks. You are always in telepathic contact with the Brain as long as it's on the same Plane.
Killer Stomach: The Stomach can cast Orb of Acid (See Spell Compendium) 5 times per day as a Spell Like Ability. Stomachs are Size Class Tiny.
Attack Heart: The Heart can cast Bear's Endurance at will as a Spell Like Ability.
Caster Level in all cases is equal to your effective character level.
Shared Abilities (Ex): Any mutations the Lab Experiment "owner" has are also possessed by the Trained Attack Organ.
Dodge Bonus (Ex): The Trained Attack Organ gains a Dodge Bonus to AC equal to half it's Hit Dice.