The material below is designated as Open Game Content
Hit Dice: 1d8+5 (9 hp)
Speed: 30 ft.
AC: 10, touch 10, flat-footed 10
Base Attack/Grapple: +0/+0
Attack: Unarmed +0 melee (1d3)
Full Attack: Unarmed +0 melee (1d3)
Space/Reach: 5 ft. /5 ft.
Special Attacks: Anomalous traits
Special Qualities: Anomalous traits
Saves: Fort +2, Ref +0, Will +0
Abilities: Str 11, Dex 11, Con 14, Int 11, Wis 6, Cha 6
Skills: Intimidate +2, Tumble +4
Organisation: Solitary, pair or gang (3-6)
Challenge Rating: ½
Alignment: Usually evil (any)
Advancement: By character class
Level Adjustment: +0
The thing looks human – at a first glance. Then you realise it is horribly deformed, if it ever had a normal form. Everything is out of place on this pitiful thing’s body: its head, arms, legs, even chest and buttocks; all of it misplaced as if a mad, hateful deity had made a jigsaw puzzle out of a human being’s body. The pathetic being gives you a look of utter odium and then leaps at you, its uneven limbs twitching as it does.
Anomalous are, or were, human beings built or modified by dark and primitive forms of alchemy attempting – and spectacularly failing – to create or improve humanoid life. No two anomalous are alike, except in the fact that everything in their bodies seems to be misplaced. Thus, an anomalous might have its eyes where its nipples should be, a foot instead of a head and a set of genital organs over each knee; another might have its mouth on the palm of its right hand, a gluteus where its left hand should be and its (mouth-less) head sticking out of its chest. Anomalous do not like to wear clothing, perversely enjoying the exhibition of their own deformity.
Anomalous speak Common.
As anomalous dislike clothing, so they disdain armour and weapons, although some have been forced to wield at least simple weapons by their masters or by circumstance.
Anomalous Traits: Every anomalous is different, and they have different special attacks and qualities depending on their specific deformities. Randomly determine or choose 1d2+1 anomalous traits from the table below for each anomalous:
|D100 roll||Anomalous trait||The anomalous…|
|01-10||Arm on chest||Receives a +4 bonus on Sleight of Hand checks|
|11-20||Arm on back||Gains Quick Draw as a bonus feat|
|21-25||Arms besides legs||Gains a +10 increase to its base speed|
|26-35||Arms instead of legs and vice versa||Gains a +4 bonus on Move Silently checks, a +1 bonus on unarmed damage and a –2 penalty on attack rolls|
|36-40||Ears inside hands||Receives a +2 bonus on Listen checks and saves against sound-based attacks|
|41-50||Eyes on both front and back||Cannot be flanked or fl at-footed and receives a –2 penalty on all saves against gaze attacks|
|51-55||Eyes on feet||Is considered blinded when taking a full move action, requires at least a move action to see its surroundings, gains a +4 bonus on Search and Survival checks made to follow tracks and receives a +4 bonus on saves against gaze attacks|
|56-60||Eyes inside hands||Gains a +2 bonus on Heal checks, Search checks made at close distance and saves against gaze attacks; in addition, it is considered blinded when using both hands to hold a secondary weapon, shield or two-handed weapon|
|61-65||Misplaced brain||Receives a –2 penalty to its Dexterity score and is 50% protected against critical hits|
|66-70||Misplaced heart||Is 25% protected against critical hits|
|71-80||One arm in place of one leg and vice versa||Gains a +4 bonus on Tumble checks and a +2 bonus on Move Silently checks|
|81-85||Protruding bones||Gains +1d3 additional unarmed damage|
|86-90||Teeth on one hand||Gains a +2 bonus on Climb checks, Grapple checks and Disarm checks made to avoid being disarmed; also receives a –2 penalty on Charisma checks and Cha-based skill checks that require the character to speak|
|91-95||Veins inside bones||Gains Endurance as a bonus feat|
|96-00||Additional trait||Roll twice ignoring any repeated results|
Anomalous as Characters
Anomalous characters possess the following racial traits.
Ability modifiers: +4 Constitution, –4 Wisdom, –4 Charisma.
An anomalous’ base land speed is 30 feet.
Darkvision out to 60 feet.
Racial Hit Dice: An anomalous’ first class level replaces its first aberration Hit Die; it may choose different skills and feats as allowed by its character class.
Anomalous traits (Ex): choose 1d2+1 anomalous traits from the Anomalous Traits table.
Misshapen frame: anomalous do not have normal humanoid bodies; thus armour for them must be specially ordered, at three times the armour’s normal cost. The increased cost for masterwork armour, if any, is not multiplied.
Automatic Languages: Common. Bonus Languages: Abyssal, Infernal, Draconic, Undercommon.