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Matar
2010-10-09, 07:01 PM
The Transcendent Scion

Eldan gave me permission to use his fluff and some of his crunch for this class. So, no, I did not steal it. Please don't flog me alive D: I class needs alot of work and isn't finished yet. I'd like some feedback with what I have finished already, however. I really would.

And so, The Witness of Forlorn Memories was intrigued. The disturbance was neglectable in size, and infinitely fragile, and yet it held many secrets. There were laws inside the tiny bubble that none of the Elder Minds had ever dreamt up, causes following effects, linear time, three dimensions of space closely intertwined.
The Witness of Forlorn Memories extended a fine tendril of his essence towards the disturbance carefully peeling apart it's outer layers and reaching for it's core.
But suddenly, as he touched the strange reality within, the tendril was severed from him by an unknown force, because, unbeknownst to him, the powers of that reality had felt and dreaded his incursion, and trapped his essence in a mortal shell, forever to be bound in that little creature's descendants.
The Witness of Forlorn Memories pondered this for a grand cycle and a half, until he felt something new, a bright and tiny spark of his own essence had freed itself from the disturbance inside him. He parted his layers and studied the spark, and he knew it.
And so, the seed of a new Elder Mind was born.

-The Codex of Forbidden Dreams

Outside reality, beyond the boundaries of Time, Space and logic, lies the Far Realm, home to entities vast and powerful, perhaps more so than even the gods. Few ever notice the tiny bubble of reality, but those that do sometimes invest a tiny spark of their own essence in it, to grow and mature. This spark attaches itself to the consciousness of a newborn or weak-minded creature, displacing it's soul in the process.
Scions are those born with such a spark, manifesting most often as an unusually powerful talent for Xenotheurgy. (http://www.giantitp.com/forums/showthread.php?t=122103) The feeling of not belonging in this world never entirely leaves them, and some of them seek to return to the place calling to them, the Far Realms. These become Transcendent Scions, developing their talents and seeking their "True Form (http://www.giantitp.com/forums/showthread.php?t=153536)".

Prerequisites:
Feats: Twisted Incursion or Rift Walker (http://www.giantitp.com/forums/showpost.php?p=12280523&postcount=2), Decentralized Body
Skills: Knowledge: the Planes 8 ranks, Knowledge: Dungeoneering 8 ranks
Special: Must know at least four murmurs, one of which must be Endless Evolution. Must be able to form the Tentacle feature.


NOTE: SAVES
Unless otherwise noted, when an ability calls for a save the DC is 10+1/2 Your Xenotheurgy level + stat added to your will save.

The Transcendent Scion
{table=head]Level|Base Attack<br>Bonus|Fort Save|Ref Save|Will Save|Special

1st|
+0|
+2|
+0|
+2|Mind of Madness, Feature (Cosmic Protoplasm)

2nd|
+1|
+3|
+0|
+3|Puppeteer of Insanity, Seeping Through

3rd|
+2|
+3|
+1|
+3|Murmur, Conscious Incursion

4th|
+3|
+4|
+1|
+4| Feature (Impossible Shapes)

5th|
+3|
+4|
+1|
+4|Aberrant Adaption

6th|
+4|
+5|
+2|
+5|Murmur, Broken Form

7th|
+5|
+5|
+2|
+5| Feature (Ozodrin)

8th|
+6|
+6|
+2|
+6| Feature (Madness)

9th|
+6|
+6|
+3|
+6|Murmur, Shattered Limitations

10th|
+7|
+7|
+3|
+7|Realization of the Perfected Form [/table]

Class Skills: Autohypnosis (Wis), Bluff (Cha), Disguise (Cha), Heal (Wis), Intimidate (Cha), Knowledge (arcana), Knowledge (dungeoneering), Knowledge (history), Knowledge (the planes), Listen (Wis) Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha)
Skill points per level: 4+intelligence modifier
Hit Die: d8

Mind of Madness (Ex): From now on, the madness of your mind and body are always on equal grounds. Your feature points, feature augmentations and the level of your Ozodrin abilities (Such as Manifest Form) are now based upon your Xenotheurgy level, instead of your Ozodrin level. Instead of adding your Charisma Modifier to your Ozodrin Features and class features you instead add whichever modifier is added to your willsave.

Feature (Cosmic Protoplasm) (Ex): As your connection to the Far-Realms grows stronger, so does your ability to tap into its power. You are now able to utilize the liquid-like substance that opposes reality itself: The Cosmic Protoplasm of the Far-Realms.

Cosmic Protoplasm: Cost - 4
Appearance: A reflective silver liquid that drips and oozes off your body. The sight of which is oddly disturbing.
Benefits: As a standard action you make a single melee touch attack. If it hits you deal 1d4 force damage.

Endless River: Additional cost 4
Your Cosmic Protoplasm deals 1d4 more force damage. You may take this feature multiple times, each time increasing the amount of damage by 1d4.

Silver Spittle: Additional cost 4
This feature is added to either your mouth feature or natural bite attack. Your bite attack now deals force damage. This feature costs 2 more points for every size category higher your mouth is then medium (Large=6 Huge=8)

See the Taint: Additional cost 1
This feature is added to your Eye features or natural eyes. You are capable of seeing any creature within 10 feet that have touched your Cosmic Protoplasm. This allows you to see them through walls, in darkness, while blind, etc. This feature may be added multiple time, each time increasing the range of See the Taint by 10 feet.

Weeping Infection: Additional cost 1
This feature is added to an Eye feature or natural eye. This eye becomes blind and loses any gaze attacks it may posses. As a full-round action you may sacrifice 1 feature point to ‘weep’ out 8 ounces of Cosmic Protoplasm, which may then be collected. Cosmic Protoplasm collected in this manner deals no damage but may be used in various ways. 8 ounces of Cosmic protoplasm can taint 25 square feet worth of material.

Cosmic protoplasm dissipates after 24 hours. Feature points spent in this fashon may not be spent on anything else for 24, as they are effectively “lost”.

Aphrodisiac of Insanity: Additional cost 4
Creatures that either come into direct contact with or are affected by your Cosmic Protoplasm must make a will save or become Dazed for one round. Furthermore, anyone who failed there save will attempt to come into contact with more Cosmic Protoplasm at almost any cost. Self destructive actions allows the target to roll another will save with a +5 modifier to the roll. This second feature lasts for 24 hours.

Elder Bile: Additional cost 4
Creatures that either come into direct contact with or are affected by your Cosmic Protoplasm must make a will save or become Sickened for three rounds. Furthermore, if the target attempts to interact with the source of Cosmic Protoplasm they take an additional -2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. This second aspect of Elder Bile lasts for 24 hours.

Thinking Ooze: Additional cost 2
Creatures that either come into direct contact with or are affected by your Cosmic Protoplasm are capable of communicating telepathically with you and may see what you see, so long as you are within ten feet of them.

Silver Thread: Additional cost 1
This Feature is added to a Thinking Ooze feature. The distance you may communicate is increased by ten feet. You may select this feature multiple times, each time increasing the range by an additional ten feet.

Perfect Injection: Additional cost 4
This feature is added to a tentacle feature or natural tentacle attack. When you grappling a target you may choose to inject them with an extremely unstable form of Cosmic Protoplasm from your tentacle. This is considered to be part of the grapple (Instead of attacking your foe, escaping, moving, etc you choose to do this) and is made as a melee touch attack. After three rounds of being constantly injected with Cosmic Protoplasm the target rolls a fortitude save. If they fail they explode and are reduced below -10 HP, dead. This feature may be added to multiple tentacles, but doing so does not speed up the time it takes to make a target explode.

Enchanted Silver: Additional cost
This feature is added to an Eye with the Weeping Infection feature. Upon adding this feature to the Eye you pick one none area-of-effect Breach. Anyone who consumes the Cosmic Protoplasm (Either via taint or simply drinking it, contact is not sufficient) is effected by the Breach, although saves still apply if necessary. This is good for one use; if you taint a large amount of food and several people eat it only the first one to consume it is effected. Enchanted silver does not stack on the same substance, instead the old one is removed and the new one is added. The effects of this feature last for 24 hours, after which the Cosmic Protoplasm dissipates as normal and the Breach is wasted. You do not regain form points spent in this fashion for 24 hours, even if the potion is consumed. Using this feature is treated as if casting a Breach and you must save as normal or risk Murmur escalation. You do this when you create the Cosmic Protoplasm, not when the potion is consumed.




Puppeteer of Insanity (Ex): You pull on the strings of madness like the greatest of puppeteers. One per day you may active any of the following effects as an immediate action. You gain an additional use of this ability for every four levels, to a maximum of three times per day at level 10.

Alter Gray-Matter: You twist and pull at your mind, replacing one active murmur with an inactive one. When doing so, switch the levels of the newly active murmur and the newly inactive murmur.

Close/Open the Gate: You may choose to gain or lose two warp points.

Break the Walls: You may active another Incursion from an active Murmur the same round you use this ability as an immediate action. This Incursion then lasts its normal amount of time. This stacks with any other active Incursion you have.


Seeping Through (Ex): Remnants and traces of their far realm origin manifest all around the character. They can no longer suppress the disturbances gained from any of their murmurs.

Murmur (Su): At third level, and every three levels thereafter, the Scion gains access to another murmur, though they may still only have there normal amount of murmurs active at a time.

Conscious Incursion (Ex): At third level, the Scion no longer takes any penalties to your wisdom and charisma-based skill and ability checks when using an incursion.

Feature (Impossible Shapes) (Ex): It is said that the geography of the Far-Realms is like that of a dream, following impossible rules and having Non-Euclidean shapes. Nothing could further from the truth. What one must understand about the Far-Realms is that it has no shape. It is an impossible nothingness given form, and it is in this contradiction that you draw your power from.

Impossible Shape: Cost - 6
[B]Appearance: Parts of your body appear different to all who see it. Some may see it as a bright light that shines only when looking at. Others may see it has a hole in reality itself. Others still may see it as a mass of unblinking eyes.
Benefits:
You gain a 10% miss-chance against piercing damage. The weapon simply passes right though the cracks in your body.

Augments:

Countless Cracks: Additional cost 2
The chance to avoid a piercing attack is increased by 5%. You may take this feature several times, each time increasing your chance to avoid piercing damage by 5%.

Pathway: Additional cost 2
Creatures no more then one size category larger then you may now enter your square. When they do so they may teleport to any location within five feet of your square. You have no control over where they teleport (they pick the location), nor may you limit who can use you to teleport, although enemies entering your square draw AoO’s as normal. You may take this feature several times, increasing the range of the teleport by five feet each time.

Internal Walkway: Additional cost 2
This feature may be added to either to your natural mouth or an Mouth feature. You may use that Mouth to swallow a creature whole, as per the Swallow Whole ability of the Ozodrin. Furthermore, instead of putting the creature inside your stomach you may instead teleport them to a location of your choosing, with a range no more then that allowed by your Pathway feature.

Piercing Sight: Additional cost 2
This feature may be added to either to your natural eye or an eye feature. This eye is now capable of seeing through up to five feet of solid material. This allows you to see through a wall, clothing, or the cover of a book. Although this does not grant you the ability to see in fog or darkness you may ‘look past’ it, in order to see creatures or objects on the other side.

Greater Gaze: Additional cost 2
This feature may be added to an eye with the Piercing Sight feature. The range of your piercing sight is increased by five feet. You may take this feature several times, increasing the range of the Piercing Sight each time.

Broken Tentacle: Additional cost 4
This feature may be added to either to your natural tentacle or an tentacle feature. Your tentacle may now ‘phase through’ ten feet of matter (limited to your tentacles length). This allows you to attack creatures, grapple, or interact with anything in the tentacles reach. Doing this does no damage to what you’re phasing through.

Grand Fracture: Additional cost 2
This feature may be added to a tentacle with the Broken Tentacle feature. The range it may phase through matter is increased by five feet. This is still limited to the tentacles natural length.

Twisted Artery: Additional cost - 6
This feature allows you to slightly alter the shape of any area-of-effect Breach that you cast. You may ‘move’ 5x5x5 foot square of the Breaches area-of-effect to anywhere within the Breaches normal range. An example of this is casting an Area-of-effect Breach at a group of enemies surrounding an ally and shaping it to not effect your allies square, whilst moving the displaced effect to an enemy behind you.

You may not displace any of the area-of-effect that is outside of the Breaches casting range, such as if you cast the Breach at the edge of the Breaches range and part of the area-of-effect extended past it. You may not move a Breaches area-of-effect on top of a square already containing it.

Displace Aorta: Additional cost - 2
This feature is added to the Twisted Artery feature. You may now move an additional 5x5x5 square of a Breaches area-of-effect. This feature may be added multiple times, increasing the amount you may shape. This feature may never increase the size of a Breaches area of effect and follows all of the same rules as Twisted Artery.




Aberrant Adaption (Ex): You gain a single aberrant feat of your choice, so long as you meet the requirements. Once every 24 hours, after at least 8 hours of rest, you may change this aberrant feat to any other aberrant feat, so long as you meet the requirements.


Broken Form (Ex): The line between you and your aberrant form grows far narrower. You may have a number of features active in your normal form so long as the feature points do not exceed your character level. These points count against your form point total and do not work in your manifested form. For example, if you have four extra eyes in your normal form you lose four feature points and when you manifest form you lose these eyes until you transform back. Finally, you gain the Conservative Form (http://www.giantitp.com/forums/showthread.php?p=8551543#post8551543) feat as a bonus feat.

This ability makes you easily recognizable, however. You take a penalty to disguise checks equal to double the amount of feature points you add/remove from your normal body.

Feature: Ozodrin (Ex): You choose one of the following Ozodrin features and add it to your list of available features. The available features you may pick are as follows: Flesh, Limb, Spike, Stomach, Special Eyes and Fin. You may not alter your choice once chosen.

Feature (Madness) (Ex): You are capable of letting the madness of your mind grow to hideous proportions, making it merge with and taint the very world around you, much like the realm from which you draw your power.


Madness: Cost - 6
Appearance: Everything within 60 feet of yourself becomes warped and twisted. Lights ripple, colors shift, strange sounds are heard, and everything generally seems wrong.
Benefits:
All creatures within 60 feet of you take a -2 penalty to all Wisdom based skill checks. If they are also in the area of an incursion this penalty increases to -4.

Augments:

The Insane Reality: Additional cost 4
If the target of one of your Breaches fails to pass their save they must immediately roll a will-save. If they fail they are treated as if having activated a single Incursion that you know. This Incursion is chosen by you, from either your inactive or active murmur list. The effects of this Incursion are based upon your Breach level. The target takes all penalties associated with using an Incursion, for all intents and purposes they’re the one who used it. You may take this feature multiple times, each time effecting a different mouth.


Mental Feast: Additional cost 2
This feature may be applied to either a Mouth feature or a normal mouth. If the mouth is used to Devour a creature the mouth deals Wisdom damage instead of Constitution damage. If the targets Wisdom is reduced to 0 they are driven Insane, as per the spell. The effects of this feature only work on creatures inside the area of your Madness feature, if the mouth with this feature devours a creature outside of it devour does its normal constitution damage.

Traitorous Flesh: Additional cost 2
This feature may be applied to any Tentacle feature or natural Tentacle. As a free action you may plant the tentacle on any creature within the area of the Madness feature. This tentacle may be used to attack or grapple and acts on your turn. The tentacle is considered an object and has HP equal to double your HD and a hardness equal to one-half your HD. You may use this tentacle as part of your full-round attack. If the tentacle is destroyed you take damage equal to its hardness and may not redistribute the points spent on it for one minuet. You may take this feature multiple times, each time affecting a different tentacle.

The Eye: Additional cost 2
This feature may only be applied to an eye feature or natural eye. Any creature that the eye looks at that is Confused is instead treated as being Charmed. They do not act randomly (and as such do not roll to determine what they do). A single eye may only watch a single creature at a time. This only affects creatures who are inside the area of the Madness feature. You may take this feature multiple times, each time affecting a different eye.



Shattered Limitations (Ex):

You surpass the limitations of even the most alien beings. All Aberrations and creatures native to the Far-Realms must roll a will-save or treat you as Friendly. Even if they pass their will-save they treat you as Indifferent if they would normally be Unfriendly or Hostile.

Creatures that are Indifferent to you because of this ability treat you an oddity. Although they sub-consciously recognize you as there “better” they are still able to contain themselves, or simply reject the thought as a brief moment of madness. An example of this would be a Beholder that speaks with you in order to try to understand what you are. If it doesn’t like your answers it may still attack, and chances are it won’t like your answers.

Creatures that treat you as Friendly because of this ability believe you to be perfect. A paragon of madness and everything they want to be. An Illithid under the effects of this ability would treat with a great deal of hospitality and respect, while a Beholder might simply wander off in confusion over the very idea that anything might have a greater form then themselves.

Regardless of the save you also gain a +4 to all social skills when dealing with Aberrations and native Far-Realm beings.


Realization of the Perfected Form (Ex):

You realize your perfect form and become one with the madness. Reality itself shatters under your power as you take control of what it once held.

You may activate this ability only when one of your Incursions is active and centered upon you. Doing so takes a full-round action and overlaps with your active Incursion. Ending this effect takes longer, requiring a full hour of uninterrupted concentration where you may not partake in any stressful actions. If you have multiple active incursions you must select which one you wish to use to activate this ability.

The area of Realization of the Perfected Form is equal to that of the Incursion used to active it. It has three sections, a Peripheral, a Marrow and a Heart. The Peripheral is equal in size to the Peripheral of the Incursion used. The Marrow is equal in size to the Marrow of the Incursion used. The Heart occupies the area you do when you shift.

Movement while shifted is impossible. Vast as you are your body is contained by the crushing weight of reality. Although “parts” of your new form may be moved around, taking them outside of the area only reverts them back to there normal form, dealing no damage to you. Any features on these objects instantly dissolve and you do not regain those feature points for 24 hours. Any attempts to move the Incursion (such as with the Displace Incursion feat) automatically fail.

The abilities of each “section” of Realization of the Perfected Form are as follows.

The Heart: The Heart is the beating center of your new form. All of your equipped items are merged into this new form and rendered inert. You lose your Dodge AC, although you gain a bonus to your natural AC equal to half your HD. You are treated as an Aberration or Construct for the purpose of spells; which ever is more beneficial for the Scion at the moment. Your new form is completely helpless without any features added upon it. It lacks a head and has no eyes or ears, limbs, neck, or even a proper body to equip even basic armor; in essence you are treated as having no item slots. Although called “The Heart” you may take any shape that fits your aesthetic desire, such as a pulsating brain or mass of worms, so long as it fits the previous criteria. Once your shape is chosen however it may not be changed for the duration of the effect.

The Marrow: The Marrow is a massive area that becomes your new body. You may sense all creatures in its area as if you possessed Tremorsense. You may form and remove features in this area as a free action, but you may only do so for a specific feature once per round. You may not, for example, form a feature, attack with it, and remove it all in one round. In order to use a Breach you must have a feature within 60 feet of the target, which must have been formed for at least one round.

All features in this form have, unless otherwise stated, an AC value equal to yours along with five HP. For every feature killed you take a quarter of the damage. The features saves are equal to yours. If a feature is reduced to 0 HP it is destroyed and you instantly regain half the feature points spent on it, the other half of which you regain after 24 hours.

Teleportation and Plane-Shifting in the area of a Marrow is difficult. The Marrow is treated as if effected by Dimensional Lock, which has a caster level equal to your HD and can not be dispelled or suppressed.

The Peripheral: The Peripheral is treated like the Marrow but with the following exceptions: You do not have Tremorsense in its area of effect. Features take a move action to form or remove. A feature must be within 30 feet in order to use a Breach. Teleportation and Plane-Shifting is not barred. Note: This only applies to the area of the Peripheral –outside- of the Marrow.

----



Twisted Incursion
Your incursions make the abhorrent natural.
Prerequisites:Access to at least one incursion
Benefits: All breaches, murmers, and disturbances within the area of one of your incursion are treated as extraordinary abilities (they still function against incorporeal creatures as if supernatural).
All cerebrotic spells cast within the area of one of your incursions gain a +1 bonus to their caster levels.

Owrtho
2010-10-09, 09:21 PM
Well, a few things to note. First, while the first level makes your ozodrin and true xenothurgist levels stack for murmurs and form points, the PRC itself does not advance either.

Puppet of insanity seems like it should prevent you from allocating the form points for the rest of the day. That's just my opinion anyway, and the fact it can only be used once may make that unnecessary.

On the features:
None of the augments have class level dependencies, though that may be intentional. It just means that they don't advance as you improve in the class.

Also you mention under augments 'for ever x points put into this skill'. This is somewhat confusing. Do you mean the total form point cost of the feature with all the augments you applied (and if so the fact none of the augments can be applied more than once puts a bit of a hard cap on that), or do you mean the augment can be added multiple times, and for each extra time the augment is added it improves itself?


Conscious Incursion has perspective change.

That's just what I got from a initial look. Seems interesting though.

Owrtho

Matar
2010-10-09, 09:54 PM
Puppet of insanity seems like it should prevent you from allocating the form points for the rest of the day. That's just my opinion anyway, and the fact it can only be used once may make that unnecessary.

Hrm, I agree. But I wanted the once per day thing because, well, dying and being able to instantly heal yourself seems kinda... strong.

Maybe I should make it do BOTH (Can't redistribute the form points and a daily limit) but add in two more uses per day as you level? Seeing as how you're a True Xeno you can't be resurrected, and you won't have the bonus to -HP that you would normally have from being a pure Xeno. That's why we have this skill.

It may require an additional balancing factor if it can be used more then once, however...


Well, a few things to note. First, while the first level makes your ozodrin and true xenothurgist levels stack for murmurs and form points, the PRC itself does not advance either.

Hrm. Is this better?


Mind of Madness (ex): From now on, the madness of your mind and body are always on equal grounds. Your Xenotheurgy level counts towards your class level when calculating Feature Points. Furthermore, your Xenotheurgy level is equal to the levels you add when calculating your form points as well. Finally, this class is added to your form points level as well as your Breach level.


On the features:
None of the augments have class level dependencies, though that may be intentional. It just means that they don't advance as you improve in the class.

Intentional. It's a 10 level PRC so I didn't really think it would need it. If you think it should have one, then feel free to offer suggestions. I just... don't see the point, personally.


Also you mention under augments 'for ever x points put into this skill'. This is somewhat confusing. Do you mean the total form point cost of the feature with all the augments you applied (and if so the fact none of the augments can be applied more than once puts a bit of a hard cap on that), or do you mean the augment can be added multiple times, and for each extra time the augment is added it improves itself?

The later. How do you suggest I change the wording to make it more clear? I'll look it over and see what I can think of...


Conscious Incursion has perspective change.

Fixed.

Edit: I changed Mindspiders to no longer burn wisdom. Now it just increases a murmurs level. I think anything more then that is overkill.

Matar
2010-10-16, 02:47 PM
Updated it with the newest feature. Please PEACH and such, as I'm sure this whole thing still needs alot of work.

Primal Fury
2010-10-16, 08:26 PM
The fluff for this class makes it sound like an Infant Eldritch Horror, and so does the crunch in fact. Stapling the Ozodrin and the Xenotheurgist together should give you exactly that.

That makes me think you should increase the level requirements and crank up the power a whole lot, maybe even make this an Epic Level PRC. But then again... maybe I've just spent to long in Exalted. :smalltongue:

Matar
2010-10-16, 08:32 PM
Well.

Thank you xD

I'm the cap stone will be a rather epic ability though. Basically, a 24 hours long ritual that requires a 10k gold item as focus. This basically makes a huge ass area under the effect of a really powerful incursion.

Unless you use a minor artifact as a focus. Then it effects the area witha suped up incursion and does alot of other weird **** with the landscape.

-Unless- you use a major artifact as a focus. Then it opens a two-way portal to the Far-Realms. A big one.

Basically, the first one is supposed to be useful with some hard thinking and preparation. The other two are supposed to be badass but only really come up if the DM wants you to use it.

Primal Fury
2010-10-16, 08:52 PM
That sounds a bit iffy to me. It sounds cool, but I've always that that classes like these should be more... personal than anything else. To put it bluntly... at level 10 you should turn into a little baby Witness of Forlorn Memories. Something that modifies how the Manifest Form ability works, so that you stay with the idea of a Transcendent Scion finding the "True Form" that you mentioned earlier.

Owrtho
2010-10-16, 08:55 PM
Replying to this here rather than the ozodrin thread.


Main issue with that is A: would be a pain to balance... a bigger one that is xD. And not all murmurs are done, so...

BUT. Here's what I got so far for the madness thing. Reproduction of Madness needs a way to make it so that you can't gain your points back after using it... but I have no idea how to word it correctly.

Well, alternatively you could base it off of the incursions. Would be able to either make a new effect for each incursion, or have it create an effect that incursion creates (might automatically start at the weakest level and have an augment to improve it to a higher one, to a max of the highest your incursion normally would go).

Perhaps something like this:
Intrusion: Cost - ?
Appearance: Small areas around you are warped as if under the influence of one of your incursions.
Benefits:
You have learned to create a smaller controlled version of your incursions. These do not count as using an incursion. When you add this feature, select one of the incursions of an active murmur. This feature has the properties of that incursion. If you would change out the murmur, the feature automatically changes to having the properties of the replacement murmur's incursion. An intrusion is an area of space under the effects of a controlled incursion. It effects a sphere with a diameter of 15 feet. It is treated as if it is under the effects of the selected incursion as if it were in the Periphery, and you only had access to 2nd level breaches. You may, as a move action, move an intrusion up to 10 feet in any direction. As a standard action you may move an intrusion up to 20 feet in any direction, or two intrusions up to 5 feet in any direction (chosen separately for each). As a full round action, you may move an intrusion up to 50 feet in any direction, move up to 3 intrusion up to 10 feet in any direction (chosen separately for each), or move all your intrusions up to 5 feet in any direction (chosen separately for each). An intrusion may not move further from you than the marrow range of the incursion it has the properties of, unless the incursion is active, in which case it is limited by the periphery range. Whenever you manifest your true nature, intrusions always begin within 5 feet of you. If used within the effects of the incursion it has the properties of, it has one of the following effect. If in the periphery of the incursion, that area is treated as being in the marrow. If used within the marrow, the effects stack with the incursion.
Augments:

Forceful Intrusion: Additional cost ?
The diameter of the intrusion is 5 feet larger than normal. You may apply this augment multiple times to the same intrusion. The effects stack.

Powerful Intrusion: Additional cost ?
The intrusion has the effects of the incursion as if you had access to breaches one level higher than normal (normal is level 2). You may apply this augment multiple times to the same intrusion up to the highest level of breach you have access to - 2. The effects stack.

Focused Intrusion: Additional cost ?
Within the centre of the intrusion is an area that is treated as if it were the marrow of the incursion. It has a radius 1/3 that of the intrusion (rounded down to in increments of 5 feet). When this area is within the periphery range of the incursion the intrusion has the properties of, the effects stack with that of the incursion.

Orb of the Far Realms: Additional cost ?
You may add features to the intrusion. You may only add up to 1 and a half features to each 5x5x5 foot square within the intrusion (eyes count as half a feature for the purpose of how many features are within a square). However, features added to the orb only appear if something is within the square they are added to, in which case they grow out of that object or creature (provided no features have already grown out of that 5x5x5 foot portion of it). You still control them and they can be attacked to deal damage to you. If there is no room for them they do not appear. Once a feature grows out of an object it stays in that spot until it would leave the area of the intrusion. When you first manifest your true nature, or as a swift action, you may choose to suppress the features from growing. This does not remove any features that have already grown. As a move action you may stop suppressing features growing, or remove a feature that has already grown on an object (it will then regrow in it's base square unless you are suppressing features from growing). As a standard action you may remove all features that have already grown on objects (they will then regrow in their base squares unless you are suppressing features from growing).

As for the wording, something like this I would think:


Creatures breed in the Far-Realms in impossible and fascinating ways. By understanding this you are able to use it to fuel a disturbing power. With a touch attack you may target a single person that has been killed while under the effect of a Breach within the past hour. The targets body then slowly transforms into a single creature native to the Far-Realms with an HD equal to or less then the targets HD. This creature last indefinitely and has a friendly attitude towards you. You may only use this ability once per day, and if you do so, are unable to reallocate form points spent on this augment. You may add this augment multiple times to the same madness. Each time you do so you gain an additional use of it for the day.
Also I'd suggest something similar to the last two lines there for all the other augments you have that can be added multiple times.

Owrtho

Matar
2010-10-16, 09:50 PM
That sounds a bit iffy to me. It sounds cool, but I've always that that classes like these should be more... personal than anything else. To put it bluntly... at level 10 you should turn into a little baby Witness of Forlorn Memories. Something that modifies how the Manifest Form ability works, so that you stay with the idea of a Transcendent Scion finding the "True Form" that you mentioned earlier.

That is a -very- good point. Hm. Maybe the ability to shift around your feature points as a free action instead of a move action, even in your shifted form, so long as you are in the marrow of an Incursion? As well as being able to As well as being able to stay "normal" for 1+half your cha mod rounds if your murmur level ever becomes seven?


Perhaps something like this:

I like. In fact, I -really- like it. I am very tempted to use this instead of the Madness one. See, I didn't really like Madness because I did not feel like it fit with the "flavor" of the rest of the class.

See, most of the class is physical. Impossible shapes, brain turning into spiders, excreting weird ass liquids. That sorta thing. Then bam, psychic powers. It just... doesn't fit IMO but I couldn't think of anything else.

The only problem with the thing you posted is that I'm not sure that it does... enough, that's all. But it's an amazing idea to be sure.


Also I'd suggest something similar to the last two lines there for all the other augments you have that can be added multiple times.

Will do asap.

Owrtho
2010-10-16, 10:06 PM
Well, it was a quick type up to get out the basic idea. Also, as a possible higher version thing, perhaps an augment that causes one to replace your body (with some modifications to how it then works. All your normal features would then show up on objects, and you could only be attacked through them. Would take a little work, but be entertaining to use. Could also add some other augments that give it more functionality.
It may end up as one that would need to scale though the class though depending on what is put on it (as in it would show up early, and gain more augments as you get more levels in the class).

Owrtho

Primal Fury
2010-10-16, 10:07 PM
That is a -very- good point. Hm. Maybe the ability to shift around your feature points as a free action instead of a move action, even in your shifted form, so long as you are in the marrow of an Incursion? As well as being able to As well as being able to stay "normal" for 1+half your cha mod rounds if your murmur level ever becomes seven?


There's an idea. It only goes up to a maximum of seven, but what would happen if you cranked it up a bit. What happens when your murmur level becomes eight? A few examples: Distant Presence takes you outside of your body, but what if you could still use your abilities in that state? Endless Evolution has you scratching at your own skin in terrible agony, so what would you become if you actually removed your skin? Reflection of Nightmare has you falling into terrible dreams where things from the void feast on your flesh, so what if you could bring them back with you?

But yeah, becoming more powerful in some way while within an Incursion (or even the Far Realm) sounds like a great idea. But it should be more than just switching around form points. Within your domain, you truly become one of the Horrors from Beyond the Stars. Not sure how to translate that into mechanics, but it should be totally awesome and terrifying.

Owrtho
2010-10-16, 10:32 PM
Perhaps you would gain some temporary form points when your breach reaches level 7. In fact, I could see something like at level 10 you gain 2 abilities, 1 lets you assign form points while manifesting your true nature as a free action while using an incursion. Another makes it so when a breach would reach level 7, you remain functional for some number of rounds and gain a number of temporary form points equal to half your total number of form points. Then if your breach level would increase again, the number of rounds remaining is reduced by 1 and you gain another half your form points in temporary form points (counting any temporary ones). Due to the other ability you can immediately assign any form points and use them.
Might also gain the ability to use more breaches in a single round.

Owrtho

Matar
2010-10-16, 10:37 PM
But yeah, becoming more powerful in some way while within an Incursion (or even the Far Realm) sounds like a great idea. But it should be more than just switching around form points. Within your domain, you truly become one of the Horrors from Beyond the Stars. Not sure how to translate that into mechanics, but it should be totally awesome and terrifying.

Hm... maybe we could whip something up where like... your entire body becomes the area of the Incursion? With Features costing double there amount of points if you spawn it in the peripheral area? Immunity to precession damage, high DR, maybe some regeneration?

Hm... for flavor something like...

Realization of the Perfected Form:
"We never knew Alex to be an angry person. Though he has a terrible burden on his shoulders he still strove to keep his humanity. We never knew what he was truly capable of, never imagined what power he kept hidden away to keep our love and friendship. To... avoid making us fear him. It wasn't until Rose died that he showed us everything. The sky bled silver blood and the earth itself became like that of rotting meat. Buildings were covered in eyes and... things that are impossible to describe with any mortal language. When it was all over every single one of those god damn bandits were dead and Alex was no where to be found. It took three days to track the bastard down. Damn idiot thought we hated him... Rose needed a proper funeral and she would have haunted us till the day we died if we had him miss it.

Or it might be total overkill XD

Primal Fury
2010-10-16, 10:41 PM
Hm... maybe we could whip something up where like... your entire body becomes the area of the Incursion? With Features costing double there amount of points if you spawn it in the peripheral area? Immunity to precession damage, high DR, maybe some regeneration?
Features costing double? Why would they cost more? It seems like they should cost less if possible. But everything else sounds good.


Or it might be total overkill XD
Or it might be freakin' perfect. :smallamused:

Matar
2010-10-16, 10:57 PM
Features costing double? Why would they cost more? It seems like they should cost less if possible. But everything else sounds good.

Well, the peripheral is the "edge" of an Incursion. While the Marrow is the center of it. I just thought it was more flavorful (and more balanced) to make it so that your Peripheral area is harder to effect. While the Marrow is basically the heart of your power.

Think of the Marrow as being the pulsing heart of your power but the Peripheral area being the power that just keeps spilling out. I guess.

The idea needs alot of work though...

I'm thinking the thing could have three "parts".

The Peripheral Area, where it's harder to manifest Breaches and Features.
The Marrow, where everything is treated as if it's body.
The Heart, where you first transform. Which is basically becomes the Incursions vital area.

The peripheral area would, as I said take double the points to add features in. Maybe a penalty or level limit to all Breaches used in this area. Unlike the Marrow you have no special senses here and must form features in order to see, speak, hear, feel, etc. As a bonus, you only take damage here if your features are attacked or something. Needs work.

The Marrow area would be treated as a construct. It would have high DR, fast healing, natural AC bonus maybe. Lose dodge AC You could form features here as a free action at there normal cost. You are able to "sense" all creatures inside this area, but only vaguely. Would still need eyes to see and if you try to use an ability on them that's not an AoE there's a 50% chance of missing. If you're reduced to 0 HP by your Marrow being attacked you fall unconscious yet stable at -9 HP and the effects end.

The heart would be vulnerable to precision damage and death effects, unless you are normally immune to such things (Maybe even if you are?). You lose your dodge AC and it has no DR and natural AC bonus. As a bonus you become immune to the material that would shifted in. For example, if you fell in lave and were all "OMG LAVA HOT" you could shift into this and your heart would be immune to the lava damage. Or something. Needs work...

-Edit:

Although I love this idea I worry that it might turn into an "I win" button. I want to avoid that at all costs. It should be nice, be awesome, and be different yes. But if it can make you solo a boss battle then it needs a ton of work. See, I don't think the "Heart" is a balancing factor at all. A smart player could remove any risk from being attacked there easy enough.

So what would this do, exactly? Well...

Helps to map out an area quickly.

Helps keep an area under "lock down".

Great for killing off a **** ton of mooks. An army of level one warriors isn't exactly a threat to a group of level 15 characters, so I think it's fine for this skill to basically be "LOL ARMY GONE".

Being able to protect yourself from natural hazards. If you wind up getting split up from your team and are on the Positive energy plane would could shift and no longer heal till you blow up. This will rarely, if ever, come up but it's still nice.

Being awesome. Admit it, the idea -is- rather awesome.

Immunities: The immunities are nice and being knocked out if your "killed" by having your Marrow attacked is awesome. In fact, that might be too much. Might want to make it so that you're unconscious for 24 hours AND at -9 HP or something...

Primal Fury
2010-10-16, 11:10 PM
I'm thinking the thing could have three "parts".

The Peripheral Area, where it's harder to manifest Breaches and Features.
The Marrow, where everything is treated as if it's body.
The Heart, where you first transform. Which is basically becomes the Incursions vital area.

Oh... You meant that the Incursion is LITERALLY their body. :smalleek: :smallbiggrin: Love it.

Just how much area would this cover anyway? Most Incursions are measured in miles.

Owrtho
2010-10-16, 11:17 PM
Hm... maybe we could whip something up where like... your entire body becomes the area of the Incursion? With Features costing double there amount of points if you spawn it in the peripheral area? Immunity to precession damage, high DR, maybe some regeneration?

That sounds like it would be rather nice, I'd had some similar ideas actually. Also, great fluff there.

And it wouldn't be that odd for features to cost more if you move them to the periphery, I mean in most cases the marrow alone is measured in 1000feet per breach level. Paying a little extra to reach a measuring in miles doesn't seem that bad. Then again, you would be spread so thin it may almost not matter (I mean even if you only made basic eyes you'd only have a few hundred form points by level 20).

I might suggest something like having movement require the use of strange movement while in this form, but give them an increase in distance they can travel (such as being able to move 10 to 15 feet for every 5 spent).

As for the marrow being able to be targeted, I'm not sure if that would be needed. For one thing they would already be able to just attack your features. Perhaps let some kind of magic harm it.
Also I'd note that ozodrin gain a partial immunity to precision damage (Strange Anatomy grants a chance for precision damage to fail when manifesting your true nature).

Also, on the being reduced to -9 part, I think you're overlooking the Pull from Beyond ability true xenothurgists gain (also, why would being reduced to 0 automatically take you to -9 if it was dealt to the less important portion of you?).

Owrtho

Matar
2010-10-16, 11:18 PM
Just how much area would this cover anyway? Most Incursions are measured in miles.

That's part of the problem when it comes to balance. The Peripheral is basically an area you can effect but can't "feel". You can spawn eyes there to see but you don't know if you're spawning them inside a rock unless you have some other way of seeing there.

The Marrow is basically a "I can feel everything going on there. It's my body". It also can take damage and such.

The heart if basically your "weak point". The point you transform at and the physical heart of your new body...

Matar
2010-10-16, 11:27 PM
LOL DOUBLE POST. Got ninja'd by Owrtho xD.


That sounds like it would be rather nice, I'd had some similar ideas actually. Also, great fluff there.

Ty.


And it wouldn't be that odd for features to cost more if you move them to the periphery, I mean in most cases the marrow alone is measured in 1000feet per breach level. Paying a little extra to reach a measuring in miles doesn't seem that bad. Then again, you would be spread so thin it may almost not matter (I mean even if you only made basic eyes you'd only have a few hundred form points by level 20).

That's what I was thinking, yeah.


I might suggest something like having movement require the use of strange movement while in this form, but give them an increase in distance they can travel (such as being able to move 10 to 15 feet for every 5 spent).

I was honestly thinking about making it so you COULDN'T move. Or maybe just making movement extremely difficult while in this form. Not really sure how to make it work, honestly. But remember, when you change into this form you become the "Heart", and when you shift back that's where you shift back at.


As for the marrow being able to be targeted, I'm not sure if that would be needed. For one thing they would already be able to just attack your features. Perhaps let some kind of magic harm it.
Also I'd note that ozodrin gain a partial immunity to precision damage (Strange Anatomy grants a chance for precision damage to fail when manifesting your true nature).

That's another good point. I could drop the "Marrow takes damage" thing and have it so that you only take damage when one of your features are attacked...


Also, on the being reduced to -9 part, I think you're overlooking the Pull from Beyond ability true xenothurgists gain (also, why would being reduced to 0 automatically take you to -9 if it was dealt to the less important portion of you?).

Another good point. But think about it like this. What would stop you from just healing up and shifting back?

Maybe... when you're HP is lowered to the point where you would be "killed" you immediately shift back to your normal/alternative form and are treated as stable with your lowest possible HP value (Such as -14 or whatever). You stay unconscious for 24 if this happens.

Owrtho
2010-10-16, 11:42 PM
A table of incursion ranges. I think there might be some typos in the incursions though as some of them don't scale with breach level and some seems to just scale with level (giving Entropic Collapse the dubious ability to have a larger marrow than periphery).
{table=head]Marrow Range|Periphery Range|Incursions with that range

50 feet/breach level | 1,000 feet/breach level | Broken Tethers, Endless Rage

100 feet/breach level | 1000 feet/breach level | Warped Magic

100 feet/breach level | 1 mile/breach level | Unearthly Weather, Veil of Misfortune

250 feet/breach level | 1000 feet/breach level | Despoiled World

500 feet/breach level | 1/2-mile/breach level | Divinity’s Demise

500 feet/breach level | 1 mile/breach level | Foreboding Landscape

1000 feet/breach level | 1 mile/breach level | Air of Excitement, Crying Earth, Frozen Heart, Land of Fire, Terminal Infection, Tune of Madness

1,500 feet | 2 miles | Surge of Insanity

1/2 mile | 2 miles | Fractured World

1/2-mile/breach level | 6 miles | Empty Eons

1 mile | 5 miles | Forgotten Moralities

1 mile/breach level | 2 miles/breach level | Beyond the Stars

1 mile/level | 10 miles | Entropic Collapse[/table]

I had similar thoughts about not moving, but it seemed like there should be some ability to do so. Might just make it normal movement amount via strange movement, and let you get improved distances if you have the feats that let you move incursions (might also make it require a full round action or something similar).

On the marrow damage part, I think that at most it should be able to take magical damage, and possibly have it even more limited (such as only force damage). Otherwise it could be too much of a penalty (especially with possible things like fires in a nearby town burning you).

On the hp thing, I don't have a problem with the becoming unconscious part. What I found odd was that they could reduce you to 0, and then you would automatically be reduced to even less hp.

Owrtho

Matar
2010-10-17, 01:01 AM
A table of incursion ranges. I think there might be some typos in the incursions though as some of them don't scale with breach level and some seems to just scale with level (giving Entropic Collapse the dubious ability to have a larger marrow than periphery).

Lol yeah, some of those seem odd. I should bring that up in the Xeno Thread.


I had similar thoughts about not moving, but it seemed like there should be some ability to do so. Might just make it normal movement amount via strange movement, and let you get improved distances if you have the feats that let you move incursions (might also make it require a full round action or something similar).

Main thing here that I don't like is that, well, you already have a massive range. And by massive I mean massive. Being able to move on top of that just seems like... overkill. I -could- add in however that if the Incursion you're made of moves then you move along with it, however. You are the Incursion after all.


On the marrow damage part, I think that at most it should be able to take magical damage, and possibly have it even more limited (such as only force damage). Otherwise it could be too much of a penalty (especially with possible things like fires in a nearby town burning you).

Might just want to make it so that in order to take damage they have to target your Features. Maybe add in something where like, if they destroy a 10x10 cube worth of material they deal 1 hitpoint damage to you. Or something.


On the hp thing, I don't have a problem with the becoming unconscious part. What I found odd was that they could reduce you to 0, and then you would automatically be reduced to even less hp.

Yeah, agreed.

Primal Fury
2010-10-17, 05:16 PM
How exactly would the Marrow and Heart function together? Is the Marrow the 2nd or last line of defense, the Periphery being the 1st?

Matar
2010-10-17, 05:50 PM
Well. Things to remember.

The peripheral is inside the Marrow, as well as outside of it.Thw two overlap, as far as know, it's just that the peripheral extends farther (most of the time...).

The Heart is inside the Marrow and peripheral. It will basically be treated as a living entity. It lacks the immunitys of the Marrow. You could, say, target it with an instant death effect of a magic missile spell. The Marrow itself though? You can't do that. You can, however, target a feature to deal damage.

In the Marrow area (Remember, The Heart is an actual object that you can target, the Marrow is just an area where where you can form features), you can basically sense everything inside it. But the sense is vague, sorta like detecting an extremely small bug on your skin. This is basically going to be a balancing factor of sorts, to make it so you can't attack something without it being able to defend itself... not sure how I can make it work though...

Owrtho
2010-10-23, 01:45 PM
Well, I hope this isn't dead. It seems to be shaping up to be a good class. Also, as a thought I had recently. If you decide to use the intrusion feature it could also have an augment like this:

Intrusive Stomach: Additional cost ?
Requires Intrusion be in your Stomach: Rather than having the ability to move and a separate size, this intrusion fills an entire stomach. You may still move the marrow if it has one, and augments to increase the size now increase the marrow. It cannot become bigger than the stomach.

Owrtho

Matar
2010-10-28, 10:01 PM
Only problem? I don't think you really get the stomach feature for this class xD. Also, been working on this. What do you think?


Realization of the Perfected Form (Ex): You realize your perfect form and become one with the madness. Reality itself shatters under your power as you take control of what it once held.

So long as you’re in the area of one of an active Incursion you may spend a Full-Round Action to end its effect and replace them with the effects of Realization of the Perfected Form.

The area of Realization of the Perfected Form is equal to that of the Incursion ended to active it. It has three sections, a Marrow, a Peripheral, and a Heart. The Marrow is equal in size to the Marrow of the Incursion ended. The Peripheral is equal in size to the Peripheral of the Incursion used. The Heart occupies the area you do when you shift.

The abilities of each “section” of Realization of the Perfected Form are as follows.

The Heart: The Heart is the beating center of your new form. Its HP is equal to your current HP at the time of Shifter. Its AC equals yours, minus your dodge bonus, deflection bonus, or any bonus from armor. It has a damage reduction of 10/-. If the heart is destroyed while you are shifted you die instantly. It is treated as an Aberration or Construct of the purpose of spells, which ever is more beneficial for the Scion.

The Marrow: The Marrow is a massive area that becomes your new body. You may sense all creatures in its area as if you possessed Tremorsense. You may form and remove features in this area as a free action, but you may only do so once per round. You may not, for example, form a feature, attack with it, and remove it all in one round. In order to use a Breach you must have a feature within 60 feet of the target, which must have been formed for at least one round.

All features in this form have, unless other whys stated, an AC value equal to yours along worth five HP. For every feature killed you take a quarter of the damage. The features saves are equal to yours. If a feature is reduced to 0 HP it is destroyed.

If a feature is destroyed in the Marrow you instantly regain the form points used on it, and may use them again on your next round.

If your HP is reduced to the point that you would become unconscious the effects of Realization of the Perfected Form instantly end, and a single active murmur is increased to level seven.

The Peripheral: The Peripheral is the edge of your new form. The place where your power touches but doesn’t consume. Although you may spawn features here you do not sense the area like you do in the Marrow. If you attempt to create a feature here without being able to see the area you are forming it there is a 50% chance that you form it in the incorrect spot. If you do the feature is destroyed, as if being reduced to 0 HP and you take damage from it as normal.

Unlike in the Marrow, if a feature in the Peripheral is destroyed you do not instantly regain the form spent on it. Instead you must wait one hour before you regain them, as it is difficult to retrieve your power on the edge of your senses.


It needs work, but...

Owrtho
2010-10-28, 10:50 PM
Well, if they get up to level 8 as an ozodrin they have a stomach (actually will be level 2 once updated, as the stomach description will be separated from the swallow whole ability and made its own gained along with devour).
As for the capstone, it seems good for the most part, but you forgot to mention movement.

Owrtho

Matar
2010-11-02, 05:06 PM
I edited Realization of the Perfected Form a little and added it to the main post, and also edited "Puppet of the Far Realms" to gain more uses as you level. Thought it worked better that way.

I also added in how many points "Feature: Madness" takes, so check it out.

Now I just need to think of what Shattered Limitations does... I'm thinking about something like this...

Shattered Limitations: You have shattered the limitations of even the most alien beings. When dealing with Aberrations and Far-Realm Outsiders they are treated as friendly and you gain a +4 to all social checks when dealing with them. Even the most arrogant and vain beings consider you, at least subconsciously, to be "better" then them. This can result in a Beholder following you around, confused as to how you have a more perfect form, or an Illithid who treats you great hospitality in a vain attempt to better his understanding of you. You keep this bonus so long as you are not effected by something harmful that the Aberration or Outsider is immune to. For example, if you started drowning an Aboleth would no longer be effected by this ability, but a Beholder would still be under its effects.

Although hostile action against the target ends the effect.

InfiniteNothing
2010-11-02, 06:20 PM
That sounds good Matar, but I think adding that they no longer suffer the side effects of 7th level murmers would also be good. They still have to contend with all their incursions going off, but at least they can still move and act (relatively) freely.

Matar
2010-11-02, 07:14 PM
I need to edit that last ability quite a bit to be a little less.... game breaky. I'm thinking to have it so that it makes them Indifferent and, if they fail a will save, friendly. The +4 to checks happens no matter what though...

Also, I don't really agree with having you act normally with level 7 murmurs. Some of the abilities here raise your murmur level as a balancing factor, and the same goes with just normal Breaches. Maybe a class that focuses on using Breaches could have that as a cap stone, but I don't think it works for this class.

Matar
2010-11-02, 11:31 PM
Alrighty then.

I just updated Shattered Limitations and that would make this class complete! Well, sorta. I'm sure it still needs to be balanced out and everything xD. So take a look guys, tell me what ya think!

Nanoblack
2010-11-16, 11:35 PM
I must have made a typo somewhere. I SHALL FIX IT.

Also, I plan on editing the mind spiders thing eventually. I just don't... like it. At all.

Figured I'd bring this up here. I had made a prestige class a while back that desperately wanted to do even a shred of what the Ozodrin does, but in never really went anywhere. One of the class abilities I came up with was called Mindspiders and it activated whenever the character was hit by a mind-effecting effect. It was more or less like a golems berserk in that for every round there was a cumulative 1% chance every round to turn on its controller. The fluff behind it was the actual spiders in his brain made him go feral and allowed him to trace the source of the compulsion due to living among your grey matter.

Dunno if that's what you had in mind, but hopefully it gives you some ideas.

Matar
2010-11-18, 11:16 PM
Hrm. How about something like this?

Crazed Supremacy (Ex): So long as you are in your superior form no mind may ever touch yours, and anyone that dares try will see what true madness is. While you are manifesting your true nature you are immune to Mind-Effecting Spells. Furthermore, if someone targets you with a Mind-Effecting ability/spell/etc they take a -2 penalty to all will saves against all Mind-Effecting Breaches you use against them.

'Cause I really don't like mind spiders. At all.

Also, I edited the first post a little. Seeing as how your Xenotheurgy level is equal to your HD I thought this made every way easier to memorize.

Nanoblack
2010-11-19, 12:13 AM
I may be reading the changes you made incorrectly, but did you make it so ozodrin no longer gives you form points? As for crazed supremacy Ozodrin already gets something like that, doesn't it? Yeah twisted mind at 11th level.

Matar
2010-11-19, 12:27 AM
I may be reading the changes you made incorrectly, but did you make it so ozodrin no longer gives you form points?

Yes and no. Instead of getting form point from your Oozdrin level you now get it from your Xenothuergy level (Which always equals your HD). So the formula for form points would look like this.

Charisma modifier + the number of Aberrant feats they've taken + three times their HD.


As for crazed supremacy Ozodrin already gets something like that, doesn't it? Yeah twisted mind at 11th level.

Grah, really? >___< Will look and think of a new idea...

Nanoblack
2010-11-19, 12:34 AM
Ah, I see now. I read it to say that it used your Xenotheurge level instead, but I had forgotten that xenotheurgy level= HD. I'm sure glad someone is around to keep up with this stuff.

Matar
2010-11-20, 03:41 AM
So, two things.

How about something like this for the Mind Spiders ability.

Mind Spiders: You mind is now part of a power greater then the gods themselves. And these powers detest those that try to impose control upon it. You gain immunity to Mind Effecting ability. Furthermore if you are targeted by a Mind-Effecting ability you may use the chaotic energies it generates upon contact with your mind to open an all but microscopic portal to the Far-Realms inside the casters head. They are treated as if distracted (DC 15) and if they are killed while under its effects a Mind-Spider Swarm emerges from there skull (Exiting for the eyes, ears, mouth, etc). This creature serves the Scion loyally for 24 hours, after which it reverts back to normal brain tissue. If the caster has no brain then they are immune to this effect (Although the Scion is still immune to any Mind-Effecting ability cast by them).

Two:

I reworded the Reality Warping Beacon. It now does not allow you to go from plane to plane. Way more balanced like that I think.

Nanoblack
2010-11-20, 01:05 PM
So, two things.

How about something like this for the Mind Spiders ability.

Mind Spiders: You mind is now part of a power greater then the gods themselves. And these powers detest those that try to impose control upon it. You gain immunity to Mind Effecting ability. Furthermore if you are targeted by a Mind-Effecting ability you may use the chaotic energies it generates upon contact with your mind to open an all but microscopic portal to the Far-Realms inside the casters head. They are treated as if distracted (DC 15) and if they are killed while under its effects a Mind-Spider Swarm emerges from there skull (Exiting for the eyes, ears, mouth, etc). This creature serves the Scion loyally for 24 hours, after which it reverts back to normal brain tissue. If the caster has no brain then they are immune to this effect (Although the Scion is still immune to any Mind-Effecting ability cast by them).

Two:

I reworded the Reality Warping Beacon. It now does not allow you to go from plane to plane. Way more balanced like that I think.

The only problem I see with this is all of the abilities the mindspiders have only work properly if you are in the far realms.
Mind Spider Swarm
Diminutive Vermin
Hit Dice: 3d8 (21 hp)
Initiative: +4
Speed: 20 ft, burrow 20 ft.
AC: 18 (+4 size, +4 dex), touch 18, flat-footed 14
BAB/Grapple: +2/-
Attack: Swarm (1d6 plus Implantation)
Full Attack: Swarm (1d6 plus Implantation)
Space/Reach: 10 ft/0 ft
Special Attacks: Create Spawn, Distraction, Implantation, Mad Puppet
Special Qualities:: Darkvision 60 ft., Hivemind, Immune to Weapon Damage, Swarm Traits, Blindsense 30 ft, vermin traits
Saves: Fort +3, Ref +5, Will +1
Abilities: Str 1, Dex 18, Con 10, Int 10, Wis 10, Cha 10
Skills: Climb +11, Hide +22, Listen +6, Move Silently +10, Spot +6
Feats: Alertness, Encysted Walker
Climate/Terrain: Far Realms
Organization: Solitary
Challenge Rating: 2
Treasure: None
Alignment: Always Neutral
Adancement: -

What at first appears to be a swarm of spiders soon reveals itself to be something far worse. Each creature composing the swarm is little more than a small smidgeon of brain matter supported by eight or more legs.

Named for their faint resemblance to certain arachnids at a distance, no sane being would ever make the mistake after seeing a mind spider up close. As they proceed along the far realms, a small hum usually follows them (unless they are trying to be quite), a hum that some say connects the mind spiders to create a hivemind. Indeed, a few adventurers, after slaying a swarm of mind spiders, have been able to piece them together and recreate a humanoid brain, leaving little room to the imagination as to how they reproduce.
Combat:
A Mind spider swarm, kept moving by its endless desire to propagate, attempts to get each opponent within its swarm attack at least once so that it may implant them all. If it judges that it can slay a creature before getting out of the area alive, it will do so. Unlike with other swarms, once the hivemind is broken, all component mind spiders simply stop moving, almost waiting to be squashed.
Create Spawn (Su): Any implanted creature who is slain produces a mind spider swarm 1d4 hours later. If the target was subject to the swarm’s mad puppet ability at the time, the swarm is produced after a mere 1d4 rounds.
Distraction (Ex): Any living creature that begins its turn with a mind spider swarm in its space must succeed on a DC 11 Fortitude save or be nauseated for 1 round. The save DC is constitution based.
Hivemind (Su): A mind spider swarm is kept going only by its close proximity to its fellows. If the mind spider swarm is reduced to under one hit point per HD (3 hit points for a regular mind spider swarm), the swarm’s intelligence, wisdom, and charisma drop to 0.
Implantation (Ex): Any living creature that begins its turn with a mind spider swarm in its space is implanted by a single mind spider. Thereafter, the living creature takes a cumulative -1 penalty on all saving throws made to resist the Far Realm’s maddening trait. The mind spider can be destroyed through a remove disease or heal spell but not through a remove curse or break enchantment spell.
Mad Puppet (Su): Any living creature subjected to the mind spider swarm’s implantation ability who fails their will save to the Far Realm’s maddening trait goes through a startling, if unseen, transformation. The implanted mind spider quickly breaks the target’s brain into a new mind spider swarm that controls the target from the inside out as the dominate monster spell with unlimited duration (no saving throws allowed). At this point, half of all damage dealt to the creature is transmitted to the controlling swarm. Only a heal, wish, or miracle spell can return the target to normal.
As a full-round action,a mind spider swarm may abandon their mad puppet, killing it in the process but allowing it to be revived as normal by magic. After leaving a body in this way, the mind spider swarm may not return.

As for the reality warping beacon... awwwwww. I really liked it before. If you were worried about abuse, insert a clause restricting them to having a single one at a time and maybe give them a lifespan of a few days.

Matar
2011-04-03, 12:49 AM
So, looking over this class and comparing it to other Ozodrin classes I decided that this needed a huge reworking. So here we go. First let''s redo all the features.

Here's a redone Cosmic Protoplasm.

Cosmic Protoplasm: Cost - 4
Appearance: A reflective silver liquid that drips and oozes off your body. The sight of which is oddly disturbing.
Benefits: As a standard action you make a single melee touch attack. If it hits you deal 1d4 force damage.

Endless River: Additional cost 4
Your Cosmic Protoplasm deals 1d4 more force damage. This feature stacks with itself.

Silver Spittle: Additional cost 2
This feature is added to either your mouth feature or natural bite attack. Your bite attack now deals force damage. This feature costs 2 more points for every size category higher your mouth is then medium (Large=4 Huge=6)

See the Taint: Additional cost 1
This feature is added to your Eye features or natural eyes. You are capable of seeing any creature within 10 feet that have touched your Cosmic Protoplasm. This allows you to see them through walls, in darkness, while blind, etc. This feature may be added multiple time, each time increasing the range of See the Taint by 10 feet.

Weeping Infection: Additional cost 1
This feature is added to an Eye feature or natural eye. This eye becomes blind and loses any gaze attacks it may posses. As a full-round action you may sacrifice 1 feature point to ‘weep’ out 8 ounces of Cosmic Protoplasm, which may then be collected. Cosmic Protoplasm collected in this manner deals no damage but may be used in various ways. 8 ounces of Cosmic protoplasm can taint 25 square feet worth of material.

Cosmic protoplasm dissipates after 24 hours. Feature points spent in this fashon may not be spent on anything else for 24, as they are effectively “lost”.

Aphrodisiac of Insanity: Additional cost 4
Creatures that either come into direct contact with or are affected by your Cosmic Protoplasm must make a will save or become Dazed for one round. Furthermore, anyone who failed there save will attempt to come into contact with more Cosmic Protoplasm at almost any cost. Self destructive actions allows the target to roll another will save with a +5 modifier to the roll. This second feature lasts for 24 hours.

Elder Bile: Additional cost 4
Creatures that either come into direct contact with or are affected by your Cosmic Protoplasm must make a will save or become Sickened for three rounds. Furthermore, if the target attempts to interact with the source of Cosmic Protoplasm they take an additional -2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. This second aspect of Elder Bile lasts for 24 hours.

Thinking Ooze: Additional cost 2
Creatures that either come into direct contact with or are affected by your Cosmic Protoplasm are capable of reading your thoughts and may see what you see, so long as you are within 10 feet of them. This feature stacks with itself.

Perfect Injection: Additional cost 4
This feature is added to a tentacle feature or natural tentacle attack. When you grappling a target you may choose to inject them with Cosmic Protoplasm from your tentacle. This is considered to be part of the grapple (Instead of attacking your foe, escaping, moving, etc you choose to do this) and is made as a melee touch attack with no penalty. After three rounds of being constantly injected with Cosmic Protoplasm the target rolls a fortitude save. If they fail they explode and are reduced below -10 HP, dead. This feature may be added to multiple tentacles, but doing so does not speed up the time it takes to make a target explode.


What do you all think?

Secondly, I was trying to think of what exactly this class was supposed to accomplish. Well, besides being creepy and alien. Here's what I've thought of.

1: It should focus more on support and social activities. That is to say, if you want to go mad blat-blat with your Breach you should stick with the True Xeno, while if you want to deal tons of damage you should stick Ozodrin. That's not to say this class will be helpless, just that that's not it's focus.

2: All feature lists will include the following. A bonus to your Mouth, Tentacle, and Eye features. Along with at least one alternative way to use your Breaches. I'm thinking that for Cosmic Protoplasm I should make it so that you can 'bleed out' temporary Breach potions. Finally, each new feature should have something totally new about it.

3: This class is in dire need of some better way of protecting itself. I'll have to think of something. But seeing as how I want to class to not be a huge damage threat and because it loses out on uses of Subverted Insanity I think giving it some strong defensive abilities shouldn't be an issue. I really need to think of a way to do this properly...

4: I really like the idea for the ult. I seriously need to finish that thing and hammer out any issues with it.

Nanoblack
2011-04-03, 01:06 PM
I'm kinda 50/50 with the changes. It doesn't seem very logical to force a touch attack to deal 1d4 damage at the levels you'll be getting these abilities. On the other hand, I do like the changes with the last few utility abilities like Aphrodisiac of Insanity. You may want to list the various ways to use the weeping infection, because as it is, it's only good for painting walls and filling decorative fountains.

As for the finisher, I know you have a similar ability in the later levels, but it seems like repeated injections with the protoplasm would cause some sort of transformation rather than an explosion.

Lix Lorn
2011-04-03, 01:10 PM
I was not aware of this at all. Thank you very much for bringing it to my attention.
Glad to. It's a new rule, I believe.


No no no. It makes your bite attack deal force damage, not force damage equal to your Cosmic Protoplasm. It basically changes the damage type, that's all. I take it the wording isn't clear? Or do you not like that ability?
Oooh, I see. Might need clarification.


Okay. This look alright?

This feature is added to your Eye features or natural eyes. You are capable of seeing any creature within 10 feet that have touched your Cosmic Protoplasm. This allows you to see them through walls, in darkness, while blind, etc. This feature may be added multiple time, each time increasing the range of See the Taint by 10 feet.
Yep!


Utter sillyness on my part. This is what it's supposed to be called.

Thinking Ooze: Additional cost 2[/SIZE]
Creatures that either come into direct contact with or are affected by your Cosmic Protoplasm are capable of reading your thoughts and may see what you see, so long as you are within 10 feet of them. This feature stacks with itself.
I see. xD

Matar
2011-04-03, 03:22 PM
I'm kinda 50/50 with the changes. It doesn't seem very logical to force a touch attack to deal 1d4 damage at the levels you'll be getting these abilities. On the other hand, I do like the changes with the last few utility abilities like Aphrodisiac of Insanity. You may want to list the various ways to use the weeping infection, because as it is, it's only good for painting walls and filling decorative fountains.

The damage is low, yes. But you can always spend more feature points to boost the damage by 1d4 over and over. The damage doesn't have a cap, it's a touch attack, and can be used basically infinite times. I was worried that if it was stronger then it might be broken.

Two the second point. It's mainly a way to spread around Cosmic Protoplasm without being there or dealing damage. You could, for example, make a Cosmic Protoplasm grenade in order to hit someone with Aphrodisiac of Insanity from a distance. Or give a few vials to a friend to go infect the town water supply with some so you can communicate with the whole town and let them see what you see... this could help you overthrow a lying king or some such.

I think the most important thing to remember is that Elder Bile, Aphrodisiac of Insanity, Thinking Ooze, and See the Taint all work on based on contact with Cosmic Protoplasm, not just when -you- hit them with it. It also can taint about 25 square feet of material to help with the spreading. Its uses are meant to be varied and situational.

Does that seem alright then?


Oooh, I see. Might need clarification.

I'll try to think of something.

Time to get working on the Feature that makes Breach potions then. Hrm...

Matar
2011-04-06, 10:22 PM
Okay so. I have the new Impossible Shapes features along with the newest feature for Cosmic Protoplasm.

Here's the potion feature for Cosmic Protoplasm.

Enchanted Silver: Additional cost Impossible Shape[/I]: Cost - 6
[B]Appearance: Parts of your body appear different to all who see it. Some may see it as a bright light that shines only when looking at. Others may see it has a hole in reality itself. Others still may see it as a mass of unblinking eyes.
Benefits:
You gain 10% chance to ignore piercing damage. The weapon simply passes right though the cracks in your body.

Augments:

Countless Cracks: Additional cost 2
The chance to ignore a piercing attack is increased by 5%. You may take this feature several times, each time increasing your chance to avoid piercing damage by 5%.

Pathway: Additional cost 2
Creatures no more then one size category larger then you may now enter your square. When they do so they may teleport to any location within five feet of your square. You have no control over where they teleport (they pick the location), nor may you limit who can use you to teleport, although enemies entering your square draw AoO’s as normal. You may take this feature several times, increasing the range of the teleport by five feet each time.

Internal Walkway: Additional cost 2
This feature may be added to either to your natural mouth or an Mouth feature. You may use that Mouth to swallow a creature whole, as per the Swallow Whole ability of the Ozodrin. Furthermore, instead of putting the creature inside your stomach you may instead teleport them to a location of your choosing, with a range no more then that allowed by your Pathway feature.

Piercing Sight: Additional cost 2
This feature may be added to either to your natural eye or an eye feature. This eye is now capable of seeing through up to five feet of solid material. This allows you to see through a wall, clothing, or the cover of a book. Although this does not grant you the ability to see in fog or darkness you may ‘look past’ it, in order to see creatures or objects on the other side.

Greater Gaze: Additional cost 2
This feature may be added to an eye with the Piercing Sight feature. The range of your piercing sight is increased by five feet. You may take this feature several times, increasing the range of the Piercing Sight each time.

Broken Tentacle: Additional cost 4
This feature may be added to either to your natural tentacle or an tentacle feature. Your tentacle may now ‘phase through’ ten feet of matter (limited to your tentacles length). This allows you to attack creatures, grapple, or interact with anything in the tentacles reach. Doing this does no damage to what you’re phasing through.
Grand Fracture: Additional cost 2
This feature may be added to a tentacle with the Broken Tentacle feature. The range it may phase through matter is increased by five feet. This is still limited to the tentacles natural length.


Wondering about a few things for this one. Should I cap the chance for piercing weapons to hit you? Should I add in a feature that lets you replace your piercing miss chance with a slashing/blunt miss chance?

And finally, what the heck should I do for a Breach related feature. I must think on this...

Volthawk
2011-04-07, 12:35 PM
How does Impossible Shape react to attacks with more than one type (like, say, a morningstar's bludgeoning and piercing damage)?

Matar
2011-04-07, 07:57 PM
Well, it's not just pure piercing damage so it doesn't really do anything to it all. I mean, like, technically it's piercing/blunt and this only has a miss chance for pure piercing, so a morning star would work fine. I don't really consider this an issue IMO, but if you think otherwise then please say so.

Nanoblack
2011-04-07, 08:26 PM
Gotta admit... not a fan of the changes as of late :smallfrown:

Matar
2011-04-07, 08:42 PM
If you want anything added or a new type of feature then mention which ones you'd want. I see no reason why we'd lose any content like this, it just makes it easier to keep track of.

Instead of having a single feature that you keep pouring points into to unlock new things that scale, you have several different type of features that either do new things or alter current features. The later is more in line with other PRC classes and the main Ozodrin class itself.

So yeah, if you're missing a feature or power that was here before that you'd like then feel free to bring it up and I'll work something out.

Matar
2011-05-20, 04:35 AM
OKAY.

Finally redid all the features. Finished the cap-stone. Removed two redundant/poorly made class features. Fixed the wording on a few things as well. Changed Mind of Madness to increase your Ozodrin level as well and change the DC of all features depending on what stat is added to your will-save, along with how points are calculated.

So, basically, a ton of changes.

So, take a look. Tell me what you think. Any advice/tips would be wonderful as well. Hopefully I didn't break anything too badly.

-Edit: Hopefully streamlined Mind of Madness just a little bit more now.

Matar
2011-07-21, 08:27 PM
So guys I've been thinking. Ever since Owthro made that new Xeno feat I've been meaning to add it as a requirment to this class of mine. But I didn't want to just "add it". I wanted a class feature to be based around it.

So what do you guys think about me removing Broken Form (not that great honestly) and instead replacing it with a fear that enhances the Xeno/Ozodrin feat Owthro made?

I'm thinking that the new class feature would do something like... switch which mumur it is every day/week (Not sure) and "transplant" it to another character for a certain duration. What do you think?

Owrtho
2011-07-25, 12:52 AM
Well, to be sure, I'm not quite certain what you mean here. Your description of transplanting is rather vauge, so I have trouble understanding it. Perhapse if you explained in more detail I might better lend advice.

Owrtho

Matar
2011-07-25, 04:34 AM
Ah, right. Sorry about being vague. Kinda bad of me seeing as how the idea is really simple.

By transplant I mean temporarily giving someone the murmur that the feat offers. Something akin to this.

Transplanted Neurosis:

You may temporarily grant a single willing target a Murmur of your choosing. In order to do you must touch the target and take a full-round action. The target must be willing, though not necessarily aware of what you intend to do. If the target is being coerced or mind-controlled into accepting the Murmur the transplant fails and the level of the Murmur being transplanted automatically increases a level with no save.

If a murmur is successfully transplanted the target gains all the bonuses and penalties associated with it, included the Incursion and Disturbance assigned to it. The level of murmur is equal to the level it was before it transplanted, although this does not give the target the ability to use Breaches of a higher level then they are normally capable of using. Finally, for every day that passes the level of the transplanted Murmur automatically increases by one.

So long as the target has a transplanted Murmur they takes a -2 to their will-save. Furthermore you lose the ability to lower the level of your Murmur you gained via Murmuring Horror.

This needs a lot of work. It gets a rough idea across but it's not really focused on, well, the Murmuring Horror feat. I really need to tinker with this. Any suggestions?