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View Full Version : A Dream Come True [3.P Baseclass, PEACH, WIP]



Hanuman
2013-01-26, 03:31 AM
Dreamer ↓

1.1 Index

1.0 The Dreamer (Version a.1) (http://www.giantitp.com/forums/showpost.php?p=14596196&postcount=1)
1.1 Index
1.2 Fluff
1.3 Game Information

2.0 Fantasies (http://www.giantitp.com/forums/showthread.php?p=14596196#2)

3.0 Aspects (http://www.giantitp.com/forums/showthread.php?p=14596196#3)

4.0 Character Options & Equipment (http://www.giantitp.com/forums/showthread.php?p=14596196#4)

5.0 Magic and Psionics (http://www.giantitp.com/forums/showthread.php?p=14596196#5)

6.0 Evo and Ozo (http://www.giantitp.com/forums/showthread.php?p=14596196#6)
6.1 Ozodrin˛

7.0 Gramarie (http://www.giantitp.com/forums/showthread.php?p=14596196#7)

8.0 Sublime Way (http://www.giantitp.com/forums/showthread.php?p=14596196#8)

9.0 Reserved (http://www.giantitp.com/forums/showthread.php?p=14596196#9)

10.0 Workshop and Media (http://www.giantitp.com/forums/showthread.php?p=14596196#10)

Rulesets:
-Core d20/3.5/Pathfinder
-Gramarie (By Kellus) (http://www.giantitp.com/forums/showthread.php?t=252794)
-Ozodrin (By Owrtho) (http://www.giantitp.com/forums/showthread.php?t=153536)
-Evolutionist (By Draken) (http://www.giantitp.com/forums/showthread.php?p=13115715)
-Sublime Way (WotC) (https://www.wizards.com/default.asp?x=dnd/ex/20060802a)
-Harrowed (By Lord Gareth) (http://www.giantitp.com/forums/showthread.php?t=188148)

Changelog:
-Jan 26 2013: Class version (a.1) Posted


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1.2 Fluff

http://pcdn.500px.net/1438294/22f1f5bf7bad0763b757afaafbc275eac5f5555b/4.jpg
"Dreamers are those who never really awaken from their dreams, it's simply that their dreams come with them."
-Tadil the Joyous, Sublime Monk (Picture by Jason) (http://500px.com/photo/1438294)

The Dreamer is similar to a generic class system as a class, except that it allows you to slowly drift from one class to another without penalty. It contains all of my favorite classes, all core classes, some suggested classes, and encourages blending the lines between them. There are a lot of spots for players to choose from a lot of options each session, and for players to homebrew their own options in as well, as it's encouraged to homebrew this class at your table.

Included with the Dreamer is the [Dreamer Ruleset], this provides alternative class balances and functions that are more optimally aligned for someone who is playing a Dreamer, but these alternatives are not needed to maintain the mechanics of the class nor are they incompatible for use without playing one, they are simply an alternative.

Abilities: Charisma is the key attribute for a Dreamer, it is that of creativity and allows more freedom and lucidity within their dreamspace.

Role: Dreamers are most likely going to be whatever is most lacking in a party, but they also make excellent supportive characters or create niche roles.

Background: A Dreamers' background is one of awakening to find that their dreams are more than just temporary, this may be from birth but more often than not happens later in life, giving the Dreamer options for a more varied or a more mundane background.

Organization: Dreamers may awaken in a group or individually, there could be a physical or divine entity responsible or no discernible trend.

Alignment: Almost all Dreamers are chaotic, most have a hard time seeing just one point of view.

Races: Any race could become a Dreamer, but most are of the more common races (though this is likely due to that there are more of the more common races than the less common ones).

Religion: Dreamers tend towards the religions of their races or cultures, but their dreams also lead them to gods or principles. Most likely a Dreamers' religious beliefs will follow what aspects and fantasies they attain or maintain.

Other Classes: Other classes will show a stark lack of understanding or trust of the Dreamer, as often they don't seem to be physically "real" as most other creatures it's difficult to relate to beings who seem so distracted or detached from the physical world.

Adaptation: There are countless ways to incorporate a Dreamer, from the studious wizard to the humble fool to the machine who can dream, valid approaches are endless and exceptions few.
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1.3 Game Information

Hit Die: D4

Starting Gold: 3d4x10 (75gp)

Class Skills: Ř (Situational)

Skillpoints: Ř (Never)

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+0|Fantasy, Dreamspace, Unison
2nd|
+0|
+0|
+0|
+0|Aspect 1
3rd|
+0|
+1|
+1|
+1|Fantasy
4th|
+0|
+1|
+1|
+1|Aspect 2, Glimpse
5th|
+0|
+1|
+1|
+2|Fantasy
6th|
+0|
+2|
+2|
+2|Aspect 3
7th|
+0|
+2|
+2|
+2|Fantasy
8th|
+0|
+2|
+2|
+2|Aspect 4, Materialistic Dreams
9th|
+0|
+3|
+3|
+3|Fantasy, Vision of Creation
10th|
+0|
+3|
+3|
+3|Aspect 5, Fade
11th|
+0|
+3|
+3|
+3|Fantasy
12th|
+0|
+4|
+4|
+4|Aspect 6, Dreamgate
13th|
+0|
+4|
+4|
+4|Fantasy
14th|
+0|
+4|
+4|
+4|Aspect 7
15th|
+0|
+5|
+5|
+5|Fantasy, Vanish
16th|
+0|
+5|
+5|
+5|Aspect 8
17th|
+0|
+5|
+5|
+5|Fantasy
18th|
+0|
+6|
+6|
+6|Aspect 9
19th|
+0|
+6|
+6|
+6|Fantasy
20th|
+0|
+6|
+6|
+6|Bastion, Epic Aspect
[/table]

Dreamspace (Ex):

Upon gaining her first level in Dreamer, a character creates a semi-plane (http://www.giantitp.com/forums/showpost.php?p=13732924&postcount=11) in the Dream (See: Planar Handbook (https://www.google.ca/search?q=planar+handbook+dnd)), this semi-plane is called a Dreamspace.
A dreamspace is tethered to the consciousness of the dreamer and it's home plane is the dream, but the connection the Dreamer has with her dreamspace does not cease to function when it is on another plane.
A dreamspace does not naturally contain a portal, nor can it be manipulated externally with Gramarie. There is no way to interact with a dreamspace except for other effects that specifically interact with the Dream, by finding the dreamspace witin the Dream and manipulating it directly, or by manipulating the dreamer as a 3rd party.
Dreamspace is an infinite non-euclidean space that has finite capacity for matter or energy which is not native to it. The dreamer counts as a native being but matter, energy or creatures she brings with her are not considered native. The dreamspace may physically store non-native matter, to the capacity of four small creatures or objects times it's class level squared (4*Level˛) [4 small = 1 medium, 4 medium = 1 large, ect.], counting weight in increments of [50lbs = 1 small creature] and rounding up to 3lbs, 12, 50, 200, 800, ect.
Any creatures or objects that do not travel to the dreamspace are left behind. For instance, if a medium Dreamer were to travel to her dreamspace at level 1 she would fill it's capacity, her (10lb) backpack and 4lb quarterstaff would not travel with her, it would drop to the ground as she dematerialized into the dream.
The dreamspace possessed no hazards, materials, "real" energy, or creatures natively, it can however appear to have these things.
The dreamspace is manipulated (consciously or subconsciously) by any creature within or connected to the dreamspace to appear as if it was a world of it's own, it can appear to have hazards, materials and energy (such as light and heat), or even creatures, but these things are not real. Eating food made of dreamspace does not sate hunger, nor will heat produced in the dream melt ice. Falling off a cliff will resolve itself, causing no damage or harm, and you may have a conversation within a tavern created by the dream, though the mind and words of the innkeep would be fabricated from the influence on the dreamscape instead of the dream itself.
While the Dreamer is awake the dreamspace will keep the last illusory world (more or less) until she returns, though this may shift depending on subconscious stability, factoring in strong emotions, trauma and lack of sanity. The Dreamer is not lucidly in control of her dreamspace's illusory qualities when she is awake, she is only somewhat capable of making them static to the form it was in when she last woke. If two forces are manipulating the dreamspace make opposing will checks to see which one is dominant, repeat this check as appropriate.
Gaining a dreamspace gives a character the ability to sleep if they did not already have one, this does not remove a character's immunity to external sleep effects.


Unison (Su):

A dreamspace is part of the dreamer's consciousness, she is innately connected with it and is tethered to it both mentally and spiritually.
While a character is sleeping her mind and soul resides within her dreamspace, and in that state her actual being is mutable. Over the course of an 8 hour sleep she may change one Fantasy and one Aspect (this rearrangement is called a Unison), she loses any and all effects she had previously gained from them, temporarily loses access to all effects and mechanics that required any of her lost effects, and furthermore has those slates wiped clean unless the effects were granted by an external force as a privilege such as a divine connection that the dreamer had betrayed.
When awaking her mind and soul move back into her real body and all physical changes from her fantasy and aspect re-arrangement occur and remain permanent until the next Unison.
Sleeping is defined as a point in which a character could dream without being awake; being knocked out or dead is not usually sleeping, but a Coma may be up to the DM's decision.

Fantasy (Ex):

At first level and every two levels after a Dreamer gains one additional Fantasy.
The dreamer is able to surrender to her dreams, she can lose herself and find herself again. Through this process she may construct herself and grow into what she wants to be.
See 2.0 Fantasies (http://www.giantitp.com/forums/showthread.php?p=14596196#2) for Fantasy construction.

Aspect (Ex):

At second level and every two levels after the Dreamer gains one additional Aspect.
Aspects are a deep piece of the dreamer's existence, they are an influence and part of the dreamspace, it may be illustrated as a golden palace, a dark forest or a great ocean in the dreamspace's illusion.
Access to aspects are always gained through feats, they represent an attunement to a certain realm of existance, whether that be the laylines of magic within the planes, or the spark of life that allows creatures to evolve and grow.
See 3.0 Aspects (http://www.giantitp.com/forums/showthread.php?p=14596196#3) for a list of Aspects.

Glimpse (Su):
Whenever you are in physical contact with another creature you can take a full-round action each turn to create a persistent silent image effect visible only to a single creature you are physically contacting.
This effect ends as soon as you stop taking actions to maintain it, or break physical contact.


Materialistic Dreams (Su):
As a full round action you may store or retrieve a single held object from your dreamspace, this object may be magical but cannot be intelligent.
This object may be of no more than 50lbs.


Vision of Creation (Ex):

By making a craft check, you can convert a number of pounds (lbs) of material in your dreamspace into a liquid asset known as potential. Potential isn't really anything tangible, but it can be molded to interchange objects in your dreamspace. Your Craft check must be greater than or equal to both the gold piece value of the object and the Craft check made to build it in the first place in order to disassemble it like this. Potential still takes up as much weight and volume as it did when it was an object.
As another full-round action, you can reassemble potential into an object. You make a Craft check, which is the Craft check made to create the item. The tool created cannot have a gold piece value greater than the result of your check. The illusory object then becomes real and material. You can treat your flat Craft check as the relevant Craft check made to create any object you desire through this. You gain a bonus to Forgery checks equal to 1/4 your class levels as you hone your talents at deception with this talent.
A DC 15 Appraise check reveals the foreign nature of these objects; merchants typically buy them for substantially less than their nominal price because of this. These items are primarily useful for your adventures and your competitions, not for their market value.

Fade (Su):

At any time while you are sleeping you may spend a full-round-action to physically travel to your dreamspace, replacing the mental/spiritual version of yourself.
Your physical body comes with you and you do not count as resting simply by being in your dreamspace, but you may rest within your dreamspace.
As a full-round action you may then return to where you were asleep and awaken assuming you normally could, if not you remain asleep.

Dreamgate (Su):

When using Fade (Su), you and up to 6 other willing participants may come with you into your dreamspace.
Creatures who have faded with you may exit as a standard action individually.
You may leave your dreamspace but holding others in it by using Dreamgate (Su) and maintaining concentration, otherwise they materialize back into where they slept and leave your dreamspace.


Vanish (Su):

Fade (Su) no longer requires you to be asleep, this does not effect Dreamgate (Su).
As a full-round action that provokes an attack of opportunity you may attempt to forcefully enter your own dreamspace and take other creatures with you, flinging yourself through an unstable connection amplified by the fears and anxieties of your subconscious.
You and up to 6 willing or non-willing participants may travel to your dreamspace. Non-willing creatures are allowed a Will save of DC10+1/2Level+Cha to not travel.
Roll 1d12 for every creature vanishing and add that to any damage you took while making the full-round action, then make a concentration check and subtract that from the total. Each creature traveling to the dreamspace take this amount of damage from the unstable energies.


Bastion (Ex):

Your dreamspace blooms and untangles to it's full potential, it becomes a full limitless plane and you may add, change or remove any planar traits, time speed capping at half or double speed.
Your dreamspace now has a shield that blocks entrance or exit which you and who you designate at the time may pass through freely.
To breach the shield requires a DC30+[Class Level] dispel check to disable for 1 minute, otherwise there's no way to effect the dreamspace from the outside at all.

Hanuman
2013-01-26, 03:32 AM
2.0 Fantasies

By gaining the Fantasy class feature you also gain a pool of Fantasy called FP, these FP can be spend improving your character as if you were constructing a class level. Write each fantasy as an individual bonus that stacks appropriately, when you change your fantasy reverse all these unlocks and bonuses and replace them with your new fantasy.

Each fantasy may only grant at most 1 level for calculating any ability, such as a caster, manifester, initiator or any other such mechanical level.
This is to prevent a character from creating a gestalt by investing in two different class mechanics at once. If you qualify for multiple advancements you must choose one per fantasy.

Each fantasy has 12 points.

Fantasy Reference Table:
{table=head]Ability|Cost |Maximum|Per Buy |Special
Hitpoints|
1|
4|
HP +1|
+Proficiencies|
Skillpoints|
1|
-|
+1x2|
Intx2/Level, SkP*1.5 Class Skills|
Bonus Feats|
2|
-|
+1 Feat||
BAB|
1|
4|
BAB +0.25|
+Proficiencies|
Save Increase|
1|
3|
Save +1/3|
Bonus Save/3|
Ozo FP|
1|
3|
Ozo FP +1|
Spellpoints|
1|
6|
SP +1|
+1CL/6SP (Div/Arc)|
Psionicpoints|
1|
6|
PP +1|
+1ML/6SP|
Mutations|
2|
4|
Mut +1||
Initiator Points|
2|
3|
IP +1|
+1IL/2IP|
[/table]


Hit Points - 1FP
-You gain 1 maximum hitpoint, to a maximum of +4hp per fantasy.
-For every 3FP spent on hitpoints you may gain proficiency with a single light armor, for every 9 you may gain proficiency with a medium armor, and for every 12 you may gain proficiency with a heavy armor. Or, buckler, shield and tower shield respectively.

Skill Points - 1FP
-You may gain two +1 bonuses to any skill you aren't at maximum rank, this counts for ranks in the skills in terms of using them, but if you gain access to a mechanic that requires the ranks as a prerequisite you lose access to that mechanic while not having the bonus ranks. When you level up you do not gain skill points as normal, instead your fantasies gain two free skill points per point of intelligence you have.
-If your first level was Dreamer your first fantasy gets 2 free skill points (8 for DnD3.5).
-Whenever you put points in skills it acts as though the level in which you gained the fantasy also gave you class skills. The number of class skills you have for that level is equal to [(Skill Points # *1.5) *1.5], for example a level 1 character with just the 2 free skillpoints and 10 intelligence (+0) would have 4.5 class skills, rounded down to 4. Another example would be 8 skill points, that would be 18 class skills for that level.
-Any skill points gained by any means instead improve the next fantasy for the duration of their gain. Losing intelligence will also remove 2 skill points from your fantasy per 2 intelligence lost.

Form Points - 1FP
-You may gain 1 Form Point from the Ozodrin ruleset, you may use this on any feature you can create.
-You may have a maximum of 3 Form Points per fantasy.

Base Attack Bonus - 1FP
-You may spend up to 4 points improving your BAB per fantasy, each point improves your BAB by 0.25.
-When you buy BAB for the first time you gain proficiency with 2 simple weapons, every 3FP spent on BAB gives you an additional 1 simple and 1 martial weapon proficiency, every 12BAB spent gives you proficiency with a single exotic weapon.
-You may also spend one point to buy a weapon proficiency feat.

Improved Save - 1FP
Increase one of your saves by 0.35 (or 1/3 fractionally).
You may only improve Fortitude, Reflex and Will saves individually once every Fantasy.
Every 3 improved saves you buy grants you a +1 Inherent bonus to any one save, this bonus stacks with itself and others.

Psionic Points - 1FP

You may gain psionic points up to a maximum of 6 per level costing 1 FP each, each psionic point may contribute to your known powers.
Every 6 points you have invested in psionic points you gain 1.0 Manifester Levels, you may not have more than 1.0ManifesterLevels per ClassLevel, and you must choose what casting stat you want the caster levels to be (Int Wis or Cha).
You may learn a power by investing 2 points into the chosen power, and you gain an additional free known power for every caster level gained with spell points.
If you choose to learn a power from a class who's power list is not a full manifester it counts as a power 1 level higher than it actually is for all purposes.


Spell Points AKA Spell Slots/Known Spells - 1FP

You may gain spellpoints up to a maximum of 6 per level costing 1 FP each, each spellpoint may contribute to your prepared spells either in known spells or spell slots.
Each spellslot (spell per day) costs 1 spellpoint, each known spell costs 2 spellpoints. You can never spend more than half your spellpoints in spell slots.
To buy a spell slot of 1st or higher you must have double that many spells per day unlocked in the next lower tier (for instance 6 0th level, 3 1st level 1 2nd level would cost 10 SP, requiring a pool of 20SP to buy.
Every 6 points you have invested in spellpoints you gain 1.0 Caster Levels, choose if you want these to be divine or arcane, you may not have more than 1.0CasterLevels per ClassLevel, and you must choose what casting stat you want the caster levels to be (Int Wis or Cha).
You may learn a spell by investing 1 point into the chosen spell, and you gain an additional free known spell for every caster level gained with spell points.
If you choose to learn a spell from a class who's spell list is not a full caster it counts as a caster 1 level higher than it actually is for all purposes.


Mutations - 2FP
-You may gain 1 maximum mutation from Draken's Evolutionist (http://www.giantitp.com/forums/showthread.php?p=13115715) to a maximum of 4 mutations per level costing 2 FP each.

Bonus Feat - 2FP
-Spend 2FP to unlock 1 feat you meet the prerequisites for, you may qualify for some class required bonus feats as long as you are considered to have equivalent "power" in that class such as caster levels or BAB, consult your DM.

Initiator Points - 2FP
-You gain 0.5 known maneuvers and 0.2 maximum readied maneuvers and 0.1 known stances per IP.
-For every 4 IP you buy you gain 1 initiator level, to a maximum of 1 per fantasy. Upon gaining your fantasy's first initiator level you gain 1 extra stance, 2 maneuvers and 2 readied maneuvers.

Class Features - Discuss with DM
-You may gain an additional class feature, you may only gain one and it has a fixed cost between 1 and 5 FP. This may be any class feature of any class, or you may homebrew a new one, work with your DM to see the cost and permission of this ability. Remember that because your character is malleable your DM may also change the price.

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Hanuman
2013-01-26, 03:34 AM
3.0 Aspects

(Just balancing figures for now, this doesn't really cover the full mechanics of how it's used.)

Far Realm [Aberrant] [Ozodrin]

http://i.imgur.com/gbqYJYz.jpg
Please refer to Tooth and Tentacle [3.5 base class PEACH] (http://www.giantitp.com/forums/showthread.php?t=153536) for the Ozodrin Ruleset, and consult the Ozodrin section of this class for additional options and ruleset addendum/changes.

Requirements:
-You must have the Far Realm's Aspect feat
-You may only take an aspect that has a number equal or lower than the mechanic that granted you an aspect.

Whenever using Far Realm aspects, apply the following for each aspect:
+3 Form Points +2HP, +1 to Will Saves, +0.75 BAB, +4 Skillpoints
Aspect Skills: Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)

Any Far Realms aspect grants you access to the following class features, as if having an Ozodrin level of [1/3 Your Maximum Form Points], without factoring Horror.


Aspect of the Far Realm 1
You gain the Ozodrin's Eye feature.

Aspect of the Far Realm 2
You gain the Ozodrin's Mouth feature.

Aspect of the Far Realm 3
You gain the Ozodrin's Tentacle feature.

Aspect of the Far Realm 4
You gain the Ozodrin's Limb feature.

Aspect of the Far Realm 5
You gain the Ozodrin's Organ feature. (See: 6.0 Ozo and Evo (http://www.giantitp.com/forums/showpost.php?p=14596226&postcount=6))

Aspect of the Far Realm 6
You gain the Ozodrin's Aberrant Nature ability.

Aspect of the Far Realm 7
You gain the Ozodrin's Rapid Form ability.

Aspect of the Far Realm 8
You gain the Ozodrin's Otherworldly Guise ability.

Aspect of the Far Realm 9
You gain the Ozodrin's Shifting Shape ability.

Aspect of the Far Realm [EPIC]
HORROR

Weave [Arcane] [Divine]

https://www.wizards.com/dnd/images/designdev_theurge.jpg
Please refer to Magic (SRD) (http://www.d20pfsrd.com/magic) for the core pathfinder magic ruleset, and consult the Magic and Psionics section of this class for additional options and ruleset addendum/changes.

Requirements:
-You must have the Weave Aspect feat
-You may only take an aspect that has a number equal or lower than the mechanic that granted you an aspect.

Whenever using Weave aspects, apply the following for each aspect:
+6 Spell Points, +1HP, +1 to Will Saves, +0.5 BAB, +2 Skillpoints
Aspect Skills: Craft (Int), Fly (Dex), Heal (Wis), Intimidate (Cha), Knowledge (all) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis), and Use Magic Device (Cha).

If you did not already have the abilities that gain a bonus from the Weave aspect you also gain those abilities.
For every Weave Aspect class feature you gain +2 class level equivalent for determining it's scaling as if you had levels in the class which grants it.
Wild Shape can be used with only 2 equivalent class levels from Dreamer even though Druid gains this class feature at level 4.

Aspect of the Weave 1
Gain a bonus to one of the following:
Arcane Bond, Bloodline Feat/Spell/Power, Channel Energy, Domain Power, or Nature Bond.

Aspect of the Weave 2
Gain a bonus to one of the following:
Arcane Bond, Bloodline Feat/Spell/Power, Channel Energy, Domain Power, Nature Bond, or Wild Shape.

Aspect of the Weave 3
Gain a bonus to one of the following:
Arcane Bond, Bloodline Feat/Spell/Power, Channel Energy, Domain Power, Nature Bond, or Wild Shape.

Aspect of the Weave 4
Gain a bonus to one of the following:
Arcane Bond, Bloodline Feat/Spell/Power, Channel Energy, Domain Power, Nature Bond, or Wild Shape.

Aspect of the Weave 5
Gain a bonus to one of the following:
Arcane Bond, Bloodline Feat/Spell/Power, Channel Energy, Domain Power, Nature Bond, or Wild Shape.

Aspect of the Weave 6
Gain a bonus to one of the following:
Arcane Bond, Bloodline Feat/Spell/Power, Channel Energy, Domain Power, Nature Bond, or Wild Shape.

Aspect of the Weave 7
Gain a bonus to one of the following:
Arcane Bond, Bloodline Feat/Spell/Power, Channel Energy, Domain Power, Nature Bond, or Wild Shape.

Aspect of the Weave 8
Gain a bonus to one of the following:
Arcane Bond, Bloodline Feat/Spell/Power, Channel Energy, Domain Power, Nature Bond, or Wild Shape.

Aspect of the Weave 9
Gain a bonus to one of the following:
Arcane Bond, Bloodline Feat/Spell/Power, Channel Energy, Domain Power, Nature Bond, or Wild Shape.

Aspect of the Weave [EPIC]
If you have at least 5 wildshape aspects you may wildshape at-will.
If not, you may gain a bonus feat, an extra +3 spell points or bloodline feat/spell/power.



Progeny [Mutation] [Evolutionist]


Please refer to Draken's Evolutionist (http://www.giantitp.com/forums/showthread.php?p=13115715) for the Evolutionist Ruleset, and consult the Evo and Ozo section of this class for additional options and ruleset addendum/changes.

Requirements:
-You must have the Progeny Aspect feat
-You may only take an aspect that has a number equal or lower than the mechanic that granted you an aspect.

Whenever using Progeny aspects, apply the following for each aspect:
+4 Mutations, +2HP, +0.5 BAB, +2 Skillpoints
Aspect Skills: Any

You gain access to the Evolutions and Teratomorph class features, as referenced in the Progeny Aspect bonuses.

Aspect of the Progeny 1
Gain the Evolutionist's Unarmed Strikes and Monster Sage class features.
Gain +2 Mutations.

Aspect of the Progeny 2
Gain Teratomorph I

Aspect of the Progeny 3
Gain Teratomorph II

Aspect of the Progeny 4
Gain Teratomorph III

Aspect of the Progeny 5
Gain the Evolutionist's Mutant Ascendancy.

Aspect of the Progeny 6
Gain Teratomorph IV

Aspect of the Progeny 7
Gain Teratomorph V

Aspect of the Progeny 8
You change a number of your mutations into Anomalous Mutations equal to 4 times the number of different Aspects of Progeny you have.

Aspect of the Progeny 9
Gain Teratomorph VI

Aspect of the Progeny [EPIC]
Gain the Evolutionist's Mutant Perfection.



War [Martial]


Please refer to Warrior's Way (http://www.giantitp.com/forums/showthread.php?t=192596) for the Warlord Ruleset, and consult [4.2 Feats] section of this class for additional options and ruleset addendum/changes.

Requirements:
-You must have the War Aspect
-You may only take an aspect that has a number equal or lower than the mechanic that granted you an aspect.

Whenever using War aspects, apply the following for each aspect:
+4HP, +1 BAB, +4 Skillpoints, +1 Feat, +1 Fort Save
Aspect Skills: Any

You gain access to the Warlord's Combat Feats, and you may use the warlord tiered combat feat rules for 1 of your chosen feats per dreamer level (to a maximum of 2 feats per War aspect).
This tiered feat counts as a class feature level for the purposes of disabling the benefits of your fantasy points purchasing power.
You are considered to have Art of War to qualify for these tiered feats, advancing by 1 attribute point for every 3 War aspects you have.

For every War Aspect class feature you gain +2 class level equivalent for determining it's scaling as if you had levels in the class which grants it.

Aspect of War 1
You may become further proficient in a weapon by using a chosen weapon proficiency on a weapon you are proficient with.
You may now sheath that weapon as a free action or draw it as a swift action.

Aspect of War 2
Gain the Warlord's Combat Focus class feature.

Aspect of War 3
Gain the Warlord's Defensive Training class feature.

Aspect of War 4
Gain one of the Warlord's: Ever Vigilant, Tide of Battle or Tremulous Steps

Aspect of War 5
Gain the Warlord's Shellshock class feature.

Aspect of War 6
Gain the Warlord's Action Without Thought class feature.

Aspect of War 7
Gain the Warlord's True Threat class feature.

Aspect of War 8
Gain the Warlord's Through the Haze class feature.

Aspect of War 9
Gain the Warlord's Battleshaper class feature.

Aspect of the Progeny [EPIC]
Gain either the Warlord's Defensive Mastery or Lord of War class feature.



(Aspects are not currently balanced with the new fantasy point datapoints.)

Hanuman
2013-01-26, 03:36 AM
4.0 Character Options & Equipment

4.1 Races

4.2 Feats

Aspect Feats:
Far Realms Aspect [Aberrant] [Dream]
Your dreamspace may inhabit the strange or maddening nightmares from the amoebic sea or other places in the Far Realms.
Prerequisite:Dreamer1
Benefit: You gain the Form Points pool of an Ozodrin (http://www.giantitp.com/forums/showthread.php?t=153536).
Special: When you have a Far Realms Aspect active you gain the Ozodrin's Manifest Form and Feature class abilities, using the Far Realms Aspect DC as the manifest DC.

Ozodrin Feats:
Narcosis [Aberrant] [Far Realms]
Being exposed to you may be dangerous or harmful.
Prerequisite: Ozodrin 10
Benefit: When in your worldly guise you may choose between ONE of the optional effects of Narcosis, these effects extend 30' from the ozodrin and require 1 hour of exposure to effect the 30' span or the creatures within that area. You may toggle this ability as a free action.
You may also choose to sicken or ease a creature, giving them the sickened debuff after 1 hour of exposure (Fort Save DC10 + 1/2Level + Cha Every Hour) to represent their euphoria or negative experience, representing mental or physical unhealth.

Raise or lower temperature between 32f and 104f. (0c and 40c)
Create an acidic or alkaline environment. Objects within this environment take 1 damage each interval of a number of hours equal to half the objects hardness, to a maximum effected object hardness of the ozodrin's level.
You may choose for a creature to take 1 attribute point damage of your choosing for every hour exposed, this damage recovers every 1 hour it is not exposed to you.




4.3 Skilltricks

4.4 Weapons

4.5 Armor

4.6 Goods and Services

4.7 Special Materials

Hanuman
2013-01-26, 03:37 AM
5.0 Magic and Psionics

http://www.giantitp.com/forums/showpost.php?p=15161131&postcount=574
Spawn Feature Source


Mindbreak Mental Grapple
You may grapple a creature in your nightmare as a standard action using 10 + Level + Charisma opposed by Will Save + 10


ACF Pathfinderish Table Thing

{table=head]
Class Abilities |
Ozodrin˛ |
Machine |
Tether |
Devourer |
Malshaper |
Mindbreak |
Shapeless Master |
Magic Dog |

Manifest |

Ab. Affinity |

Unnerving Grace |

Devour |

Primary Stomach |

Strange Anatomy |

Bizarre Grappler |

Unearthly Power |

Ab. Feat |

Strange Movement |

Swallow Whole |

Budding Body |

Ab. Nature |

Strange Physiology |

Twisted Mind |

Uncertain Shape |

Rapid Form |

Otherworldly Guise |

Shifting Shape |

Naught Morality |

Flowing Shape |

Sinister Image |

Infinite Horror |

Distorted Mind |
[/table]



8.0 Sublime Way


Supported Disciplines:
Dancing Leaf (http://www.giantitp.com/forums/showthread.php?t=85614)
Scarlet Rose (http://www.giantitp.com/forums/showthread.php?t=130270)
Coin's Edge (http://www.giantitp.com/forums/showthread.php?t=75548)
Chthonic Serpent (http://www.giantitp.com/forums/showthread.php?t=131567)
Fool's Grip (http://www.giantitp.com/forums/showthread.php?t=67879)
Disciple of Lost Lyrics (http://www.giantitp.com/forums/showthread.php?t=71389)
Scarlet Bravura (http://www.giantitp.com/forums/showthread.php?t=101008)

Hanuman
2013-01-26, 03:38 AM
6.0 Ozo and Evo Ruleset

This section covers both the Ozodrin (A base-class created by Owrtho) and the Evolutionist (A base-class created by Draken).
Presented here are alternative class mechanics and options, the original classes and ruleset references (and additional homebrew content) can be found here:

Ozodrin by Owrtho (http://www.giantitp.com/forums/showthread.php?t=153536)

MAIN PRC THREAD (http://www.giantitp.com/forums/showthread.php?t=172358)
Mindbreak Stalker (http://www.giantitp.com/forums/showpost.php?p=8870802&postcount=14) by Merk (a psionic PRC that advances form points if you have ozodrin levels)
Transcendent Scion (http://www.giantitp.com/forums/showthread.php?p=9569097) by Matar (a cross between the ozodrin and the true xenothurgist (http://www.giantitp.com/forums/showthread.php?t=122103) class by Realm of Chaos).
Eternal Sentinel (http://www.giantitp.com/forums/showthread.php?t=174786) by Necroticplague (focuses on enhancing flesh and spikes).
Beast Sculpted (http://www.giantitp.com/forums/showpost.php?p=9711612&postcount=10) by owrtho (a cross between the ozodrin and the Harrowed (http://www.giantitp.com/forums/showthread.php?t=167195) class by Lord_Gareth. Also a PRC XXIII contest entry. A version updated for the current Harrowed (http://www.giantitp.com/forums/showthread.php?t=188148) may be found below)
Azure Beast (http://www.giantitp.com/forums/showthread.php?p=10011293) by StormRaven (a combination of the ozodrin and the Totemist)
Cosmic Horror (http://www.giantitp.com/forums/showthread.php?p=11433208) by Magikeeper (An epic PRC for the ozodrin. An older incomplete version may be found here (http://www.giantitp.com/forums/showpost.php?p=9835679&postcount=448) & here (http://www.giantitp.com/forums/showpost.php?p=10603678&postcount=570))
Protean Horror (http://www.giantitp.com/forums/showpost.php?p=10229028&postcount=492) by Gideon Falcon (PRC based around gaining additional forms to quickly change between)
Cosmic Monstrosity (http://www.giantitp.com/forums/showpost.php?p=10248885&postcount=506) by Gideon Falcon (PRC combining the ozodrin & the evolutionist (http://www.giantitp.com/forums/showthread.php?t=112349) by Draken)
Machine (http://www.giantitp.com/forums/showthread.php?p=10203859) by owrtho, coming eventually...
Otherworldly Dancer (http://www.giantitp.com/forums/showthread.php?p=10628511#post10628511) by Delegreg (an ozodrin who has begun dancing to the tune of madness)
Beautiful Freak (http://www.giantitp.com/forums/showthread.php?t=202238) by Delegreg (an ozodrin who has begun attracting people with their strangeness while still repulsing them)
Ever Changing by owrtho (for ozodrin that want to focus on their ability to alter their features. Located in the next post)
Malshaper (http://www.giantitp.com/forums/showthread.php?t=207981) by Draken (Another PRC combining the ozodrin & the evolutionist (http://www.giantitp.com/forums/showthread.php?t=112349) by Draken)
Devourer of Light (http://www.giantitp.com/forums/showpost.php?p=11720389&postcount=4) by Amechra (Become able to eat light, have features made of light, and abilities that make use of darkness)
Light of Lurking Shadows (http://www.giantitp.com/forums/showpost.php?p=11733679&postcount=9) by owrtho (A PRC combining the ozodrin and the wisp fire guide (http://www.giantitp.com/forums/showthread.php?t=106072) by owrtho. Also makes use of some shadowcasting)
Sower of Strangeness (http://www.giantitp.com/forums/showthread.php?p=12665992&posted=1#post12665992) by owrtho (A PRC combining the ozodrin and the Xenoalchemist (http://www.giantitp.com/forums/showthread.php?t=205119), allowing a spreading of ones 'gifts'. May also be found below)
Devourer (http://www.giantitp.com/forums/showthread.php?t=248579) by Kellus (A PRC combining the ozodrin with the connoisseur (http://www.giantitp.com/forums/showthread.php?t=232699), for when you really want to focus on eating your enemies, and anything else you encounter for that matter)
Righteous Horror (http://www.giantitp.com/forums/showthread.php?t=251106) by Kail_Traeganni (A PRC for when you want to advance your ozodrin as a paladin)

Also of interest is an ozodrin based bloodline (http://www.giantitp.com/forums/showthread.php?t=208703), the Akodrin (http://www.giantitp.com/forums/showthread.php?p=11432961) by Welknair.
Similarly of possible interest is the gilim-á-úr-šár (http://www.giantitp.com/forums/showpost.php?p=11894800&postcount=6) monster class by owrtho that makes use of tentacle augments.
People interested in the ozodrin may also be interested in the Pariah (http://www.giantitp.com/forums/showthread.php?t=243695) by Amechra. A quality class which is similar, but with far less bookkeeping and numbers to track.



Evolutionist by Draken (http://www.giantitp.com/forums/showthread.php?p=13115715)




▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬

6.1 Ozodrin˛

http://i.imgur.com/DjLkUlA.jpg

♫ (https://www.youtube.com/watch?v=jsR2g-ADAJA)

{table=head]Level|BAB|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Manifest, Aberrant affinity, Unnerving Grace
2nd|
+1|
+0|
+0|
+3|Devour, Primary stomach
3rd|
+2|
+1|
+1|
+3|Strange Anatomy
4th|
+3|
+1|
+1|
+4|Bizarre Grappler|
5th|
+3|
+1|
+1|
+4|Unearthly Power
6th|
+4|
+2|
+2|
+5|Aberrant Feat
7th|
+5|
+2|
+2|
+5|Strange Movement
8th|
+6/+1|
+2|
+2|
+6|Swallow Whole
9th|
+6/+1|
+3|
+3|
+6|Budding Body
10th|
+7/+2|
+3|
+3|
+7|Aberrant Nature, Strange Physiology
11th|
+8/+3|
+3|
+3|
+7|Twisted Mind
12th|
+9/+4|
+4|
+4|
+8|Uncertain Shape
13th|
+9/+4|
+4|
+4|
+8|Aberrant Feat
14th|
+10/+5|
+4|
+4|
+9|Rapid Form
15th|
+11/+6/+1|
+5|
+5|
+9|Aberrant Feat
16th|
+12/+7/+2|
+5|
+5|
+10|Otherworldly Guise
17th|
+12/+7/+2|
+5|
+5|
+10|Shifting Shape, Naught Morality
18th|
+13/+8/+3|
+6|
+6|
+11|Flowing Shape
19th|
+14/+9/+4|
+6|
+6|
+11|Sinister Image
20th|
+15/+10/+5|
+6|
+6|
+12|Infinite Horror, Distorted Mind[/table]





Ozodrin Posting Layout:
1.0 Index/Changelog/FAQ, Introduction and Fluff
2.0 Table, Class Features, Ect.
3.0 Features and Augments
4.0 Alternative Class Archetypes
5.0 Alternative Features
6.0 Prestige Classes
7.0 Magic, Psionics and Other Systems
8.0 Character Options (Races Feats Skilltricks Weapons Armor Goods/Services Special Materials)
9.0 Workshop (Archive, Glossery, Pending Projects and other compilations of information and ect.)
10.0 FAQ / Help

Hanuman
2013-01-26, 03:39 AM
2.0 Game Rules

{table=head]Level|
BAB|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+2|
+0|Skates, Groove, Tag!, Tag Maneuvers
2nd|
+1|
+0|
+3|
+0|
3rd|
+2|
+1|
+3|
+1| Dash
4th|
+3|
+1|
+4|
+2| Skate-Fu
5th|
+3|
+1|
+4|
+3| Rep
6th|
+4|
+2|
+5|
+3| Roofwalker
7th|
+5|
+2|
+5|
+4| Recovery
8th|
+6/+1|
+2|
+6|
+5| -
9th|
+6/+1|
+3|
+6|
+3| -
10th|
+7/+2|
+3|
+7|
+3| -
11th|
+8/+3|
+3|
+7|
+3| -
12th|
+9/+4|
+4|
+8|
+4| -
13th|
+10/+5|
+4|
+8|
+4| -
14th|
+10/+5|
+4|
+9|
+4| -
15th|
+11/+6/+1|
+5|
+9|
+5| -
16th|
+12/+7/+2|
+5|
+10|
+5| -
17th|
+13/+8/+3|
+5|
+10|
+5| -
18th|
+13/+8/+3|
+6|
+11|
+6| -
19th|
+14/+9/+4|
+6|
+11|
+6| -
20th|
+15/+10/+5|
+6|
+12|
+6| - [/table]


Skates (Psi): Flip, Slide and Glide!

As a free action you may call or dismiss the Skate (http://www.d20srd.org/srd/psionic/powers/skate.htm) power on yourself (1min/level duration or until you fall unconscious).
Having called skates on disables your magic item boot slot.
You gain a psionic bonus to acrobatics equal to +1 per Tagger Level.
You may create a small ectoplasmic device on your feet to contextualize this power, filling no additional mechanical role.
You may create a subtle psionic illusion on any point of your body that contacts the ground, Skate does not have to apply to just the mobility and friction of your feet.


Groove (Psi): Unleash your inspiration!

Groove Pool - [GP = Level (1/3 Noncombat)]
When psionically focused you have a maximum groove pool equal to your Tagger Class Level (or 1/3rd that amount out of combat).

You may gain 1 Groove Point by mechanical means:

Succeeding a Reflex save.
The use of an Action Point or Hero Point.
Making a successful DC20 Tagger Performance Check.
By using a Skill Trick to avoid a hazard when there is risk or threat.


You may gain 1 Groove Point by contextual means:

Making a highly stylized and personally involved action-- one that visually focuses and includes you in a cinematic way.
Succeeding a gambit, a risky play, or showing exceptional teamwork.
Narrowly avoiding a scenario of extreme peril.
At any time a DM may grant 1 Groove Point as a liberal version of Action or Hero Point awarding.


Using Groove:

By expending your psionic focus as a swift action on your turn or an immediate action outside of your turn you may improve a single d20 roll similar to action points.
You gain a +1 bonus on that roll for every 1 groove point you spend.
By losing psionic focus you then reset your groove pool to 0.


Special: Tagger Performance Do it with style!


As a swift action you may stylize any physical action you take by making a check: (Dexterity + Charisma + Tagger Level)
You must stylize the action before attempting it, but roll for it after the action is determined.
You may use a move action in place of a swift action to gain a +4 to check.
If the stylized action failed or was intercepted in some way (an attack missed, a jump botched or being hit while attempting an acrobatics check) you make the check with a D6 instead of a D20.

You gain 1 groove point on achieving a DC20 with this check and 1 additional groove point for every 4 you exceed it by.



Tag! (Psi): Manifest your innate psionics through color and design.

While psionically focused you may use a swift action to gain 3 Tag Charges, to a maximum of 3 charges.
You must disable the usage of one of your hands to hold and use Tag Charges.
As a standard action you may make a 10' ray touch attack, known as a Tag Strike special attack.
As a standard action you may create a cloud in up to 2 squares adjacent to you that dissipate at the beginning of your next turn, called a Tag Cloud special attack with a DC of [10 + 1/2 Tagger Level + Charisma] and resisted by save noted in the maneuver description that enhanced it. The first creature entering a clouded square is effected by it and your cloud dissipates. You may also create this cloud while moving.
You may create a small ectoplasmic device in one of your hands to contextualize this power, filling no additional mechanical role.
Any usage of Tag! may color it's surrounding effected area however you wish as if it were painted with mundane paint + primer, this paint lasts for 1 hour on most surfaces and acts as regular paint on normal terrain such as stone or wood.



Tag Maneuvers (Psi): You may flow seamlessly between Tag! and Initiator Maneuvers.

You become an Initiator with an Initiator level equal to your Tagger Level except with the following ruleset changes:

[Strike] - Strike functions identically to ToB but treats the Tag Strike special attack or a Tag Cloud special attack as weapons for the purposes of maneuvers.
[Seal] - A special maneuver for Taggers that require 3 Tag Charges AND a Full Round Action, detailed below.
[Counter] - Mechanically identical to Tome of Battle.
- Mechanically identical to Tome of Battle.


The Seal Maneuver


Seals target a 5' square and create a special effect in it, usually used for a trap, a supportive effect, a utility effect or some sort of combining effect.
Any effect that requires a save has a [B]DC of [CHA + 1/2 Level + 10].
When placing a seal a tagger must lower her maximum Tag Charges by 1 for each seal, otherwise the seal stops functioning and is dismissed.
As a free action a tagger may dismiss a seal to regain a usage of her Tag Charge.



Knowing and Readying Maneuvers
You may ready a list of maneuvers by dabbling, exercising or focusing for 5 minutes.

You begin an encounter with all your maneuvers refreshed.
You know [6 + Tagger Level] Maneuvers.
You may ready [Charisma Modifier 1/2 your Tagger Level] Maneuvers.
You may refresh a number of maneuvers equal to your maximum Tag Charges as a Full Round Action and may not refresh more maneuvers than that at a time.


Dash (Ex): Move so fast you almost blur.

As a swift action you may increase the speed of your psionic skates by 10' until the end of the round.
When under the effects of Dash you also gain 5% concealment per 3 levels.


Skate-Fu (Ex): Your movement becomes it's own martial style.

Your Skates (Psi) class feature now also grants you the monk's Unarmed Strike (http://www.d20pfsrd.com/classes/core-classes/monk#TOC-Unarmed-Strike) class feature.
You may treat each tagger level as half a level in monk for the purposes of advancing Unarmed Strike.
Gain a bonus to CMB and CMD equal to 1/4th your Tagger Level.
Gain an armor bonus to AC equal to 1/2 your Tagger Level to a maximum of your charisma modifier as long as you are not encumbered, do not use a shield and do not wear armor heavier than light.
This AC bonus applies to both Touch and Flat Foot AC, but does not function while immobilized or helpless.


Roof Walker (Ex):

You gain the Roof Walker (http://dndtools.eu/feats/cityscape--53/roofwalker--2470/) feat and ignore the prerequisites.


Rep (Ex):Your reputation precedes you.

You gain a number of contacts (Cityscape pg. 57) equal to your charisma modifier.
Your positive leadership modifiers are multiplied by 1.5 and your negative ones are multiplied by 2.
You gain a secondary leadership score called Fame which counts negative leadership modifiers as positive and is not used to calculate the Leadership feat.
You gain a penalty to disguise equal to half your Fame.


Recovery (Ex):Recover from slipping up.

Once an encounter as an immediate action that does not provoke an attack of opportunity you may expend your groove to gain a bonus equal to your groove to help recover, as detailed below.
A "recovery" can be made after a roll has been determined as a failure to try and right it and may only be used on rolls, checks and saves that upset your ability to stay mobile, such as failed acrobatics checks, actions opposed by CMD, failed saves that make you fall prone, and any such thing.
This effect does not change ailments such as paralysis nor does it incidentally solve other conditions such as death or unconsciousness that would disable movement because of harm. It is meant to physically avoid fumbling, not harm.
If a recovery then makes an action successful you gain half the groove expended back from this effect, otherwise it is expended as normal.

Hanuman
2013-01-26, 03:40 AM
Features


Eye [1FP]
Appearance: Basic eyes look like strange, usually inhuman eyes on various parts of the ozodrin's body or hair.
Benefits: Having at least one eye feature grants a +2 to perception checks. Having more than one eye feature grants lowlight vision.
Special: An ozodrin can add or remove an additional number of eyes at a time up to half their charisma modifier (minimum 1), rather than 1 like normal.
Augments:

Darkvision Eye [3FP]
Grants your eyes 60' of Darkvision (http://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision).

Perceptive Eye [1FP]
Grants an eye a +1 bonus to visual perception checks which stacks with other bonuses.
The total amount of times you may use this augment on any feature is equal to Once + [One per Ozodrin Class Level].

Protruding Eye [1FP]
Grants your eye(s) the ability to look around corners while maintaining cover by extending them out from your body in some way.

Hardened [2FP]
Grants your eyes a +2 to saves and damage reduction 10/Magic to attacks and effects specifically targeting them. In addition any feature with these eyes on them gain +1 bludgeoning damage to melee attacks.

Many Eye [6FP]
Instead of your eye feature being one eye, it appears to be many eyes on your body. You gain a +2 bonus to visual perception checks, to dodge AC, to reflex saves and 5% resistance to flanking. You may take this augment once every 6 ozodrin levels.

Insightful [3FP]
Your eyes gain the ability to see invisible creatures within 10'.

Bio Effect - You may choose one if desired:

Truesight - [2 Bio] - You gain true seeing (http://www.d20srd.org/srd/spells/trueSeeing.htm) for 3 rounds.



Spirit [5FP]
Your eye feature now functions as if effected by Aura Sight (http://www.d20srd.org/srd/psionic/powers/auraSight.htm) except that it can only detect magic or psionic auras.
Alternate Options - You may choose one option to replace seeing magic and psionic auras.

Alignment and Hostility - You may instead see creatures alignments and their general hostile intent.
Mindsight and Whispers - [Level 15] - You may see vague thoughts coming out in strange shapes, words and colors. Close inspection of a helpless, unaware or willing target acts like Detect Thoughts (http://www.d20srd.org/srd/spells/detectThoughts.htm).



{table=head]Feature Augment | Concise Effect | Form Points | Requires | Maximum Augments

Perceptive |
+1 Perception |
1FP |
Level 1 |
Once + 1/Level|

Protruding |
Cover |
1FP |
Level 1 |
Once |

Dark Vision |
Gain DV 60' |
3FP |
Level 1 |
Once |

Hardened |
+2Saves DR10 |
2FP |
Level 1 |
Once |

Many Eye |
+2AC/Ref/Perc/+5%FL |
4FP |
Level 1 |
Once /6Levels |

Insightful |
+10' Invis. Sight |
3FP |
Level 3 |
Once / Level |

Spirit |
+10' Aura Sight |
5FP |
Level 10 |
Once /2Levels |
[/table]

Mouth [3FP]
Appearance: This looks like a mouth somewhere on their hair or body. This feature may have a throat leading to the ozodrin's stomach even if it would appear impossible to do so.
Benefits: You gain a mouth one size smaller than you that is capable of a bite attack (Damage = 1D6 + Strength for a medium mouth) with a range of 0'. You may bite while grappling and may attack a different target with each mouth.
Special: An ozodrin can add augments to increase the size of a mouth when the mouth is already formed.
Augments:

Small [Gain 1 FP]
Your mouth feature becomes one size smaller, it's damage is reduced by one stage. You cannot take this augment once your mouth is already Fine sized.

Large [2FP]
Your mouth feature becomes one size larger, it's damage is increased by one stage.

Hooked [4FP]
After biting or devouring an opponent you gain a +2 to grapple attempts for 1 round.
Your mouth feature gains Bleeding1 on it's damage.

Deceptive [2FP]
This mouth can attempt to imitate another's speech with a +3 bonus to bluff, disguise, Perform [Sing] or Act.

Many Mouth [6FP]
Your mouth changes to appear as if it were many mouths, giving you a +2 to bite attacks with it and dealing 1 slashing/piercing/bludgeoning damage per round you grapple with a creature.

Strike [3FP]
Gain a bite attack, as if your base mouth feature granted one.

Air Tasting [3FP]
Gain Scent (http://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent).

Trail Taste [1FP]
Gain a +3 bonus to tracking with survival (http://www.d20pfsrd.com/skills/survival).

Razor Teeth [3FP]
When devouring gain +1 to your constitution damage.

Enchanted [X]
Trade your Unearthly Power (Ex)'s enchanted bonus for one or more other enchantments of equivalent worth.
The total bonus you may trade is 1/3 your class level rounded down minus one.
The FP cost of this augment is the total enchantment bonus being traded times two.


{table=head]Feature Augment | Concise Effect | Form Points | Requires | Maximum Augments

Small |
-1 Size |
Gain 1FP |
Level 1 |
Fine Size |

Large |
+1 Size |
2FP |
Level 1 |
Once /4 Levels |

Hooked |
+2 Grapple Bleed1 |
4FP |
Level 1 |
Once /4 Levels |

Deceptive Mouth |
+3 Imitate |
2FP |
Level 4 |
Once/Level |

Many Mouth |
+2 Bite +1Dmg |
6FP |
Level 1 |
Once /6 Levels |

Strike |
Extra Bite |
3FP |
Many Mouth |
Once /4 Level |

Air Tasting |
Scent |
3FP |
Level 4 |
Once |

Trail Taste |
Track +3 |
1FP |
Lv4/Air Taste |
Once /2 Levels |

Razor Teeth |
+1 Con Dmg |
3FP |
Level 4 |
Once /6 Levels |

Enchanted |
Swap Bonus |
Bonus X2 |
Level 6 |
+1/3Levels |

[/table]


Tentacle [3FP]
Appearance: You have a tentacle somewhere on you.
Benefits: You grow a tentacle. It counts as a natural weapon with a 5' reach that deals 1d4 damage (for medium creatures). While able to manipulate things, it is not capable of wielding a weapon.
Special: At later levels a tentacle is able to carry features around the battlefield, a mouth must be two sizes smaller than the tentacle where as all other features must be one size smaller.
As a move action you may move a tentacle's tip to anywhere within it's reach, this incurs an attack of opportunity while ignoring your armor and shield bonus to AC and does not allow you to flank with yourself.

Augments:

Small [Gain 1 FP]
Your mouth feature becomes one size smaller, it's damage is reduced by one stage. You cannot take this augment once your mouth is already Fine sized.

Large [2FP]
Your mouth feature becomes one size larger, it's damage is increased by one stage.

Tail [Gain 1FP]
Your tentacle becomes a tail, it loses 5' of it's range and you gain a +2 to acrobatics checks.

Serrated [2FP]
Your tentacle damage gains bleeding1.

Hooked [7FP]
Gain a +1 bonus to grapple and an additional +1 bonus to a single grapple for every 5' the tentacle reaches beyond the target.
When a creature manages to escape from a maintained grapple they take 1d4 piercing damage.

Many Tentacle [6FP]
You gain a +3 to your CMB to creatures within your tentacle range.

Strike [3FP]
Gain a tentacle attack, as if your base tentacle feature granted one.

Long [2FP]
Your tentacle becomes 5' longer and suffers a -1 penalty to attacks.

Coiling [3FP]
Instead of your regular grapple damage you may drag (http://www.d20pfsrd.com/gamemastering/combat#TOC-Drag) your foe as if you had the greater drag feat, but you may move the opponent closer to you (all the way to on your square) without having to move backwards.
Your tentacle gains a constrict (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Constrict-Ex-) special attack, 1d6 bludgeoning damage for a medium tentacle.

Enchanted [X]
Trade your Unearthly Power (Ex)'s enchanted bonus for one or more other enchantments of equivalent worth.
The total bonus you may trade is 1/3 your class level rounded down minus one.
The FP cost of this augment is the total enchantment bonus being traded times two.

Blunt [4FP]
Blunt and Budding augments do not stack.
This tentacle loses it's primary tentacle attack.
This tentacle can hold an eye or a mouth two sizes smaller than the ozodrin on it, allowing the tentacle to see into different squares and bite/devour at a distance of it's total length.

Budding [2FP]
As a free action you may open the tip of this tentacle for fine manipulation, up to the dexterity of a human hand though it is not strong enough to wield a weapon.
You may place a single eye inside the tip of this tentacle that can see when opened.
While open a budding tentacle may not attack.

Traveling [6FP]
You may use 5' of your strange movement to move through your tentacle to a location anywhere down it's length as a full round action that provokes an attack of opportunity.
This movement does not require line of sight.



{table=head]Feature Augment | Concise Effect | Form Points | Requires | Maximum Augments

Small |
-1 Size |
Gain 1FP |
Level 1 |
Fine Size |

Large |
+1 Size |
3FP |
Level 1 |
Once /4 Levels |

Tail |
+2 Acrobatics |
Gain 1FP |
Level 1 |
Once |

Serrated |
Bleed1 |
2FP |
Level 1 |
1/Level |

Hooked |
Hooks, +1/5' |
7FP |
Level 1 |
1/6Levels |

Many Tentacle |
+3 CMB |
6FP |
Level 1 |
Once /6 Levels |

Strike |
Extra Bite |
3FP |
Many Tentacle |
Once /4 Level |

Long |
+5', -1 Atk |
2FP |
Level 4 |
1/Level |

Coiling |
Drag, Constrict |
3FP |
Level 4 |
Once |

Enchanted |
Swap Bonus |
Bonus X2 |
Level 6 |
+1/3Levels -1 |

Blunt |
Add Eye/Mouth |
4FP |
Level 6 |
Once |

Budding |
Fine Work |
2FP |
Level 8 |
Once |

Traveling |
Tip Move 5' |
6FP |
Level 11 |
Once |
[/table]


Limb [2FP]
Appearance: You have an extra limb growing from somewhere.
Benefits: You gain a sub-limb, capable of holding but not using any objects that could normally be held with a hand.
Special: An ozodrin of at least 6th level can take the Multiweapon Fighting feat.
Augments:

Minor [3FP]
Your sub-limb becomes a minor limb, gaining the ability to:

Use Objects.
Wield One-handed and Light weapons.
Assist a non-feature limb or True Limb in wielding a two-handed weapon.
Gain a +1 to Grapple Attempts.
Suffer a -2 to attack rolls with this limb.


True [4FP]
Your minor limb becomes a true limb, gaining the ability to:

Use two-handed weapons.
Gain a +1 bonus to CMB instead of +1 grapple.
Gain a slam attack dealing 1d6+Strength bludgeoning damage
Gain a +1 to strength checks instead of -2 to attack rolls.


Small [Gain 1 FP]
Your limb feature becomes one size smaller, it's damage and/or ability to manipulate decreases by one stage. You cannot take this augment once your limb is already Fine sized.

Large [2FP]
Your limb feature becomes one size larger, it's slam damage is increased by one stage.

Long [2FP]
Your limb becomes 5' longer and suffers a -1 penalty to attacks.

Many Limb [2FP]
Instead of one limb you gain many small ones that work together
Your limb feature acts as though it's smaller, decreasing by 2 sizes and decreasing it's slam damage and ability to manipulate objects by 2 stages.
You gain a +1 Bonus to CMB and CMD for creatures within your limb reach.

Crawling [3FP]
Gain a 30' climb speed.

Claw [2FP]
Your limb grows a claw dealing 1d6 for a medium creature usable only when not holding anything with that limb.

Strike [3FP]
Gain an additional slam attack, as if your true limb granted one.

Powerful [5FP]
Your limb acts as though it had the Monkey Grip (http://dndtools.eu/feats/complete-warrior--61/monkey-grip--1978/) feat without taking a penalty to it's attack roll.
This feature stacks, granting you the ability to use a weapon one additional size larger.

Enchanted [X]
Trade your Unearthly Power (Ex)'s enchanted bonus for one or more other enchantments of equivalent worth.
The total bonus you may trade is 1/3 your class level rounded down minus one.
The FP cost of this augment is the total enchantment bonus being traded times two.

Leg [2FP]
Your limb now can work as though it's a leg, granting you a +1 to CMB/CMD for the purpose of bull rushes and overrun.
For each leg augment increase your carry capacity by 25%.

Rapid [2FP]
Increase your land speed by 5'. Gain +1 CMB to Overrun and Bullrush.

Trampling [2FP]
Grants Trample (Ex) (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Trample-Ex-) but with the following changes:

You may also trample creatures of the same size if they are shaken.
You deal 1d4+Str damage by default and increase the damage die by 1 stage for each trampling leg you have to a maximum of 4.
For each size you are larger than the creature you gain +2 to your trample damage.


Burrowing [6FP]
Gain a 15' burrow speed.

Horrifying [2FP]
Your limb is some brand of disturbing, including invisible.
Witnessing your limb working now counts as seeing your Manifest for the purposes of the fear effect.

{table=head]Feature Augment | Concise Effect | Form Points | Requires | Maximum Augments

Minor |
Weapon, Grapple |
3FP |
Level 1 |
Once |

True |
Weapon, Grap, Slam |
4FP |
Level 1 |
Once |

Small |
-1 Size |
Gain 1FP |
Level 1 |
Fine Size |

Large |
+1 Size |
3FP |
Level 1 |
Once /4 Levels |

Long |
+5', -1 Attack |
3FP |
Level 1 |
Once/Level |

Many Limb |
+1CMB/+1CMD |
2FP |
Level 1 |
Once /4 Levels |

Crawling |
30' Climb |
3 FP |
Lvl8, Many |
Once |

Claw |
Claw 1d6 Med |
1FP |
Level 1 |
Once |

Strike |
Extra Slam |
3FP |
True Limb |
Once /4 Level |

Powerful |
Monkey Grip +1 |
5FP |
Level 5 |
Once /5 Levels |

Enchanted |
Swap Bonus |
Bonus X2 |
Level 6 |
+1/3Levels -1 |

Leg |
+1 Bullrush |
2FP |
Level 1 |
Once |

Rapid |
+5', BR/Over+1 |
2FP |
Lvl1, Leg |
1/Level |

Trampling |
Trample |
3 FP |
Lvl8, Leg |
Once /3 Levels |

Burrowing |
Burrow 1/2 |
6 FP |
Level 9 |
Once |

Horrifying |
Fear |
2 FP |
Level 9 |
Once |


[/table]


Organ [4FP]
Appearance: Organs have extremely varied or unique appearances, inside and outside the body.
Multiple organs may appear to be a single organ, and a single organ may appear to be many.
Benefits: For each organ feature you have your bio pool expands by 1 and you gain a 5% chance to ignore massive damage.
Special: Organs count as 2 features each for adding or removing them, but you may add or remove augments of the organs as a full-round action. In addition, an organ may be "locked" for a number of rounds, meaning that it cannot by removed or modified until stated conditions are met. Only the highest duration of locking counts, locking does not stack.
Augments:

Adrenal [2FP]
You gain a bio-activated "rage" ability, and gain two of the following bonuses when in this adrenal rage:

Gain +4 Strength
Gain +4 Dexterity
Gain +4 Constitution
Gain +1 temporary HP equal to your Con modifier.
Gain a rage power, counting ozodrin levels as 1/2 a barbarian level each.


Bio Effect - You may choose one if desired:

Rage - [1 Bio] - You gain rage for 2 rounds, after those 2 rounds are over if you 1 bio you must expend another 1 bio and extend the duration by 2 rounds.
Overload - [3 Bio] - You gain 4 adrenal rage effects for 2 rounds.


Channeling Organ (Temp. Name) [6FP]
You gain either gain a gaze special attack (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Gaze-Su-) or a spit attack.
You may only have one spit or gaze attack per organ and you may only have one active gaze attack unless otherwise stated.

Gaze Attack [60' Range] [Reflex DC 10 + 1/2 Ozodrin Level + Cha]

Basic Gaze - Creatures that fail their save take damage equal to 1D6 + Cha.


Harming Node [6FP]
One gaze, sting or spit effect changes, it now deals 2 attribute point damage to the target on a failed save, healing at the rate of 1 point per 2 rounds that have transpired without taking ability point damage from the harming node.
While obtaining this augment you must choose the attribute this damage effects, the bio effects and any alternative options you select. These cannot be changed on an organ that's already been manifested until it's removed.
Alternate Options - You may choose one option to replace your basic gaze effect.

Silence - Creatures that fail their save become silenced for 1d4 rounds.
Shaken - Creatures that fail their save become silenced for 1d4 rounds.


Bio Effect - You may choose one if desired:

Surge - [1 Bio] - Instead of 2 damage deal 4 damage doesn't start healing until the end of the encounter.
Terror - [1 Bio] Instead of Shaken your target is now frightened, or advances the target's fear stage by one step.
Confusion - [2 Bio] Instead of your regular gaze effect your target is confused.
Charm - [2 Bio] Instead of your regular gaze effect your target is charmed.
Twist - [2 Bio] Instead of your regular gaze effect you thrust a creature into your mind, automatically triggering Twisted Mind. If the creature leaves your gaze range it disconnects from your mind, otherwise it stays in your nightmare for up to 5 rounds, gaining a new save to your Twist gaze effect each round.


Rail Configuration (Temp. Name) [4FP]
You may influence one of your ranged attacks or special attacks in the following ways:

Grant it the ability to shoot 20' farther without incurring penalty.
Grant it one additional damage die or +1 attribute point damage or increase any varied duration that doesn't require bio by one duration die.


Bio Effect - You may choose one if desired:

Surge - [X Bio] - You may target one 5' square per bio spent within your ranged attack or ranged special attack's range instead of a creature itself, targeting all creatures in those squares once. This lowers the attack roll or save DC by 2.
Snipe - [1 Bio] - Triple your special attack's range for one attack without incurring penalty.


Light Emitters [4FP]
Your body produces light of any color, pattern or intensity and illuminates an area outwards from you up to a maximum of 5 feet per class level.
Because of the light you take a penalty to visual stealth checks equal to -4 (in daylight) or -10 (in dim light/darkness).
At level 14 this ability may be used to accurately mimic other complex light sources such as the sky or project light in complex ways such as to mimic the glow of a flickering fire or the reflected light of water.
You gain a number of displays equal to your charisma modifier and you may switch between them, suppress one or resume one as a move action.
DM's NOTE - This penalty is subjective, change the penalty or increase spot based on environment and familiarity.


Engorge [5FP]
You grow in size similar to the Expansion power's effect, this effect stacks as if adding an additional size augment to the expansion power.

Bio Effect - You may choose one if desired:

Grow Feature - [1 Bio / 5 Rounds] One feature +1 Size for 5 rounds, instead of shrinking you may spend an additional Bio to extend the effect.
Consuming Growth - [1 Bio / 3 Rounds] Expansion +1 for 3 rounds, instead of shrinking you may spend an additional Bio to extend the effect.
Giga - [3 Bio] One feature +2 Size for 1 round.



{table=head]Feature Augment | Concise Effect | Form Points | Requires | Maximum Augments | Bio Use | Lock Duration

Adrenal |
Rage |
2FP |
Level 1 |
Once |
1/3 |
When Raging |

Control |
Body Autohyp +4 |
2FP, x2 |
Level 1 |
Once/Level |
Ř |
None |

Biocyte |
+1 Bio Max |
2FP |
Level 1 |
Once /2 Levels |
Ř |
When Filled |

Ear |
+1 Aud Perception |
2FP |
Level 1 |
Once/ Level |
Ř |
None |

Hide |
+1 Natural Armor |
3FP |
Level 5 |
Once/5 Levels |
Ř |
None |

Vital |
+2 Con |
5FP |
Level 5 |
Once + 1/5 Levels |
Ř |
None |

Iron Flesh |
DR1/Adamantine |
5FP |
Level 5 |
Once + 1/5 Levels |
Ř |
None |

Engorge |
Expansion +1 |
5FP |
Level 9 |
Once/4Levels -1 |
X |
Bio Effect |

Channel |
Gaze or Spit |
6FP |
Level 11 |
Once |
X |
Cooldown |

Harming |
Sp. Atk. Mods |
6FP |
Level 14 |
Once |
1/2 |
None |

Rail |
Ranged Options |
6FP |
Level 11 |
Once / Sp.Atk |
X/1 |
None |

Light |
Light 5'/Level |
4FP |
Level 12 |
Once |
0 |
None |
[/table]


Feat Unlocked Features

Spawn [3FP]
Appearance: You create a monster hidden within an object.
Benefits:

You create a number of spawn seeds equal to your class level as well as a sealed container of no worth inside or outside of you to hold them (such as a membrane, shell, egg sack, bag or jar).
You may spend a full-round action to begin growing your seeds.
While growing, seeds automatically expends your bio, when 10 Bio has been expended your seeds become Basic Spawn.
As a standard action you may ready your spawn.
When readied an ozodrin may free her spawn into the closest square as a move action.
Minions remain active while within 100' of the ozodrin, otherwise they fall inactive.


Special:


While any of your spawn are alive it's spawn feature and augments are locked.
Your spawn is considered alive if it has consumed at least 1 Bio.
As a move action you may end your spawn's life.
You may never control more than your maximum spawn limit in the same 2 hour period.


Basic Spawn
When using your Con/Int modifier use 1/3 of your class level instead if it's lower.

Actions:
Actions use both the Spawn's and the Ozodrin's actions and effect all your spawn unless they are incapable of acting.

None - No Actions - Spawn cannot act on their own, so they take no actions by default.
Follow - Part of any movement - Your minions follow you to the best of their ability for one turn.
Maneuver - Move Action - You may move each spawn individually.
Slay - Standard Action - Your spawn may make a single attack against one target each. Make one attack roll and use that result for all your spawn's attacks. If a creature is targeted by multiple spawn those spawn gain a bonus to attacking the creature equal to the number of spawn attacking it.
[B]Consume - Standard Action - Your spawn attempt to consume digestible unattended matter within 5' of them, and continue to do so until the matter is gone or commanded to do otherwise. Eating heals your spawn 1Hp /2 Levels each round.



Base Stats

Hit Points: (3 + Con/Int modifier) * 1/2 Class Level
Damage: (1 + Con/Int)
AC: (10 + Con/Int + 1/2 Level)
Saves: (Equal to Ozodrin's Saves -2)
Speed: (30' Land Speed, Swim/Climb/Fly if Ozodrin has them.)
Ability Scores: (Spawn do not have ability scores, assume Str 13 for carry capacity and Str checks.)
Size: (Small Size, not modifying other stats than carry capacity and size mod.)


Special Abilities

Collective (Ex):
When multiple spawn are exposed to the same effect, make one saving throw for the entire group.
Spawn gain the same mundane and extraordinary senses as the Ozodrin.

Construct (Ex):
Spawn are destroyed at 0HP and never leave a corpse otherwise stated.
Close to mindless, spawn don't think without command.

Evasion (Ex):
Spawn have the monk's Evasion (Ex) (http://www.d20srd.org/srd/classes/monk.htm#monkEvasion).

Mortal (Ex):
If basic spawn do not eat at least 1 creature in a 24 hour period they die.



Augments:

Vicious [3FP]
You may influence one of your ranged attacks or special attacks in the following ways:

Bio Effect - You may choose one if desired:

Delicious - [0] - You may take a move action to consume 2 spawn within reach to gain 1 bio.
Eat It Raw - [X] - X number of spawn gain Bleeding1 to their damage for 3 rounds.
Kamakazi - [X] - X number of spawn attempt to take down a target by distorting themselves. When attacking a target they deal an additional 1d4 damage that cannot be blocked, this destroys the spawn.


Elite [2FP]
You may create elite spawn, each time you take the elite augment you may choose an upgrade for a single seed:

Brute - Base hitpoints change from 3 to 8, act as though they have 15 strength, are medium sized and gain fast healing equal to 1/4 Ozodrin level.
Sly - Gain Sneak Attack (1D4) and Hide in Plain Sight (Su) and an automatic stealth skill of +4/Level when not moving. You may ready a slay action with Sly to gain a +2 to initiative.
Master - Spawn can follow simple commands similar to a construct.
Dredge - This spawn is actually 4 tiny dredge and replace Slay with Work. Dredge act as though they have 10 strength.

Additional Actions:

Work - Move Action - Dredge may be commanded to do any unskilled manual labor equal to a single commoner, all four dredge work at a single specified task until ordered otherwise.




{table=head]Feature Augment | Concise Effect | Form Points | Requires | Maximum Augments | Bio Use

Vicious |
+1 Damage |
3 |
Level 3 |
Once /3 Levels |
0/X |

Elite |
Upgrade Spawn |
2 |
Level 4 |
Once /2 Levels |
? |
[/table]


Spike [3FP]
Appearance:
One or more sharp bones protrude from your body.
Benefits:
You gain armor spikes one size smaller than you are and gain proficiency with them. These spikes deal 1d6 piercing damage for a medium creature.
This feature may be put on any other feature except spawn, allowing you to increase the normal damage of that feature by one stage.

Special:

This feature may be put on any other feature except spawn, allowing you to increase the normal damage of that feature by one stage.
If this spike feature is placed on another feature you may use it interchangeably with a sting attack, but not both.
You may detach the spikes from your spike feature from your body as a free action, and regrow them as a swift action.
Detached spikes do not retain their augments except for size, but cannot be used in any way that was not initiated while still attached.

Augments:

Small [Gain 1 FP]
Your spike feature becomes one size smaller, it's spike damage decreases by one stage. You cannot take this augment once your limb is already Diminutive sized.

Large [2FP]
Your spike feature becomes one size larger, it's spike damage is increased by one stage.

Impale [6FP]
When you successfully pin a creature you may choose one of these two special attacks:

Impale (Ex) - To impale a creature they must be within limb reach and the same size or smaller than both your spikes and your creature size. This creature takes your spike damage and remains pinned while you lose the grapple condition.
The pinned creature now has to make a strength check equal to 10 + Strength + 1/2 Ozodrin Level
Stake - To stake a creature they must be one size smaller than your spike feature. You must make a sting attack using your spike to hit the pinned target that is on or adjacent to a solid surface. If this attack hits the target is considered to be Impaled (as the Impale spike attack) but instead they are pinned to a surface.


Enchanted [X]
Trade your Unearthly Power (Ex)'s enchanted bonus for one or more other enchantments of equivalent worth.
The total bonus you may trade is 1/3 your class level rounded down minus one.
The FP cost of this augment is the total enchantment bonus being traded times two.

Throwing [2FP]
You may use your spikes as if they were a throwing weapon with a range increment of 40'.

Quickfire [2FP]
You may regrow your spikes as a free action.

Longshot [3FP]
Your spike's range increment increases to 80'.
Bio Effect - You may choose one if desired:

Lance - [2 Bio] - One spike you are throwing ignores 10 points of hardness and damage reduction.
Heavy - [5 Bio] - One spike you are throwing also attempts to trip the creature it hits, if this is a confirmed critical strike and successfully trips the opponent it also Stakes them using the rules for the Impale spike augment.



{table=head]Feature Augment | Concise Effect | Form Points | Requires | Maximum Augments | Bio Use

Small |
-1 Size |
Gain 1FP |
Level 1 |
Diminutive Size |
0 |

Large |
+1 Size |
3FP |
Level 1 |
Once /4 Levels |
0 |

Impale |
Pin Maneuver |
6FP |
Level 1 |
Once |
0 |

Enchanted |
Swap Bonus |
Bonus X2 |
Level 6 |
+1/3Levels |
None |

Throwing |
Swap Bonus |
3FP |
Level 1 |
Once |
None |

Quickfire |
Swap Bonus |
2FP |
Level 1 |
Once |
None |

Longshot |
Swap Bonus |
3FP |
Level 1 |
Once |
2/5 |
[/table]

Fin [3FP]
Appearance:
This feature creates fins and modifies the body for aquatic travel.
Benefits:

You gain a fin one size smaller than you, for mechanical purposes count this as a claw or talon dealing 1D6 for a medium creature.
Unlike other natural weapons granted by the ozodrin a fin counts as a secondary weapon.
You gain a swim speed of 10'.

Special:
This feature may be put on any other feature except spawn or spikes, allowing you to increase the normal damage of that feature by one stage.
Augments:

Aerial [6FP]
Instead of having fins you have wings, changing your swim speed to flight speed.

Large [3FP]
Your fin feature becomes one size larger, it's fin damage is increased by one stage.

Razor [6FP]
Your fin can attack creatures you pass by with swimby attack, flyby attack, a charge attack, or any action which moves you through an enemy's square.

Enchanted [X]
Trade your Unearthly Power (Ex)'s enchanted bonus for one or more other enchantments of equivalent worth.
The total bonus you may trade is 1/3 your class level rounded down minus one.
The FP cost of this augment is the total enchantment bonus being traded times two.

Grace [3FP]
You may choose one of these options per augment.

Aquatic - Improve +10' Swim Speed, +4 Swim Checks
Aerial - Improve +10' Fly Speed, +1 Maneuverability Stage
Vulcan - Improve +10' Burrow Speed, +10 Hardness Ignore


Eldritch [3FP]
You no longer disturb the air, water or ground you pass through.
You may act as through on solid ground when in the air or in water.


{table=head]Feature Augment | Concise Effect | Form Points | Requires | Maximum Augments | Bio Use

Aerial |
Flight |
6FP |
Level 6 |
Once /4 Levels |
0 |

Large |
+1 Size |
3FP |
Level 1 |
Once /4 Levels |
0 |

Razor |
Move and Attack |
6FP |
Level 1 |
Once |
0 |

Enchanted |
Swap Bonus |
Bonus X2 |
Level 6 |
+1/3Levels |
None |

Grace |
Better Movement |
3FP |
Level 1 |
Once / Level |
0 |

Eldrich |
Stability |
3FP |
Level 12 |
Once |
0 |
[/table]




















Puppet [3FP]
Appearance:
This feature creates a hollow shell of a body.
Benefits:

You create a hollow structure in the shape of a creature. By default it's the size of a small creature.
All damage and effects that target a puppet instead target the ozodrin.
A puppet may house any number of features the ozodrin possesses, as full-round action you may conceal any or all of these features within the body of the puppet.


Special:

When forming this feature you gain a 10' umbilical cord connecting you and your puppet, this cord may be extended by attaching it to the end of a tentacle, disabling the tentacle's attack.
If your cord is destroyed your puppet and all features in your puppet fall deactivated and are locked until you return to your worldly guise.
When a creature believes your puppet is considered not capable of attack such as being an unarmed, mundane real creature it is considered "disguised."


Augments:

Disguise [3FP]
Your puppet gains a mundane Disguise Self (http://www.d20pfsrd.com/magic/all-spells/d/disguise-self) effect.

String [2FP]
Your cord or tentacle connecting you and your puppet becomes invisible.

Sized [3FP]
Your puppet's default size appears to be one size smaller or up to two sizes bigger.

Veil [3FP]
You may make your puppet visible while hidden in your strange movement, but unlike strange movement your action restrictions apply to your puppet as the Invisibility (http://www.d20pfsrd.com/magic/all-spells/i/invisibility) spell details.

Trap [3FP]
As a swift action you may now use your manifests fear effect from your puppet as well, if your puppet is disguised apply this effect in a 60' range.

Spring [3FP]
Creatures your puppet is disguised to do not gain their dexterity modifier to AC and if you initiate combat with your puppet against them you gain +4 to your initiative roll.




{table=head]Feature Augment | Concise Effect | Form Points | Requires | Maximum Augments | Bio Use

Disguised |
Disguise +10 |
3FP |
Level 1 |
Once |
0 |

String |
Invisible String |
3FP |
Level 1 |
Once |
0 |

Sized |
-1 Size or +2 Size |
2FP |
Level 1 |
Once |
0 |

Veil |
Hidden Puppeteer |
3FP |
Level 1 |
Once |
0 |

Trap |
Startling Reveal |
3FP |
Level 1 |
Once |
0 |

Spring |
Sudden Strike |
3FP |
Level 1 |
Once |
0 |
[/table]













Stomach [3FP]
Appearance:
You gain an additional stomach.
Benefits:

You gain a secondary stomach that can hold one medium creature.
This stomach leads to either your primary stomach or a mouth.
Secondary stomachs may not be accessed with the Swallow Whole ability.


Special:

Secondary stomachs may open up or close themselves off entirely as a free action.
When a stomach is closed in this way it preserves anything inside such as food and corpses.
If an unconscious creature is sealed inside it is kept alive by the ozodrin indefinitely as if it were on full life support.


Augments:

Disguise [3FP]
Your puppet gains a mundane Disguise Self (http://www.d20pfsrd.com/magic/all-spells/d/disguise-self) effect.

String [2FP]
Your cord or tentacle connecting you and your puppet becomes invisible.

Sized [3FP]
Your puppet's default size appears to be one size smaller or up to two sizes bigger.

Veil [3FP]
You may make your puppet visible while hidden in your strange movement, but unlike strange movement your action restrictions apply to your puppet as the Invisibility (http://www.d20pfsrd.com/magic/all-spells/i/invisibility) spell details.

Trap [3FP]
As a swift action you may now use your manifests fear effect from your puppet as well, if your puppet is disguised apply this effect in a 60' range.

Spring [3FP]
Creatures your puppet is disguised to do not gain their dexterity modifier to AC and if you initiate combat with your puppet against them you gain +4 to your initiative roll.




{table=head]Feature Augment | Concise Effect | Form Points | Requires | Maximum Augments | Bio Use

Disguised |
Disguise +10 |
3FP |
Level 1 |
Once |
0 |

String |
Invisible String |
3FP |
Level 1 |
Once |
0 |

Sized |
-1 Size or +2 Size |
2FP |
Level 1 |
Once |
0 |

Veil |
Hidden Puppeteer |
3FP |
Level 1 |
Once |
0 |

Trap |
Startling Reveal |
3FP |
Level 1 |
Once |
0 |

Spring |
Sudden Strike |
3FP |
Level 1 |
Once |
0 |
[/table]

Hanuman
2013-01-26, 03:41 AM
9.0 Reserved

Currently Draft Overflow!

Feats:
Eye Mastery [ Aberrant ]

Spikes (Aberrant)
Your nightmares manifest, you may produce bones of all shapes and sizes.
Prerequisite: Ozodrin Level 1
Benefit: You gain access to the Spike feature and gain 3 form points.

Fins (Aberrant)
Your nightmares manifest, you may produce fins and wings.
Prerequisite: Ozodrin Level 1
Benefit: You gain access to the Fin feature and gain 3 form points.

MAKE CORE:
Flowing Shape: Additional cost 4
Requires Level 18 and Pseudopodia: There is a 5% chance that an attack targeting the portion of your body the mouth is on will miss as you flow out of the way. This includes attacks that would normally automatically hit such as magic missile, but not attacks with an area of effect (such as fireball). For each size larger than default the mouth is increase this chance by 5% to a maximum of 25%. Multiple mouths with this augment on the same portion of your body do not stack.

MOD WITH ORGAN:
Spitting Mouth: Additional cost 5
Requires Level 11: The mouth is capable of spitting an energy type (types are fire, acid, cold, and lightning) at targets as a ranged attack dealing 1d6 damage for a medium mouth and with a 15 foot range increment (use the standard table for adjusting damage die to calculate other sizes, increase the range increment by 5' for each size above medium the mouth is and decrease if by 5 feet for each size smaller to a minimum of 5'). This augment may be added to the same mouth multiple times. The effects do not stack, each time it gains a different energy of spit.

Drooling Mouth: Additional cost 3
Requires Level 11 and Spitting Mouth: If used for a bite attack, the mouth deals 1 point of additional damage of each type of energy it can spit. This may be suppressed or resumed as a free action.

Sniping Mouth: Additional cost 1
Requires Level 12 and Spitting Mouth: Increases the range increment of the spit by 5 feet. This augment may be added multiple times to the same mouth. The effects stack.

Concentrated Spit: Additional cost 2
Requires Level 13 and Spitting Mouth: The spit of the chosen energy type the mouth possesses counts as if it were a size category larger for determining damage. In addition, if the Drooling Mouth augment is applied to the mouth, it deals an extra point of damage of the chosen energy type when a bite attack is made. This augment may be added multiple times to the same mouth. The effects stack if the same energy type is chosen


Spraying Mouth: Additional cost 3
Requires Level 15 and Spitting Mouth: Upon adding this augment, choose line or cone and one of the spitting mouth energy types the mouth has. If you choose line, the mouth gains a breath attack that hits anything in a 5 foot wide five foot high line with a range equal to the spit attack's range increment, dealing damage as the spit attack. If you choose cone, the mouth gains a breath attack that hits anything in a cone range equal to half of spit attack's range increment, dealing damage as the spit attack. In either case creatures may attempt a reflex save (DC 10 + ˝ class level + Cha Mod) for half damage. This augment may be added to the same mouth multiple times. The effects do not stack, each time it uses a different energy type or chooses the other option of line or cone. If the mouth has multiple breath weapons, using one causes all breath weapons the mouth has to need 1d4 rounds before use.

MOVE TO ORGAN:
Sightless Eye: Additional cost 2
Sightless eyes look more like odd membranes than eyes, and are unable to see. Instead they are developed to hear. Sightless eyes do not grant a bonus to spot and search checks. Instead each sightless eye grants a +1 bonus to listen checks. A sightless eye may not have the Darkvision Eye or Insightful Eye augments. If it has the Perceptive Eyes augment it gains a bonus to listen checks rather than spot and search checks.

Trembling Eye: Additional cost 2
Requires Level 7 and Acute Eyes: An Eye with this augment grants Tremorsense to a range of 10ft. This stacks with other sources of Tremorsense including other trembling eyes.

Blind Eye: Additional cost 2
Requires Level 7 and Acute Eyes: An eye with this augment grants 5 ft. of Blindsight. This stacks with any other sources of blindsight including other Blind eyes.

Acute Eye
Requires Sightless Eyes augment: An eye with this augment grants blindsense to a range of 10ft. This stacks with other sources of blindsense including other Acute Eyes.

----------------

Eyes: Cost - 1
Appearance: Basic eyes look like strange, usually inhuman eyes on various parts of the ozodrin's body or hair.
Required Level: 1
Benefits: Eyes are the simplest feature for an ozodrin. They also grant various bonuses depending on the number of eyes. Having at least 2 eyes grants lowlight vision. Every two eyes an ozodrin uses grant a +1 bonus to perception checks.
Special: An ozodrin can add or remove an additional number of eyes at a time up to half their charisma modifier (minimum 1), rather than 1 like normal.
Augments:
Darkvision Eye: Additional cost 3
Grants 60' of darkvision.

Perceptive Eye: Additional cost 1
An eye with this augment grants an additional +1 bonus to visual perception checks. This stacks with other bonuses. You may have a maximum of 1 + [1 per level] perceptive eye augments on any eye.

Protruding Eye: Additional cost 1
Your eye(s) with this augment protrudes from the main body via a stalk, short pseudo-tentacle, or by other means that is not a feature. It may look around objects while maintaining cover.

Hardened Eye: Additional cost 4
Your eye becomes hard like stone, you gain a +2 to saves and DR 10/Magic to attacks and effects specifically targeting them, in addition you gain +1 bludgeoning damage while you have this eye on a tentacle that is making an attack.

Many Eye: Additional cost 6
Instead of your eye feature being one eye, it appears to be many eyes on your body. You gain a +2 bonus to visual perception checks, to dodge AC, to reflex saves and 5% resistance to flanking. You may take this augment once every 6 ozodrin levels.

Insightful Eye: Additional cost 3
Requires Level 3: An eye with this augment is able to see invisibility as the spell within 10 ft. This stacks with other ranged abilities to see invisibility including other Insightful Eyes.

Spirit Eye: Additional Cost 5
Requires Level 10 and Insightful Eyes: This glowing eye allows the ozodrin to see magical auras within 10ft. This functions like Arcane Sight, except that it also detects psionic powers in addition to arcane and divine spells/spellcasters and that it also allows the ozodrin to see ethereal creatures. This stacks with any other sources of Arcane Sight including other spirit eyes.

Wandering Eye: Additional Cost 5
Requires Level 10 and Protruding Eye: Your eye feature detaches from you and floats independently around your body, suspended by phantom tethers as if they were on 5' tentacles. In addition to granting a +2 to visual perception checks and negating 5% of enemy concealment these eyes may be moved into different squares, for each additional square your eye feature is in you gain a +1 bonus to visual perception checks and negate an additional 5% of concealment, to a maximum of 4 adjacent squares occupied by this augment plus one per creature size above medium you are. If you have the Long Tentacle augment you may add it's range to your wandering eye as well.


Mouth: Cost - 3
Appearance: This looks like a mouth somewhere on their hair or body. This feature may have a throat leading to the ozodrin's stomach even if it would appear impossible to do so.
Required Level: 1
Benefits: You gain a mouth with a bite attack that is by default one size smaller than you (a medium mouth deals 1d6 damage + strength modifier, use the standard table for adjusting damage die to calculate other sizes). It counts as a primary natural attack. If you have multiple mouths they may attack multiple targets. You may only use your mouths to attack creatures in the same square as you. You may use your mouths to attack a creature you are grappling.
Special: An ozodrin can add the augments to change the increase the size of a mouth when the mouth is already formed.
Augments:
Small Mouth: Additional cost -1
Mouth counts as a size category smaller. You may add this multiple times to the same mouth to a minimum mouth size of fine. The effects stack. This may not reduce the cost of the mouth to less than 1.

Large Mouth: Additional cost 2
Mouth counts as a size category larger. You may add this multiple times to the same mouth. The effects stack.

Hooked Teeth: Additional cost 4
The teeth of your mouth point inward, giving you a +2 bonus to grapple against an opponent you bite with it for 1 round or are currently devouring. This bonus stacks with other bonuses to grapple. When an opposing grappled creature manages to escape the grapple that creature begins bleeding for 1 point of damage, plus another +1 bleeding (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed) damage for each Hooked Teeth augment you have. You may take this augment once for every 4 Ozodrin levels you have, the grapple bonus stacks with itself.

Deceptive Mouth: Additional cost 2
Requires Level 4: The mouth is capable of speaking and emulating other voices. This grants a +2 bonus to Disguise and Bluff checks made using the mouth's voice as long as they don't know it's nature. It is also able to perform verbal components of spells or abilities. You may add this multiple times to the same mouth. The bonus stacks.

Many Mouth: Additional cost 6
Instead of your mouth feature being one mouth, it appears to be many mouths on your body. While grappling you deal an additional +1 damage as if applied by armor spikes and you gain a +2 attack bonus on bite attacks (including devour) with this feature on a grappled opponent. You may take this augment once every 6 ozodrin levels.

Air Tasting Mouth: Additional cost 3
Required Level 4: Your mouth has a tongue capable of tasting smells on the air. This allows the mouth to smell, and grants the scent ability. If the mouth is at a different location than your body, use the mouth's location for determining if it can smell something.

Razor Teeth: Additional cost 6
Required Level 4: This mouth deals an additional point of con damage against opponents subjected to the devour ability. This ability has no effect on attacks that would not already deal at least one point of con damage.

Trail Tasting: Additional cost 1
Requires Level 4 and Air Tasting Mouth: Your tongue is sensitive enough to pick up trails of other creatures. You may track creatures by scent as though you had the Track feat, with the difference that you cannot use survival checks. This does not grant you the ability to track normally. If you have the track feat, this instead grants a +2 bonus to checks made to track by scent.

Enchanted Jaws: Additional cost X
Required Level 6: You may exchange an amount of the enhancement bonus to the mouth granted by the unearthly power ability for an enchantment that counts as an enhancement of that amount. This amount may not exceed 1/3 your class level rounded down - 1. This costs twice amount of the enhancement bonus being traded. You may add this multiple times to the same mouth. The effects stack.

Pseudopodia: Additional cost 4
Requires Level 13: Instead on a conventional mouth, you have pseudopodia that can reach out and absorb something. The mouth loses its bite attack as well as the ability to be used for devouring or making noise. However, it gains a reach equal to that of a creature it's size, the ability to grapple (for which it grants a +2 bonus), as well as the ability to swallow whole creatures the same size as itself (if you have the Maw of the Serpent monstrous feat then it instead is able to swallow whole a creature of up to a size category larger than itself). It also is able to smother up to one creature you are grappling within its reach preventing it from speaking and breathing. In addition the mouth counts as a size category smaller for what it may be placed on (such as blunt tentacles).

Tentacles: Cost - 3
Appearance: You have a tentacle somewhere on you.
Required Level: 1
Benefits: You grow a tentacle. It counts as a natural weapon with a 5' reach that deals 1d4 damage (for medium creatures). While able to manipulate things, it is not capable of wielding a weapon.
Special: If you have the Aberrant feat Deepspawn, you may choose to exchange the tentacles granted from it for 3 form points each.
Augments:
Small Tentacle: Additional cost -1
Tentacle counts as a size category smaller. You may add this multiple times to the same tentacle to a minimum tentacle size of fine. The effects stack. This may not reduce the cost of the tentacle to less than 1.

Hooked Tentacle: Additional cost 7
The tentacle grants a +1 bonus to grapple attempts against a single target within its reach as long as it is not used for anything else that round. In addition, for every extra 5 feet further the tentacle could reach than the target, this bonus increases by 1. This bonus stacks with other bonuses to grapple. When an opposing grappled creature manages to escape the grapple that creature takes 1d4 piercing/slashing damage from the hooks tearing out their flesh. You may take this augment an additional time every 6 ozodrin levels. The flat bonus and flesh rip damage stack but the extra grapple bonus from unused tentacle range do not.

Tail: Additional cost 2
The tentacle is instead a tail. It may not be used to grapple unless you have an ability allowing you to grapple with tails. It loses its normal attack, but instead gains a tailslap attack dealing 1d4 damage (for medium creatures). If you did not have a tail prior, your tail also grants you a +1 to acrobatics checks.

Large Tentacle: Additional cost 3
Tentacle counts as a size category larger. This does not increase it's reach. You may add this multiple times to the same Tentacle. The effects stack.

Serrated Tentacle: Additional cost 4
The tentacle causes bleeding (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Bleed) for +1 damage and persists. You may add this multiple times to the same Tentacle. The effects stack.

Long Tentacle: Additional cost 3
Required Level 4: Your tentacle's reach is increased by 5', but it gains a -1 penalty to attack rolls. You may add this multiple times to the same Tentacle. The effects stack.

Coiling Tentacle: Additional cost 4
Required Level 5: When grappling with this tentacle, if the target is in another square, you may choose to pull them into your square (this movement does not provoke an attack of opportunity). In addition, this tentacle gains a constrict attack dealing 1d4 damage (for medium creatures).

Many Tentacle: Additional cost 6
Instead of your tentacle feature being one tentacle, it appears to be many tentacles on your body. You gain a +1 bonus to maintain grapples

Enchanted Tentacle: Additional cost X
Required Level 6: You may exchange an amount of the enhancement bonus to the tentacle granted by the unearthly power ability for an enchantment that counts as an enhancement of that amount. This amount may not exceed 1/3 your class level rounded down - 1. This costs twice amount of the enhancement bonus being traded. You may add this multiple times to the same Tentacle. The effects stack.

Blunt Tentacle: Additional cost 4
Required Level 6: This tentacle cannot be used to attack. It can however have a mouth at least two sizes smaller or an eye on it. If a mouth is put on it, the bite attack of the mouth gains a reach equal to that of the tentacle. This tentacle may be extended into another square to devour a creature, however if this is done, the length of the tentacle may be attacked as though it were your body (it cannot be flanked however). This augment may not be placed on a tentacle that also has the budding tentacle augment.

Swiping Tail: Additional cost 1
Requires Level 6 and Tail augment: The tail gains a tail sweep attack. This special attack allows the ozodrin to sweep with its tail as a standard action. The sweep affects a half-circle with a radius equal to the tail's length, extending from an intersection on the edge of the tail's originating space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the tail (fine for a medium creature). A tail sweep automatically deals the 1d4 damage (for medium creatures) plus 1-1/2 times the ozodrin’s Strength bonus (round down). Affected creatures can attempt Reflex saves (DC 10 + strength modifier + half class level) to take half damage.

Budding Tentacle: Additional cost 2
Required Level 8: This tentacle can have the tip open up. While open, it is unable to attack. However it can perform fine manipulation of objects, such as holding a pen, writing, or performing tasks that require a sleight of hand check. It is however not strong enough to wield weapons. It is also capable of having an eye placed on the inside of the bud, thus allowing it to see when open. This augment may not be placed on a tentacle that also has the blunt tentacle augment.

Travelling Tentacle: Additional cost 6
Required Level 11: This tentacle has the ability to pass the rest of your body through it. You may use 5' of your strange movement to move to any point along the length of this tentacle as a full round action that provokes attacks of opportunity. This usage of strange movement does not require line of sight. This is not prevented by dimensional anchor or other similar abilities and is not considered a teleportation effect. This movement does not provoke attacks of opportunity from any creatures you would pass. If you so choose, you may extend this tentacle into the normal world when using the strange movement ability.

Limb: Cost - 9
Appearance: You have an extra limb growing from somewhere.
Required Level: 1
Benefits: You gain an extra limb. It has a hand capable of holding things such as weapons. The limb has a default reach of 5'. If the limb is not carrying anything, it grants a +1 bonus to grapple checks made against creatures within it's reach. This bonus stacks with other bonuses to grapple checks. More than two limbs may not hold a single weapon.
Special: An ozodrin of at least 6th level can take the Multiweapon Fighting feat.
Augments:
Small Limb: Additional cost -1
Limb counts as a size category smaller. You may add this multiple times to the same limb to a minimum limb size of fine. The effects stack. This may not reduce the cost of the limb to less than 1.

Many Grasp: Additional cost 4
Instead of one limb this feature appears to be many appendages capable of grasping. The limbs work together to emulate a larger limb, it provides a +1 bonus to CMD and ignores one Small Limb augment for the purposes of qualifying as a larger sized limb.

Leg: Additional cost -3
The limb is a leg. As such it cannot be used to carry things and no longer grants a grapple bonus. Instead it grants a +1 bonus to resisting bullrush and trip attempts as well as a +1 bonus to bullrush attempts.

Many Leg: Additional cost 3
Instead of your limb feature being one leg, it appears to be many legs on your body. You gain a +10' bonus to land speed, a +2 CMD and CMB bonus to bullrushes and deal an additional +2 damage on trample attacks. You may take this augment once every 6 ozodrin levels.

Claw: Additional cost 1
The limb has a claw. This claw deals 1d6 damage for a medium sized limb. The claw may only be used to attack if the limb is not holding something.

Long Limb: Additional cost 3
Limb's reach increases by 5'. Attacks with this limb take a -1 penalty to attack rolls. You may add this multiple times to the same limb. The effects stack.

Expeditious Leg: Additional cost 2
Requires Leg augment: This leg grants an additional 5 ft bonus to your base land speed. This increase does not count toward other factors that are based on your base land speed.

Enchanted Claw: Additional cost X
Required Level 6 and Claw augment: You may exchange an amount of the enhancement bonus to the limb's claw attack granted by the unearthly power ability for an enchantment that counts as an enhancement of that amount. This amount may not exceed 1/3 your class level rounded down - 1. This costs twice amount of the enhancement bonus being traded. You may add this multiple times to the same limb. The effects stack.

Large Limb: Additional cost 8
Required Level 7: Limb counts as a size category larger. This allows it to wield weapons as if it were that size. You may add this multiple times to the same limb. The effects stack.

Crawling Limb: Additional cost 3
Required Level 8: This limb grants a +2 bonus to climb checks, but no longer provides a bonus to grapple. If you have at least four crawling limbs you gain a climb speed of 10'. This speed increases by 5' for every two additional crawling limbs you have. If your crawl speed would be higher than your base movement speed, you may choose to use it in place of your base movement speed, provided you make no other actions using those limbs in the same round (this does not change your base land speed for other abilities that are based on you base land speed).

Trampling Leg: Additional cost 3
Requires level 8 and Leg augment: You gain the ability to trample over smaller enemies. As a full round action, you may move up to your base land speed distance. You make a trample attack the occupants of any squares you move through, provided they are at least one size category smaller than your largest trampling leg. This attacks deals 1d4 + Strength mod damage (for a medium leg) +1 per additional trampling leg you have, and gains a bonus to attack for every two leg features you posses. You may only trample a given creature once per round. Creatures dealt damage must make a Strength check (DC 10 + number of leg features you posses) or be knocked prone.

Claws that Catch: Additional cost 1
Required Level 9: The limb grants a +1 bonus to grapple checks made against creatures within it's reach as long as it is not holding anything. If the limb also has the Claw ability it instead grants a +3 bonus. This bonus stacks with other bonuses to grapple.

Burrowing Claws: Additional cost 9
Required Level 9: Your limb gains claws suitable for shoveling soil and dirt, granting you a burrow speed of half your land speed.

Absent Limb: Additional cost 2
Required Level 13 and that limb have Crawling Limb augment: This limb is not there. It can't be used to attack or hold items. However you still retain your climb speed granted by this limb if you have it. This inspires fear in creatures watching you climb with it. They must make a will save (DC 10 + Charisma modifier + 1 per limb with this feature being used) or become shaken for 1 round. If they fail, each round they see you climbing they must try again until they pass.
Special: If all your limbs being used to climb have this augment, you no longer take penalties for performing actions while climbing.

Organ: Cost - 4
Appearance: Organs have varied appearances and locations in and outside the body, ranging from skin discoloration to small bead-like inner-body nodes to grotesque outer-body tumors.
Multiple organs may appear to be a single organ, and a single organ may appear to be many.
Required Level: 1
Benefits: Organs are added with a single free default augment called "Process", an organ's default augment cannot be bought or exchanged with form points. For every two organs there is a 5% chance that when taking massive damage you automatically succeed your save. This is called Organ Support.
Special: Organs count 2 features each for adding or removing them, but you may add or remove augments of the organs as a full-round action. In addition, organs may be "locked" meaning that they cannot by removed until stated conditions are met. Only the highest duration of locking counts, locking does not stack.
Augments:
Organ Process: Additional cost Ř
An Organ must have one and only one Process, it cannot be bought and is added when the organ is created.
Biological Process:
Having a biological process allows you to store, change and manipulate chemicals and matter in all forms.
You gain an ozodrin bio energy pool with one charge of bio maximum, this empties every 24 hours.
Whenever you digest at least 10lbs of matter you gain one charge of bio. By expending this bio you may create a health shield with hit points equal to the bio expended that works similarly to temporary hit points. This shield's maximum hitpoints cannot exceed your bio maximum.

Energy Process:
Having an energy process allows you store, change and channel energies in all forms, including magical, scientific, spiritual and strange.
You gain spell resistance 5 and generate one ebb of puissance every time you resist a spell. You gain an ozodrin puissance pool with a maximum of 1 ebb stored.

Mental Process:
Having a mental process allows you to store, change and channel psionic energies in all forms.
You gain power resistance 5 and generate 1 PP into your ozodrin PP pool every time you resist a power. Your gain a separate ozodrin power point pool with a maximum of 1PP.



Biocyte Stack: Additional cost 2
Biocytes are stacked organ cells which may store Bio for later use.
Each Biocyte Stack you have increases your maximum bio pool by 1. You may take this augment once per ozodrin level.

Neurocyte Matrix: Additional cost 2
Neurocytes are cells which may store PP for later use.
Each Neurocyte Matrix you have increases your maximum PP pool by 1.
For every 5 neurocyte matrices you gain double your PP pool maximum gain from additional ones. (Eg. 6th = +2PP, 11th = +4PP, 16th = +6PP)

Arcanocyte Pattern: Additional cost 2
Arcanocytes are cells which may store ebbs for later use.
Each Arcanocyte Pattern you have increases your maximum ebb pool by 1. You may take this augment once per ozodrin level.

Biocyte Stack: Additional cost 2
Biocytes are stacked organ cells which may store Bio for later use.
Each Biocyte Stack you have increases your maximum bio pool by 1. You may take this augment once per ozodrin level.

Somatic Nerve Cascade: Additional cost 2
Requires Biological process: You gain the autohypnosis skill as a temporary class skill (gaining the additional +3 if you previously had it cross-class trained) and you gain an additional +4 to autohypnosis checks made to effect the physical body, it's emotions or it's perceived state of well-being.
Every time you take this augment again it's cost doubles.

Wired Reflexes: Additional cost 2
Requires Biological Process Organ, Mental Process Organ:
By linking a Bio organ and a Mental organ you can send a surge of psionic or chemical energy to mentally process and react faster.
As an immediate action you may spend 1 Bio or 1 PP to create one of the following effects:
-Gain +2 Initiative, which you may add before you roll it.
-Gain +1 Dodge AC for 1 round.
-Gain +2 to Reflex saves before you roll your result.
-Gain +1 to Dexterity for 1 round.
-Gain +1 to ranged attacks for 1 round.

Osmosis Stomach: Additional cost 2
Requires Biological Process, Ozodrin Level 6: You gain a temporary extra stomach with unique properties, it can hold up to a primary stomach of 5 ozodrin levels lower than you are. Unlike a regular stomach there is no real opening to it, you must designate a single liquid or liquid type at the stomach's creation, it will then form another stomach dimension that allows for "spacial osmosis" and will allow transfer of the specified mundane liquid from one stomach into the other. Any liquid within the osmosis stomach become inert and safe until exposed to outside the stomach dimension, which will happen if the small gland that houses it is ever ruptured/removed/ect from the inside or outside, which violently ejects it into a 10' cone (DC10+1/2Level+CHA) reflex save to avoid being hit by the liquid.
For instance, you could designate water and dessicate anything you consume, filling your osmosis stomach, or you could designate alcoholic drinks and store a mixture of all of the drinks you consume.
Spacial osmosis technically requires digestion (but the stored liquid does not count as digested matter), thus any substance that would do you harm to consume does you that harm instead of being stored; if you consume a poisoned drink you may not store the poison safely, it will instead poison you unless that poison is counted to not harm you such as with Strange Physiology.
You may not store anything you could not otherwise digest.
Any liquid which converts into a gas or a solid at room temperature is not considered a liquid for the purposes of spacial osmosis.

Secreting: Additional cost 3
Requires Biological Process, Osmosis Stomach:
You may secrete any mundane liquid you have biological access to as a standard action, unless specifically stated this means a liquid in an osmosis stomach.

Coat - Coating means to cover either your non-feature body, a stomach or a single feature with the liquid.
Fill - Fill means to allow a feature that can be filled with a liquid the ability to contain a single application of it, such as a dose of poison, a single potion, a pint of oil or enough water to douse a small fire.
Salivate - Salivate means to coat a mouth or a stomach in a way which coats another creature upon swallowing them, or biting a creature 2 size categories smaller than you or your salivating feature. A salivating stomach semiplane may rain and effect all creatures within a 10' area in the stomach as a standard action.


Inner Ear: Additional cost 2
Requires Biological Process
Inner ears look like small openings or odd membranes, they do not have the same type of hearing as a normal ear and instead sense vibrations more than a full range of audio. This grants the ozodrin a +1 bonus to audio perception checks. You may not have more than 1 + 1/Level inner ears on any organ.

Planar Link: Additional cost 5
Requires Energy Process, Level 11:
Your organ opens a small dot gate to a single energy based plane, choosing between fire, acid, cold, electricity and sonic.
This organ now stores a refilling energy charge which deals 1d6 of the chosen energy damage when fired as bolt, and you may use a standard action to launch this bolt as a ranged touch attack with a range of 60'
You may use the ability to store ebbs of puissance (such as with an arcanocyte pattern augment) to store energy charges, for each 3 ebbs you could store you may store an additional charge of energy.
You may launch all of the energy charges you have in the same standard action, either by making one single large attack by adding all the damage together, or splitting the up equally. You may not choose more targets than you have mouths.
Each time you use up a charge it is instantly refilled, you do not gain the ability to store more charges if you take this augment again, but you may change the energy type of the charges you store.

Eldritch Energy: Additional cost 5
Requires Planar Link:
You may change the energy type of one of your Planar Links to Positive, Negative, Hellfire (sometimes known as radiation), Slashing, Piercing, Bludgeoning or Force





Swapped non-eye eye augments out and re-worked them into Organ.
Changed eye stacking progression, put hard-caps on stacking bonuses that scale with level, and put general balances and concise text into eye feature and augments. Instead of needing to put many separate specialized eyes on the ozodrin I've moved over the stacking benefits from the eye feature into an augment which simulates having a lot of them. This method should clean up the creation of builds by allowing the Ozodrin to have only one eye feature while gaining all the effects of having many.

Mouth's flavor has been changed to include the word "may" for having a throat, so it's now possible to create a mouth that lacks a throat. The intention behind this is to open up options for a bite that doesn't actually involve eating a creature, allowing something like a pair of scissors, a bear-trap, ect.
The ranged mouth attacks have been taken out of mouth and been worked into the Organ feature. This is primarily intended to allow a more alterable flavoring for it, and to allow you to "fuel" the organ with a larger spike of damage making a mid-level ozodrin a more bursty ranged combatant. This increases role utility to put it in-between a blaster and a DPS if the player invests in that option.
The flowing shape mouth augment has been removed entirely from the feature system and has been made core, this is to better archetype Ozoi's inky form at higher levels, alucard's power, or an aberrant horror's mutability in general.
Added protruding eye and wandering eye, this allows you to look around more safely and stealthily.
Added Many Tentacle, which should give your character the feel of a tentacle horror without needing to have more than one feature to do so.
Limbs have been severely rebalanced, they have been moved down to allow level 1 access but now are much more expensive, costing 9FP, this is because they allow a bonus to grapple, are actually functional arms and can hold weapons. Separately all of those functionalities could be worth about 3-4 augments worth 2-4FP each, so to balance it had to be 9.
Added Many Leg, this replaces having to stack lots of limbs with lots of augments to get that really weird leg monster effect, it also gains a bonus to trampling which is a decent buildup.
Moved fin's burrow ability to limb and changed it's balance to cost more than double it's original and gave it a fixed speed, this is to balance it with the Aegis which is it's balance reference parallel in this case.
A simplified Darkspawn feat specifically for the ozodrin replaces the ozodrin's core spike feature unlock, this is mainly due to the fact Ozoi archetype does not include spikes and is meant to be an alternate visual effect. This also allows it to be a bit more utility oriented due to it being unlocked by feat.
Fins have been similarly removed from core and put into a flat unlock feat.
Long Limb now grants -1 to attack rolls instead of granting -1 attacks (probably a typo).
Changed serrated and hooked tentacle and hooked teeth augments, serrated tentacles now deal damage over time and hooked teeth and tentacles now deal additional damage when a creature escapes a grapple, which generally makes them more nasty to tangle with. The balance ranges for FP and bonuses are also changed.
Organ added, it's got a passive to save the character from massive damage, assuming the campaign plays with that rule.
Organs come in 3 flavors, Bio, Magic and Psi, the intention behind this is mainly for flavor reasons, a Psi organ may act more like a brain or psi-crystal, a Bio organ may work more like an aberrant horror bile-sack and a magic organ may work more like dragon's breath. These can surely be mixed, but the intention is to by default keep them separate.
Bio, Energy and Psi process all have default defenses, the reason why Bio creates a life shield is because ozodrin does not need healing on such high demand or sustainability, the temporary HP allows it to have a small fixed cap.
Biocytes, Arcanocytes and Neurocytes are added in the intention to have a store of "caster-like" potential with the ozodrin, it takes up about 2/3's of the ozodrin's flat gain per level maximum.
Neurocyte Matrices gain a passive bonus as well to simulate the PP curve gain of a psionic class, this is balanced to the Aegis' PP gain maximum.
Added Wired Reflexes, this allows the ozodrin to become more dexterous in a very short burst, and allows more misc. defensiveness.
Added Osmosis Stomach, the main purpose of this is to clearly separate liquids from your actual body and load them as modular units into your features, this is to replace having to fill and mod individual features, instead you can just have a feature with a type of attack and if you want a specific thing in it you can just use an osmosis stomach to fill it later. This also allows you to utilize more potent effects by making them limited usage in battle, and having low spam potential due to the needs of Bio and fabrication.
As an added bonus this allows for you to be able to eat any liquid you would otherwise want to store, instead of having to pocket it.



OLD DATA



Write Feats for spike, fin and puppet, spawn can an organ augment and strengthened by a feat.



Organ: Cost - 4
Appearance: Organs have varied appearances and locations in and outside the body, ranging from skin discoloration to small bead-like inner-body nodes to grotesque outer-body tumors.
Multiple organs may appear to be a single organ, and a single organ may appear to be many.
Required Level: 5
Benefits: Organs are added with a single free default augment called "Process", an organ's default augment cannot be bought or exchanged with form points. For every two organs there is a 5% chance that when taking massive damage you automatically succeed your save, this counts as 5% for every one organ that is not connected to your body on the same plane as the damage is sustained, such as in your stomach, on a semi-plane or as a linked seed on terrain or another creature out of the damage's range.
Special: An ozodrin takes twice the amount of time to add or remove organs, but you may add or remove augments of the organs as a full-round action. In addition, organs may be "locked" meaning that they cannot by removed until stated conditions are met. Only the highest duration of locking counts, locking does not stack.
Augments:
Organ Process: Additional cost Ř
An Organ must have one and only one Process, it cannot be bought and is added when the organ is created.
Biological Process:
Having a biological process allows you to store, change and manipulate chemicals and matter in all forms.
You gain an ozodrin bio energy pool with one charge of bio maximum, this empties every 24 hours.
Whenever you digest at least 10lbs of matter you gain one charge of bio. By expending this bio you may create a health shield with hit points equal to the bio expended that works similarly to temporary hit points. This shield's maximum hitpoints cannot exceed your bio maximum.

Energy Process:
Having an energy process allows you store, change and channel energies in all forms, including magical, scientific, spiritual and strange.
You gain spell resistance 5 and generate one ebb of puissance every time you resist a spell. You gain an ozodrin puissance pool with a maximum of 1 ebb stored, any ebbs that are gained past your maximum instead heal you for 1hp.

Mental Process:
Having a mental process allows you to store, change and channel psionic energies in all forms.
You gain power resistance 5 and generate 1 PP into your ozodrin PP pool every time you resist a power. Your gain a separate ozodrin power point pool with a maximum of 1PP.

Biocyte Stack: Additional cost 4
Biocytes are stacked organ cells which may store Bio for later use.
Each Biocyte Stack you have increases your maximum bio pool by 1. You may obtain this augment multiple times.

Somatic Nerve Cascade: Additional cost 2
Requires Biological process: You gain the autohypnosis skill as a temporary class skill (gaining the additional +3 if you previously had it cross-class trained) and you gain an additional +4 to autohypnosis checks made to effect the physical body, it's emotions or it's perceived state of well-being.
Every time you take this augment again it's cost doubles.

Biostructural Tumor: Additional cost 6
Requires Biological process, BIOY 101 or BIOY 101 blueprint: By spending 1 hour you may convert your bio into biostructure, for every 2 bio you expend you may convert it into 1 cubic foot of biostructural matter that is joined together with others you create in this hour. This biostructure is made out of your organ and thus will contain 1 bio per cubic foot of biostructure as well being considered able to use your organ to expend bio to generate effects, but not able to collect it or use non-bio expendable effects.
This biostructure needs to consume 6lbs of food per day to stay functional, otherwise it will die. This biostructure weighs 6lbs and may be fed to other biostructures and the bio is absorbed into it if consumed.
After creating biostructure within that hour your organ (which is now the biostructure) is considered unusable by your body and the organ and augments are considered locked for 24 hours.

Sulfurous: Additional cost 2
Requires Biological process: As a standard action you may create a cloud of smoke with an extraordinary effect similar to that of the Obscuring Mist spell, alternatively you may prepare it as a full-round action and use a move action to trigger it. The time between using this effect, the time that it persists and the time that this organ is locked for after releasing your smoke are all one minute.
Add +1d4 damage and increase the DC by 2 for explosions the ozodin creates with her natural weapons.
When an ozodrin with the sulfurous organ augment dies in a way that leaves a corpse her corpse triggers a chemical death throes effect and explodes at the start of her next turn (Reflex Half DC10+CHA+Class Level) within a 15' radius and dealing dealing 1d6 piercing damage for each bio fueling this effect. All bio are automatically expended on post-death effects, in order of the character's choosing.
An ozodrin may configure the organ to intentionally explode while alive. She triggers this intentional effect with a DC15 autohypnosis check as a swift action, taking two times the effect's damage to herself and destroying this augment and it's organ, locking their form points for 24 hours.
As a 3rd option she may create a purely external casing for this organ's sulfurous stores disabling the death throes options, and instead as a swift action she may cause an effect with a DC15 autohypnosis check to explode her sulfur stores out in a 10' cone. You must expend at least one bio to create this effect, it deals 1d4 fire damage per bio used (Reflex Half DC10+CHA+1/2Class Level) and destroys this augment, locking it's form points for 24 hours.
Multiple augments do not stack.

Osmosis Stomach: Additional cost 2
Requires Biological Process, Ozodrin Level 6: You gain a temporary extra stomach with unique properties, it can hold up to a primary stomach of 5 ozodrin levels lower than you are. Unlike a regular stomach there is no real opening to it, you must designate a single liquid or liquid type at the stomach's creation, it will then form another stomach dimension that allows for "spacial osmosis" and will allow transfer of the specified liquid from one stomach into the other. Any liquid within the osmosis stomach become inert and safe until exposed to outside the stomach dimension, which will happen if the small gland that houses it is ever ruptured/removed/ect from the inside or outside, which violently ejects it into a 10' cone (DC10+1/2Level+CHA) reflex save to avoid being hit by the liquid.
For instance, you could designate water and dessicate anything you consume, filling your osmosis stomach, or you could designate alcoholic drinks and store a mixture of all of the drinks you consume.
Spacial osmosis technically requires digestion (but the stored liquid does not count as digested matter), thus any substance that would do you harm to consume does you that harm instead of being stored; if you consume a poisoned drink you may not store the poison safely, it will instead poison you.
You may not store anything you could not otherwise digest.
Any liquid which converts into a gas or a solid at room temperature is not considered a liquid for the purposes of spacial osmosis.

Secreting: Additional cost 3
Requires Biological Process, Osmosis Stomach:
You may secrete liquid into or out of any feature which you possess as a standard action, the designated amount of liquid will coat, slime, fill (for a single dose injection during it's next attack), or salivate.
Coat refers to a coating such as grease or tar, excess liquid does not come off with ease. Slime refers to a copious amount of liquid that had a slippery but tangible quality. Fill means that it either is an injection or a natural poison such as the fangs of a snake or the bacterial mouth of the komodo dragon, and salivate means freely produced liquid, if from a mouth it may drool or from a stomach it may flood or rain. Salivating in a stomach fills 1' deep 5' area every standard action spent trying to fill the stomach.

Aerial Secretion: Additional cost 2
Requires Biological Process, Osmosis Stomach, Secreting Organ:
You gain an opening on your body that may produce a spray that has the same usage as a Sprayer (Arms & Equipment pg.25).
Designate one of your osmosis stomachs, this stomach then releases the liquid into a cloud form out of the opening in a 10' line, if the liquid is not able to be turned into a gas through mechanical means then it shoots a 10' line of liquid.
Alternatively, you may choose to coat yourself in the liquid as a move action as if the augment were an Oil Chamber (Dun p033).

Adrenal Gland: Additional cost 4
Requires Biological Process:
You are treated as having the Diehand feat whenever you have this augment.
Once per day, you may activate your adrenal gland to Rage as if you had one level in barbarian. Additionally, you may feed this rage with Bio, gaining 1 extra round of rage per bio invested. If you invest 5 bio in one round the remainder of the rage intensifies to Greater Rage and halves the remaining time.
Once activating this augment and it's formpoints become locked for 24 hours.

Wired Reflexes: Additional cost 2
Requires Biological Process Organ, Mental Process Organ:
You link your bio with your mental processor to be able to create a process surge.
As an immediate action you may spend 1 Bio or 1 PP to create one of the following effects:
-Gain +2 Initiative, which you may add before you roll it.
-Gain +1 Dodge AC for 1 round.
-Gain +2 to Reflex saves before you roll your result.
-Gain +1 to Dexterity for 1 round.
-Gain +1 to ranged attacks for 1 round.




Features:
Eye
Mouth
Tentacle
Organ
Limb

Feat/OTHER-Acquired:
-Spike (Level 1, Feat)
-Fin
-Puppet (Lure Trap)
-Spawn

Hanuman
2013-01-26, 03:42 AM
OLD DATA CONTINUED

Don't worry about printable formatting, make a secondary copy, excel sheet or PDF after.

Biomatter Converter: Additional cost 10
Requires Biological Process, Ozodrin Level 9:
You may convert Bio into Biomatter, a transient and unstable alchemical substance which turns into a parallel substance to tanglefoot bag liquid whenever it touches air or any other non-living substance.
This Biomatter may be loaded into an osmosis stomach immediately after creation, if loaded into a sprayer it has an effect like a tanglefoot bag. If coated or onto a feature it grants +2 to grapple and has the effect of a Catching weapon for 3 rounds, then loses that ability in place of a temporary -2 dex and gaining an additional +1 natural armor for 1 round.
For every 1 Bio you create, you gain 1lb of Biomatter, and equals a tiny creature in volume, or a single tangefoot bag, and conversion of 1 Bio takes 1 minute of concentration and is stored in your organ to replace your maximum Bio slots.
As a full-round action you may attempt to use your Biomatter to copy any mundane or alchemical liquid you have previously consumed, roll a d20 and add [15 + (10 per Biomatter Used)] as an attempt similar to a craft check and compare it to the substance's DCs. If you beat the DC the Biomatter is converted into that substance and you must immediately move it to one of your stomachs or ingest it immediately.

Biomatter Converter, Specified: Additional cost -5
Requires Biological Process, Biomatter Converter Organ:
This Biomatter Conversion organ now efficiently converts any remaining biomatter (above 0) into a chosen substance and works similarly to Biomatter Converter, with the following exceptions:
Instead of allowing free conversion you must specify a single substance during the addition of the augment, this organ can only create this substance as long as this augment is applied.
You may not roll checks to craft substance, instead you may qualify to successfully take 10 on a [5 + (10 per Biomatter Used)] check to craft the designated material you automatically convert the Biomatter into the substance without taking the check.
You may maintain concentration to stop your Biomatter Converter from dipping into your Bio pool whenever you want to contest it's usage, if you fail the Bio is consumed.

Energy Lattice: Additional cost 10
Requires Energy Process:
You un-work and re-work raw puissance into spell effects familiar to you.
For 1 puissance you may convert it into a level 0 spell similar to the Spell Like Ability mutation (Draken's Evolutionist pg.4), to create a level 1 spell you must spend 2 puissance, for a level 2 spell you must spend 3 puissance, ect.
You may never create a spell of higher relative level than is stated on the mutation's chart.

Metabolic Acceleration: Additional cost 2
Requires Biological Process:
While you have this augment your body heals damage equal to your constitution every hour spent out of combat, entering combat interrupts and resets the hour. For every hour you heal you must spend 1 bio to do so, if you have 0 bio you must, for the purposes of this augment only reach -1 Bio (Fatigued), then another hour for -2 Bio (Exhausted), and for every hour after that you take temporary con damage for every Bio missing after -2.
If you gain Bio at any time while you are negative this Bio is automatically added to your negative score, and any negative effects incurred by having amounts of negative Bio are cured upon gaining it back.
As a swift action you may make a DC20 autohypnosis check, if you succeed
you may spend 1 Bio to regain HP equal to your constitution modifier, for the next 24 hours digested material counts as half weight for the purposes of gaining Bio, this multiplier stacks with additional uses of metabolic acceleration causing weight to be 1/4th, 1/8th, ect.

Conductive: Additional cost 4
Requires Biological Process:
Your organ forms highly conductive solid pathways from itself into a feature.
When you gain this augment, designate a feature to become conductive. Part or all of that feature changes in appearance and allows a conductive conduit to connect the organ and the feature.
You may transfer cold, heat or electricity through this feature as if it were an archanodynamic net with the exception that the energy is not converted into raw magical power nor puissance nor is it safely stored, it simply is transferred from your feature to your organ.
If you designate your flesh you may treat your body as a net for cold, heat and electricity, gaining additional cold, fire and electrical resistance equal to half of the organ's resistances, respectively.
You may radiate your Thermo Ebbs out of your designated feature as a standard action as if your organ were an arcanodynamic transformer.
You take -2 saves to resist fire, cold and lightning damage sources.

Thermodynamic Node: Additional cost 2
Requires Biological Process, Energy Process, Ozodrin Level 9:
Your organ gains cold and fire resistance of 10, you may store heat or cold within a thermodynamic node in a separate Thermo Ebb pool with a maximum of +2 or -2 Ebbs. You may net cold or heat from your conductive augment features as if your organ was an arcanodynamic transformer, with the exception that your Thermo Ebb pool does not store heat and cold, it stores both. For every ebb gathered by cold you produce -1 Thermo Ebbs and for every ebb gathered by heat you gain +1 Thermo Ebbs, you may use negative Ebbs to generate cold and positive Ebbs to generate heat. You may safely release these Ebbs over the course of 10 minutes per Ebb inside of yourself, either making yourself immune to extreme weather temperature or doubling all it's effects, depending on the weather respectively.
Every time you take this augment you improve the organ's fire and cold resistance by 6 and it's maximum ebbs improve by +1 and -1 respectively.
If you are at your maximum ebbs and attempt to gain more you instead lose your resistance for that damage and take it in full instead of converting it.

Electrodynamic Node: Additional cost 2
Requires Biological Process, Energy Process, Ozodrin Level 9:
Your organ gains Electrical resistance of 10, you may store electricity within an electrodynamic node in a separate Electro Ebb pool with a maximum of +3 Ebbs. You may net electricity from your conductive augment features as if your organ was an arcanodynamic transformer with the exception that it stores electricity for later use. You may safely release these Ebbs over the course of 1 round through any metal or conductive material embedded in the ground (including conductive features) as a free action.
Every time you take this augment you improve the organ's lightning resistance by 6 and it's maximum ebb improves by +1.
If you are at your maximum ebbs and attempt to gain more you instead lose your resistance for that damage and take it in full instead of converting it.


Small Print-
-"Digestion" refers to matter, energy, thought-forms, or any other noun that has been absorbed by a stomach, if something is destroyed and is not specifically detailed as digestible then it is by default non-digestible.
-Ozodrins are capable of absorbing nutritious organic matter that would normally feed a beast or a hound, this can be upgraded or changed with feats, such as 'Scavenging Gullet'.

-FOR MOVING CREATURES AROUND WITH TENTACLES ADD PATHFINDER PULL/PUSH SYSTEM

10.0 Workshop and Media


Balance Comparison Data


Ozodrin FP to Level, Expected Minimum, Maximum and Average:
{table=head]Level|FP RANGE|AVR. FP
1st|
4-11|
7.5|
2nd|
7-14|
10.5|
4rd|
13-23|
18|
8th|
25-38|
31.5|
10th|
31-45|
38|
13th|
37-64|
50.5|
16th|
46-76|
61|
[/table]


Class Comparisons July 26 2013

3.5
(9)[Fighter] 3hp 3bab 1skp 2feat 1save
(11)[Psionic Warrior] 2hp 2bab 4pp 2feat 1save
(13)[Wizard] 6sp 1bab 1skp 2feat 1save 2familiar
(13)[Psion] 6pp 1bab 1skp 2feat 1save 2discipline
(10)[Rogue] 1hp 2bab 4skp 1save 1trapfind 1-2per level SA
(12)[Monk] 2hp 2bab 2skp 3save 0speed/ac (noarmor,bought later) 1unarmed/flurry 2feat


Homebrew
(16)[Owrtho's Ozodrin] 2BAB 2HP 2SKP 3FP 2MDemean. 1save 2Ab.Affinity 1manifest 2eye
(12)[Owrtho's OzodrinLEVEL3] 2BAB 2HP 2SKP 3FP 1save 2tentacle





Scrubbed Data

Ozodrin2:
Amorphous Movement (Su):
Upon reaching level 12 your body's physical construction no longer needs to remain solid, it can be made of something visually similar to liquid, sand, dense gas (such as a cloud), shadow or light for brief periods of time.
You may enter your amorphous form to move up to half your base speed and remain in your amorphous form until your next turn, while in this form you cannot use standard actions and can only move half speed, though you may move up walls, across or under water, through air or squeeze through small cracks as if you were made of a flying ooze. Each round you use this uses up 10' of your strange movement, for every 10' you move you consume 5' of your strange movement, you may use your organ's PP, Bio or Ebbs to fuel this ability at the rate of 1 point per 5' movement.

Amorphous Shape (Su):
You may maintain your amorphous form indefinitely at no cost, movement costs 5' of strange movement per 20' moved or 5' of strange movement per 10' moved at full speed or 1 PP/Bio/Ebb per 20' movement or 1PP/Bio/Ebb per 10' movement at full speed.
You now have the ability to be partially amorphous, you gain the ability to use standard actions but are considered solid and behind partial concealment, you gain +2 Dex AC and you can treat yourself as one size smaller whenever is convenient for you.

Unnerving Grace (Ex): Ozodrin have a subjective appearance which changes depending on the observer, and is fueled by the bias of that perception.
The ozodrin takes a -5 penalty to disguise checks and gains a bonus to intimidate for those on the negative diplomacy spectrum or a bonus to diplomacy on the positive diplomacy spectrum, or a minor bonus to both for a neutral observer, relative to the table below:

{table=head]Ozodrin Level|Hostile|Unfriendly|Neutral|Friendly|Helpful| Fanatic
1st-5th|
+2|
+1|
+1|
+1|
+2|
+4|
6th-10th|
+4|
+2|
+1|
+2|
+4|
+8|
10th-15th|
+6|
+3|
+2|
+3|
+6|
+12|
15th-20th|
+8|
+4|
+2|
+4|
+8|
+16|[/table]
When in her true form this effect is doubled.





Book
http://img718.imageshack.us/img718/7938/flowdancer.jpg
http://img339.imageshack.us/img339/8111/uncannym.jpg
http://img98.imageshack.us/img98/3298/buzzsaw.jpg
http://img190.imageshack.us/img190/349/moondancer.jpg
http://img194.imageshack.us/img194/2520/sworddancer.jpg
http://img109.imageshack.us/img109/8315/violinv.jpg
http://img820.imageshack.us/img820/918/watersebb.jpg


Jukebox

Grooveshark playlist will be created in Feb.
Kaya Project - Deep Kaya (https://www.youtube.com/watch?v=c9SBathxSkA)
Shpongle - No Turn Unstoned (https://www.youtube.com/watch?v=U09xs0-bAGo)
Kaya Project - IRINA MIKHAILOVA "Night Flower Remix" (https://www.youtube.com/watch?v=jSS9uvyC66U)
Beats Antique - Tabla Toy (https://www.youtube.com/watch?v=NUC8izazhyU)
Beats Antique - Milieu (https://www.youtube.com/watch?v=jAPJnn7pZEw)
Solace - Saptak (Samaya Mix) (https://www.youtube.com/watch?v=T6ZNdzWPN-o)
Shpongle - I Am You (https://www.youtube.com/watch?v=VREsnmhFmlQ)
Ennio Morricone The Ecstasy of Gold (https://www.youtube.com/watch?v=1-rHdSWZLpQ)




Drive-In Theater

Bagua - Wuli Zhi (https://www.youtube.com/watch?v=ajaonqHRwLQ)
Guild Wars 2 - Sylvari Lore (https://www.youtube.com/watch?v=RoT7fXC38BQ)





Foot and Fist, a Monk Remake:

Monk ↓

1.1 Index

1.0 The Dreamer (Version a.1) (http://www.giantitp.com/forums/showpost.php?p=14596196&postcount=1)
1.1 Index
1.2 Fluff
1.3 Game Information

2.0 Fantasies (http://www.giantitp.com/forums/showthread.php?p=14596196#2)

3.0 Aspects (http://www.giantitp.com/forums/showthread.php?p=14596196#3)

4.0 Character Options & Equipment (http://www.giantitp.com/forums/showthread.php?p=14596196#4)

5.0 Magic and Psionics (http://www.giantitp.com/forums/showthread.php?p=14596196#5)

6.0 Evo and Ozo (http://www.giantitp.com/forums/showthread.php?p=14596196#6)
6.1 Ozodrin˛

7.0 Gramarie (http://www.giantitp.com/forums/showthread.php?p=14596196#7)

8.0 Sublime Way (http://www.giantitp.com/forums/showthread.php?p=14596196#8)

9.0 Reserved (http://www.giantitp.com/forums/showthread.php?p=14596196#9)

10.0 Workshop and Media (http://www.giantitp.com/forums/showthread.php?p=14596196#10)

Rulesets:
-Core d20/3.5/Pathfinder
-Gramarie (By Kellus) (http://www.giantitp.com/forums/showthread.php?t=252794)
-Ozodrin (By Owrtho) (http://www.giantitp.com/forums/showthread.php?t=153536)
-Evolutionist (By Draken) (http://www.giantitp.com/forums/showthread.php?p=13115715)
-Sublime Way (WotC) (https://www.wizards.com/default.asp?x=dnd/ex/20060802a)
-Harrowed (By Lord Gareth) (http://www.giantitp.com/forums/showthread.php?t=188148)

Changelog:
-Jan 26 2013: Class version (a.1) Posted


▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬
1.2 Fluff

http://pcdn.500px.net/1438294/22f1f5bf7bad0763b757afaafbc275eac5f5555b/4.jpg
"Dreamers are those who never really awaken from their dreams, it's simply that their dreams come with them."
-Tadil the Joyous, Sublime Monk (Picture by Jason) (http://500px.com/photo/1438294)

The Dreamer is similar to a generic class system as a class, except that it allows you to slowly drift from one class to another without penalty. It contains all of my favorite classes, all core classes, some suggested classes, and encourages blending the lines between them. There are a lot of spots for players to choose from a lot of options each session, and for players to homebrew their own options in as well, as it's encouraged to homebrew this class at your table.

Included with the Dreamer is the [Dreamer Ruleset], this provides alternative class balances and functions that are more optimally aligned for someone who is playing a Dreamer, but these alternatives are not needed to maintain the mechanics of the class nor are they incompatible for use without playing one, they are simply an alternative.

Abilities:
Strong monks are able to act with more force.
Dexterous monks are able to be more mobile and skilled.
Monks with high constitution are able to be more intense for a longer duration.
Intelligence allows the monk to act with cleverness, akin to chess.
The wise monk knows that softness overcomes hardness.
Charismatic monks are able to blossom and express their inner-self.

Role:
Monks are high-mobility melee skirmishers and combatants.
By using superior action economy, mixed-lethal damage and mastery of combat maneuvers the monk can evade, hunt, kill or capture opponents swiftly and overcome obstacles with skill and physical talent.

Background: A Dreamers' background is one of awakening to find that their dreams are more than just temporary, this may be from birth but more often than not happens later in life, giving the Dreamer options for a more varied or a more mundane background.

Organization: Dreamers may awaken in a group or individually, there could be a physical or divine entity responsible or no discernible trend.

Alignment: Almost all Dreamers are chaotic, most have a hard time seeing just one point of view.

Races: Any race could become a Dreamer, but most are of the more common races (though this is likely due to that there are more of the more common races than the less common ones).

Religion: Dreamers tend towards the religions of their races or cultures, but their dreams also lead them to gods or principles. Most likely a Dreamers' religious beliefs will follow what aspects and fantasies they attain or maintain.

Other Classes: Other classes will show a stark lack of understanding or trust of the Dreamer, as often they don't seem to be physically "real" as most other creatures it's difficult to relate to beings who seem so distracted or detached from the physical world.

Adaptation: There are countless ways to incorporate a Dreamer, from the studious wizard to the humble fool to the machine who can dream, valid approaches are endless and exceptions few.
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Game Information

Hit Die: D8

Starting Gold: 3d4x10 (75gp)

Class Skills:


Acrobatics (Dex)
Climb (Str)
Craft (Int)
Escape Artist (Dex)
Intimidate (Cha)
Knowledge (history) (Int)
Knowledge (religion) (Int)
Perception (Wis), Perform (Cha)
Profession (Wis)
Ride (Dex)
Sense Motive (Wis)
Stealth (Dex)
Swim (Str).




Skillpoints: 4 + Int

{table=head]Level|
BAB|Fort Save|Ref Save|Will Save|Special|- Flurry Points -|- Unarmed Damage -|- AC Bonus -|- Mobility Zone -
1st|+1|+2|+2|+2|Special|2|1d6|1|5'

2nd|+2|+3|+3|+3|Special|2|1d6|1|5'

3rd|+3|+3|+3|+3|Special|2|1d6|2|10'

4th|+4|+4|+4|+4|Special|2|1d8|2|10'

5th|+5|+4|+4|+4|Special|2|1d8|3|10'

6th|+6/+1|+5|+5|+5|Special|3|1d8|3|20'

7th|+7/+2|+5|+5|+5|Special|3|1d8|4|20'

8th|+8/+3|+6|+6|+6|Special|4|1d10|4|20'

9th|+9/+4|+6|+6|+6|Special|4|1d10|5|30'

10th|+10/+5|+7|+7|+7|Special|4|1d10|5|30'

11th|+11/+6/+1|+7|+7|+7|Special|5|1d10|6|30'

12th|+12/+7/+2|+8|+8|+8|Special|5|2d6|6|40'

13th|+13/+8/+3|+8|+8|+8|Special|5|2d6|7|40'

14th|+14/+9/+4|+9|+9|+9|Special|5|2d6|7|40'

15th|+15/+10/+5|+9|+9|+9|Special|6|2d6|8|50'

16th|+16/+11/+6/+1|+10|+10|+10|Special|7|2d8|8|50'

17th|+17/+12/+7/+2|+10|+10|+10|Special|7|2d8|9|50'

18th|+18/+13/+8/+3|+11|+11|+11|Special|8|2d8|9|60'

19th|+19/+14/+9/+4|+11|+11|+11|Special|9|2d8|10|60'

20th|+20/+15/+10/+5|+12|+12|+12|Special|10|2d10|10|60'

[/table]


Flurry (Ex): Grow an expanding zone of threat, movement and sense.
You gain a mobility zone which extends outwards the same way a threatened area does and extends only as far as stated on the table.
You gain a pool of Flurry Points.
As a full-round action you may use flurry points to perform actions which cost flurry.
You may use Flurry of Blows.

Flurry of Blows
As a part of your flurry, you may use a number of flurry points to target an equal number of creatures for a flurry of blows.
You can target a creature multiple times, using 1 flurry point per times targeted.
Make an attack roll with a -1 penalty and match it against all targeted creatures. Any creature who's AC is lower than your attack roll takes unarmed strike damage or your held weapon damage to a maximum of 1 hit for every time it was targeted.

Flurry Points
At the beginning of each turn you recover a number of flurry points equal to 1/5 your monk level + your Constitution Modifier.
You may not have nor spend more flurry points than your pool's maximum.

Weaponized Body (Ex): Your body becomes a weapon, increasing in skill and ability.
Gain the Improved Unarmed Strike as a bonus feat.
Deal lethal or non-lethal damage with unarmed strikes with no penalty.
Gain a damage die advancement on your unarmed strikes.
Unarmed strikes can be made with your hands full.
Gain a bonus to CMB and CMD equal to 1 + (1/4th your monk level).

Mobile Body (Ex):
For the purposes of determining AC versus attacks of opportunity you may gain a bonus to equal to either your Dexterity, Intelligence or Wisdom modifiers, to a maximum of 1/2 your monk level.
You gain a bonus to your base land speed equal to your mobility zone's radius.
As a swift action you may use 1 flurry point at any time to "kip up", returning to standing from prone.
As an immediate action that costs 1 flurry point after a successful reflex save on an area-of-effect ability you may move to anywhere within your mobility zone. If you would have taken half damage and this movement takes you outside of the area of effect you instead take no damage. You incur attacks of opportunity as if you had used a move action.
When calculating fall damage you may subtract your mobility zone's range from your fall distance.
You may use Acrobatic Flurry.

Acrobatic Flurry
While in a flurry you may spend 1 flurry point to move anywhere within your mobility zone as a free action and may take 10 on any skill checks needed to get there. You still incur attacks of opportunity as if you had used a move action.
When using your Flurry of Blows you may make either a trip, grapple, disarm, bull-rush or reposition on a foe in place of applying your damage to them, using your CMB vs their CMD instead of Attack vs their AC. You use the same attack roll for your acrobatic flurry as you did your flurry of blows when made in this way.

Impact You can focus your strikes to break bones, shatter weapons, or destroy obstacles.
As a standard action you may use all of your flurry points in one standard attack roll to make a single strike against an opponent or an object.
In addition to the damage you normally deal you may deal an extra damage die increase for every flurry point you spent, to a maximum bonus of one die stage per 3 monk levels.
If you instead make this attack to sunder you add the increased damage onto the attempt.
Instead of dealing damage with impact you may attempt to use it in place of a strength check, gaining a +1 bonus to your strength modifier for every flurry point expended.
In place of Mobile Body (Ex)'s falling damage reduction you may choose to attempt a damage transfer instead. If you choose to impact a foe during a fall you may transfer up to your mobility zone's falling damage reduction into the strike, if that strike is successful the foe instead takes that damage in the form of a boost to your damage, if you are not successful you do not gain the benefit of that fall damage reduction.

Dragon's Rage
At level 10 impact gains different additional qualities:
You receive a free bull-rush attempt whenever attempting to impact a foe without the need to move with them. If the foe evaded your attack you suffer a -4 penalty on the bull rush attempt.
You receive a free disarm attempt whenever you successfully deal damage to an opponent's held object with impact.
You receive a free attack roll and are treated as having the feat Throw Anything for the purposes of making a ranged attack with an object you have just impacted with a strength check.


Pure Body (Ex):
Gain immunity to all diseases (including supernatural and magical ones).
As a standard action, a number of times equal to your Constitution modifier you may rally, healing hitpoints equal to 1/2 your level.
At level 11 you gain immunity from poisons of all kinds as well.

Morph Bark
2013-01-26, 11:36 AM
Am I correctly assuming that points 5.0-8.0 will be for PrCs?