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Re: Tooth and Tentacle [3.5 base class PEACH]
Quote:
Originally Posted by
Tvtyrant
Have you been using grapple feats and items? Titan's Grip gloves + Improved Grapple nets you +12 on grapples, add in Large and you get +16 on top of strength.
Ah, didn't think to add items to it. Herp derp on my part.
Still, every grapple past the first is -20, correct? Say 16 + Str 18 plus features bonuses... maybe in the +40ish range? So that's one guy for sure, and maybe two depending on level and enemy. Third guy would have to be a mook, or a caster who got too close.
Pretty good, but doesn't seem overwhelming to me. And anyway, all those features get pretty expensive quickly. I'm having difficulty maintaining more than a 15' - 20' reach without losing out on the attack bonus penalty.
I'm sure mileage will vary though.
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Re: Tooth and Tentacle [3.5 base class PEACH]
You need to keep in mind that there's a limit to how many con points you can devour at a time, based on level and how many mouths you manifest. This means that grappling multiple targets at once just slows down the devouring process, making it less useful overall. If you try to raise it by adding more mouths, those points come away from either your grappling ability or your defenses. Sure, with the right feats and gear you can effectively lock down as many people as you have limbs and you'll eventually get around to killing them (probably), but there are several focussed grappler builds that can do better. Devouring seems like an easy game-breaker at first, but it's surprisingly well balanced in actual play.
The Ozodrin isn't the best at anything (except maybe Intimidation), but they're extremely versatile and pretty much good enough at whatever role they apply themselves to, making them a mid-to-high tier 3.
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Re: Tooth and Tentacle [3.5 base class PEACH]
Quote:
Originally Posted by
Owrtho
Also, some in the works optional abilities for the ozodrin...
Well, seeing as a new page was reached shortly after, I'd thought I'd make sure people who may be interested didn't miss my previous post.
Owrtho
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Re: Tooth and Tentacle [3.5 base class PEACH]
Abhorred by nature is a good flaw; it has unique flavor and would make for some exciting scenes in a cities animal markets.
I agree that grappler specific builds are better, but the Ozodrin has far more options. Putting it at Tier 3, so your point is taken :smallwink:
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Re: Tooth and Tentacle [3.5 base class PEACH]
I like Abhorred by Nature and Uncanny Appearance. Being detected and feared by animals is one of the classic "thing that should not be" traits, and add a nice flavor to a character (though you might want to specify that it applies to animals and plant creatures, rather than force the character to make a few thousand Handle Animal checks when confronted with a grassy field). Meanwhile, making the ozodrin's worldly guise a literal disguise is a nice touch, and allows especially perceptive people to notice something off about the character, which is always good for more monstous PCs. It might also pave the way for a feat or something that would allow variable worldly guises for disguise/infiltration purposes. (I know you can do this with Flesh augments, but that isn't until very high levels)
On the other hand, I really don't like Uneasy Guise. Imposing a (fairly large) penalty on all Will saves in the worldly guise makes the character significantly more vulnerable, and often doesn't really make sense (trying to hold my "mask" in place makes me easier to mind control?). The saves to maintain form when critted or knocked unconscious, and the inability to suppress the fear effect when you change are good, but accidentally reverting any time you roll a will save sometimes doesn't work (detect thoughts results in shapechanging?). Finally, keeping at least 1/3 of your form points assigned doesn't seem to work very well; I understand that the manifested form needs to be different from the worldly guise so you need some features up, but restricting the ways in which form points can be reassigned might make some forms unavailable and will almost certainly add more steps to the process of switching between manifested forms, leading to more time required in the worldly guise (exactly what someone with this flaw wants to avoid). I would suggest that if the ozodrin doesn't have their form points assigned properly when they involuntarily manifest, they revert to the last form they manifested, or possibly some predetermined default form. That way the main problem they face will be accidentally manifesting their true form or going to the wrong form, rather than delayed manifestations or underpowered forms with 2/3 of their points unassigned.
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Re: Tooth and Tentacle [3.5 base class PEACH]
Quote:
Originally Posted by
Sindri
I like Abhorred by Nature and Uncanny Appearance....
Glad you like those two. Added creature to the plant part as suggested. Not sure about such feats, though it could make sense. Likely would just allow them to alter their appearance to be any creature of the same type as their original form, but not granting any benefits of being that type (meaning they'd still be treated as if in their normal form), and imposing a penalty on the disguise check (as they'd be even less familiar with such a form).
Quote:
Originally Posted by
Sindri
On the other hand, I really don't like Uneasy Guise. Imposing a (fairly large) penalty on all Will saves in the worldly guise makes the character significantly more vulnerable, and often doesn't really make sense (trying to hold my "mask" in place makes me easier to mind control?). The saves to maintain form when critted or knocked unconscious, and the inability to suppress the fear effect when you change are good, but accidentally reverting any time you roll a will save sometimes doesn't work (detect thoughts results in shapechanging?). Finally, keeping at least 1/3 of your form points assigned doesn't seem to work very well; I understand that the manifested form needs to be different from the worldly guise so you need some features up, but restricting the ways in which form points can be reassigned might make some forms unavailable and will almost certainly add more steps to the process of switching between manifested forms, leading to more time required in the worldly guise (exactly what someone with this flaw wants to avoid). I would suggest that if the ozodrin doesn't have their form points assigned properly when they involuntarily manifest, they revert to the last form they manifested, or possibly some predetermined default form. That way the main problem they face will be accidentally manifesting their true form or going to the wrong form, rather than delayed manifestations or underpowered forms with 2/3 of their points unassigned.
Well, you make some good points on this. Many of which were issues I'd also had and been unable to figure out how to properly address. The penalty for will saves could likely be less, and I may make it so that it only applies to one of the will saves (of the players choice before they know the results of the rolls and defaulting to the save for the not changing). The reason the save is triggered by will saves is due to the concentration needed to will oneself into the worldly form, and the fact it would end up split if trying to resist something else. However I personally would prefer to come up with a better way to do that which would take into account that while that may happen with a dominate person (or monster if your 10 levels in) spell that you know of, you likely wouldn't concentrate to resist many will saves you don't know about. I thought about making it be based on when you would need to make a concentration check, but those seem to be a little too easily set off (such as whenever you're attacked rather than just when it's a critical). That said, I may also add something like requiring one every hour or two.
As for the form points, I had overlooked those issues. The idea of just re-adding the last features removed might work well. Perhaps if they would manifest their true nature while no form points are assigned, it just re-adds up to the last half class level features (rounded up) that were removed, so long as form points allow (so at level 5 it would be the last three features provided that didn't go over their max number of form points, but would always result in the last one being added back on).
On the whole though while I like the basic idea behind it, it is the one I am the least satisfied with the current state of and feel needs the most work. As such suggestions are particularly welcome for it.
Also, while I'm thinking of it, a feat based on the above suggestion:
Altered Guise (Aberrant)
When assuming your worldly guise, you have learned to look like someone other than yourself.
Prerequisite: Aberration Blood, Uncanny Appearance, Disguise 4 ranks, Charisma 15
Benefit: When assuming your worldly guise, you may choose to look like any other member of the same race as your normal worldly guise, real or fictitious. However, doing so causes a -5 penalty to your disguise check to look normal, and if trying to mimic another individual, you still must make a separate disguise check to look like them (though you don't receive penalties for varying gender, sizes, or other similar attributes as you normally would) for which you gain a +5 bonus. This does not change any of your stats, abilities, or equipment.
Normal: When assuming your worldly guise you must look like you once did.
Owrtho
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Re: Tooth and Tentacle [3.5 base class PEACH]
Quote:
Originally Posted by
Sindri
The Ozodrin isn't the best at anything (except maybe Intimidation), but they're extremely versatile and pretty much good enough at whatever role they apply themselves to, making them a mid-to-high tier 3.
Actually, methinks the Barbarian has better intimidation skills than an Ozodrin. Ok, yes, charisma is usually a Barbarian dump stat, but with Imperious Command, Intimidating Rage, and Dreadful Wrath, (even though it can and more than likely will be a glass cannon once the GM throws magic goggles of anti-intimidation upon all of his monsters, yes, even the eldritch horror he keeps in his pocket) the Barbarian can just maniacally laugh as he rages, and the only hindrance would probably be the barbarian himself if he continues to rage after all the monsters are dead... :smalleek:
Spoiler
Show
Speaking of which, I was debating between this and the Ozodrin, and obviously I chose the latter because you've played it before and can help me play it better.
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Re: Tooth and Tentacle [3.5 base class PEACH]
Hmm... I'm not sure if I've seen this noted anywhere, but would Powerful Build interact with features in any way, shape, or form? From one standpoint, if a feature has a size relative to your own, Powerful Build might declare that your size is +1, and thus its based off (in most cases) Large, rather than Medium. But eh, I'd rather ask for clarification.
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Re: Tooth and Tentacle [3.5 base class PEACH]
Well, personally I'd rule that it would have an effect on features, but not to that extent. Features would still be made at the size of the character, and deal damage as if that size. However, for grappling, trip, special attacks and abilities, etc. they would count as one size larger than they are. Thus if an ozodrin chose to take advantage of its ability to squeeze a grappled opponent, or were to use the Swiping Tail augment to make a tail sweep, the feature would count as a size larger than it actually is for what creatures it could be used on.
On a slightly different note, does anyone have suggestions for how to improve Uneasy Guise? While the other two optional abilities seem fine, that one certainly needs work, and I'm somewhat uncertain how best to fix it.
Owrtho
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Re: Tooth and Tentacle [3.5 base class PEACH]
Hi.
Rearding Uneasy Guise
Quote:
Originally Posted by
Owrtho
Level 1:
Uneasy Guise (Ex): An ozodrin's true nature is its natural appearance, and hiding it can be difficult at times. When in its worldly guise, an ozodrin takes a penalty to will saves equal to 1 + 1/4 its class level rounded down due to the focus needed to hide its nature. In addition, whenever it makes a will save in its worldly guise, it must also make a second will save (DC 5 + class level) or fail to maintain its worldly guise, an unwillingly manifest its true nature. If an ozodrin manifests its true nature in such a fashion, it is unable to shield others from the fear effect caused by its manifestation. It must also save against unwillingly manifesting its true nature upon receiving a critical hit, being reduced to 0 hit points or less, and the DMs discretion.
At all times the ozodrin must have at least 1/3rd its form points (minimum 3) toward features and augments.
Any class which advances features advances this ability as well.
Notes on the above ability: Needs a better name, and I'm not sure if this is the best way to accomplish the desired effect (so far as what triggers the unwilling manifestation and the save against it). Part of the idea behind this is for people who feel that the ozodrin's ability to easily turn off its being a monster is problematic flavour wise, or feel it should be harder to hide being an otherworldly abomination. This also allows for more easily having it be like a curse or the like in game (
[color="black"cursed with[/color] awesome perhaps, but still). Suggestions or recommendations for improvement are welcome.
I'd suggest broadening the reasons for the will saves, and maybe make them more interfering :
- Base DC to remain in guise would be equal to character form points (or only form points invested, or half total form points? see balance issue)
- 1+1/4 lvl malus on any activity requiring minute activity or done under scrutiny (disguise, diplomacy, decipher, disable device)
- Upon failing such a check by 5 points or more, will save to remain in guise (see DC above)
- Whenever taking damage exceeding the current character level, will save to remain in guise, DC=damage received
- Concentration checks needed to cast when in guise (see DC above), failure does not negate the spell but forces a will save to remain in guise.
- Whenever character needs to roll for a save (be it fort/ref or will) and fails (or passes but is within 5 points of failing), will save to remain in guise.
- Special conditions (like fear, fatigue, exhaustion, nausea) may require a will save to remain in guise, GM's advice needed.
Additionnaly, the ozodrin should feel more at ease in his true form, and thus, receive an appropriate bonus when in this form.
Maybe envision a small (+1/+2) bonus to skills used in his true form only.
My two cents...
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Re: Tooth and Tentacle [3.5 base class PEACH]
Well, while I'm not sure about most of those suggestions, they do give me some good ideas of how to fix up uneasy guise. Lets try a new version.
Level 1:
Uneasy Guise (Ex): An ozodrin's true nature is its natural appearance, and hiding it can be difficult at times. When in its worldly guise, an ozodrin takes a -1 penalty to will saves, as well as a penalty to skill checks requiring fine manipulation equal to its total form points / 20 (rounded to the nearest whole, minimum 0), and to concentration checks equal to 1 + total form points /20 (rounded to the nearest whole, minimum 0 before the +1).
In addition, when ever an ozodrin becomes subjected to a fear effect (each degree counted separately), the confused condition, dazed, the exhausted condition, the fatigued condition, the nauseated condition, the sickened condition, a critical hit, 0 or less hit points, -10 or less hit points (if still alive), the unconscious condition, or DM fiat it must make a will save (DC 5 + class level), or fail to maintain its worldly guise, and thus manifest its true nature as a free action (in the case of these effects having a duration, they only trigger a save when they first occur. If multiple would occur at once, only one save is required). If an ozodrin manifests its true nature in such a fashion, it is unable to shield others from the fear effect caused by its manifestation. If when manifesting its true nature in this fashion the ozodrin has no form points allocated, the form points are then allocated as they were the last time it had at least 1/3 its form points allocated.
The ozodrin must also always make concentration checks when casting spells in its worldly guise (DC 10 + class level), though if failed rather than losing the spell it must make a will save as above to maintain the worldly guise. In the case of a concentration check normally being required, use the higher DC, add this effect to the effect of what would happen upon failing that one.
If the ozodrin is making use of the Otherworldly Guise ability, do not count redistributed form points toward the total form points for the penalty to skills.
Any class which grants form points advances ability.
Notes on the changes:Well, this version seems rather longer than the original one, but on the whole seems to be much better. Most of the length comes from specifying conditions triggering the save, which I think is handled better than just "any time a will save is needed". Also the reduction in the penalty to will save to a flat -1 seems to work better as a minor penalty that isn't overly harmful, and the penalty to skills hopefully less problematic. The change to the 1/3 form points must always be allocated hopefully is also an improvement. The concentration check is a minor thing, and hopefully not overly problematic. I may still want to add an every x time period must make a will save thing, but I'll see what everyone thinks first (my current thought would be every 4 or 5 hours the worldly guise is maintained, possibly reducing it an hour or 2 at level 10).
Owrtho
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Re: Tooth and Tentacle [3.5 base class PEACH]
I like it, it fits the theme and is simple enough to play fluidly.
Maybe try these (in red) to improve readability:
Quote:
Originally Posted by
Owrtho
Level 1:
Uneasy Guise (Ex): An ozodrin's true nature is its natural appearance, and hiding it can be difficult at times. When in its worldly guise, an ozodrin takes a -1 penalty to will saves
and concentration checks, as well as a penalty to skill checks requiring fine manipulation
(including concentration) equal to its total form points / 20 (rounded to the nearest whole, minimum 0).
In addition, when ever an ozodrin becomes subjected to
- a fear effect (each degree counted separately)
- the confused, dazed, exhausted, fatigued, nauseated, or sickened condition
- a critical hit, 0 or less hit points, -10 or less hit points (if still alive), or the unconscious condition
- DM fiat
it must make a will save (DC 5 + class level), or fail to maintain its worldly guise, and thus manifest its true nature as a free action (in the case of these effects having a duration, they only trigger a save when they first occur. If multiple
effects would occur at once, only one save is required).
If an ozodrin manifests its true nature in such a fashion, it is unable to shield others from the fear effect caused by its manifestation,
and must use the last "form" in which he invested at least 1/3 its form points.
The ozodrin must also always make concentration checks when casting spells in its worldly guise (DC 10 + class level).
Failing any concentration check forces the ozodrin to make a will save as above to maintain the worldly guise.
I hope i'm not too intrusive, i just broke down the text a bit to "air" it, and tried stacking some effects to make them simpler to read.
Hope this helps.
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Re: Tooth and Tentacle [3.5 base class PEACH]
Well, that does seem to help readability, though such a method may require noting the concentration penalty is cumulative (and the he would need to be changed to it, but all simple fixes). Anyone else have any thoughts?
As a side note, moved the other 2 optional abilities to the first page (in the third post with content).
Owrtho
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Re: Tooth and Tentacle [3.5 base class PEACH]
should prepared features & augments be included into the save dcs for Uneasy Guise?
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Re: Tooth and Tentacle [3.5 base class PEACH]
I'd considered that, but decided against it. There is a wide range of variability in how someone can set up their feature, not to mention deciding not to use any form points, and trying to account for all that in a reasonable way could be difficult. It also could cause some players to be more wary of using more creative set ups if it causes increased DCs.
Any thoughts on adding a regularly occurring check as I mentioned above?
Owrtho
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Re: Tooth and Tentacle [3.5 base class PEACH]
I like the new version; the penalty to fine manipulation makes sense with the theme that you're sort of "squeezing into a person suit," the checks are more reasonable and come at times that always make sense, etc. The edited for readability version should specify that you use your most recent form if you don't have at least 1/3 of your FP assigned at the time, but other than that it's good.
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Re: Tooth and Tentacle [3.5 base class PEACH]
So the general consensus then is that the new version is good, and that there is no need to add a check every x time period after assuming your worldly guise? Also looking at it I noticed I forgot to take into account things like powers or spell like abilities on the concentration check part. Any wording suggestions on how to fix that?
On a less related note, when I added the other two optional abilities into the first page I noticed the Cerebrant Horror feat and remembered my plan to eventually add other similar spell feats to the ozodrin's options. While I still haven't come up with any spell lists for things like dreams and the like (nor received any from those who offered to try putting some together), I did remember the necrotic cysts spells from Libris Mortis and think that given the ozodrin and its ability to warp flesh, those could actually make sense for it to be able to use (even if they are initially undead themed, many eldritch horrors have been known to mess with the laws of death). So, what would people think of a feat to let ozodrin make use of those spells similar to the one for cerebrotic spells?
Owrtho
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Re: Tooth and Tentacle [3.5 base class PEACH]
I think that the "GM Fiat" section makes checks every x hours unnecessary; this way you still have a decent chance of your disguise slipping at inopportune times, but you don't need to bother with, say, making a half dozen checks over the course of an uneventful day. Dunno about the SLAs and powers, but I'd probably say that anything that you'd take an AoO unless you make a Concetration check for it in melee also needs one here. And just in case that last sentence wasn't enough of a hint, I'm the wrong person to ask for wording suggestions.
I agree that the Cyst spells would be a good set for a new spell feat (Necrotic Horror?), as they're a bit more powerful than normal spells of the same level and require a special feat to access, like the Cerebrant ones. For future sets I'd recommend either decreasing the price a bit or looking for other sets that are normally hard to access and a bit more powerful. (though you should take everything I say on this subject with a grain of salt, since I haven't had a chance to playtest a Cerebrant horror yet and thus am not sure about all the balance issues)
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Re: Tooth and Tentacle [3.5 base class PEACH]
You make a valid points on the GM fiat part negating the need for a regularly occurring check. Still not sure on what to do with the concentration check part though, so shall wait for more input.
As for the necrotic spells, I'm not quite sure how powerful they are compared to the cerebrotic spells. Mind if the ozodrin finds a way to become undead, they can be a good bit more powerful due to giving all its attacks against a target with a cyst +1d6 damage (note aberrant monstrosity doesn't work for this as it only allows you to count as a type for feat & prc requirements).
Lets try a sample write up of such a feat though.
Necrotic Horror (Aberrant)
You have learned to grow necrotic cysts like other features.
Prerequisite: Aberration Blood, Form Points (minimum 4)
Benefit: You become able to grow a mother cyst thus making you capable of casting cyst-related spells as if you had taken the Mother Cyst feat (Libris Mortis: The Book of Undead, p. 28). However, this power comes at a cost. You must permanently sacrifice 1 form point to gain this ability, and 2 form points must be spent to create the mother cyst, without which you are incapable of casting the spells (though unlike other features the cyst may be maintained in your worldly guise). Furthermore, to learn a cyst-related spell you must permanently sacrifice a number of form points equal to the spell's level. For the purpose of what spells you can cast and their power, you count as a sorcerer of level equal to your ozodrin level. You may normally only cast each spell once per day. However, you may allocate a number of form points equal to the spells level toward additional castings of it for the day. If you use those castings you may not allocate those form points elsewhere until the next day.
Special: Form points sacrificed for this feat or to learn spells are still counted for abilities or requirements that take into account your total number of form points such as the Horror ability of the ozodrin, and if important are considered assigned.
Owrtho
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Re: Tooth and Tentacle [3.5 base class PEACH]
Hey, I know you already have a ton of feats for this class, but in terms of an epic one, what about allowing us to control how fast time passes in our stomach? Considering the fact that we can basically keep a good sized village in us by epic levels, it'd perhaps have some interesting applications.
Especially if we use our Shunned Name and Unspeakable Name feats to turn ourselves into a metro system.
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Re: Tooth and Tentacle [3.5 base class PEACH]
...I can see the conversation now...
"Wait, we quested and conquered all the way to the epic levels, and you evolved into a metro station?"
"Yup!"
"Aren't you going to eat the universe or something? Become a dark god of some variety?"
"Nope. I'm good here."
"I'm never playing with a Chaotic Neutral party member again."
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Re: Tooth and Tentacle [3.5 base class PEACH]
Quote:
Originally Posted by
babus
Hey, I know you already have a ton of feats for this class, but in terms of an epic one, what about allowing us to control how fast time passes in our stomach? Considering the fact that we can basically keep a good sized village in us by epic levels, it'd perhaps have some interesting applications.
Especially if we use our Shunned Name and Unspeakable Name feats to turn ourselves into a metro system.
Something like this?
Hole in Time (Aberrant, Epic)
You're stomach is outside of normal time, allowing you some control over the flow of it inside.
Prerequisite: Aberration Blood, Monster Within stomach augment, Charisma 25
Benefit: You gain access to the Warped Time stomach augment.
Warped Time: Additional cost 15
Required Level 21: The flow of time is different in your stomach is different inside than outside. Upon taking this augment you choose if you will increase or decrease the flow of time within the chosen stomach. If you increase it, an additional round passes within your stomach for every round that passes outside your stomach. If you decrease it, an additional round passes outside your stomach for every round that passes inside it. You may add this multiple times to the same stomach. The effects stack.
Special: Upon reaching level 25, you may choose to pay 50 form points for this augment to change the factor of change from rounds to minute. (faster makes a minute pass in your stomach per round per time applied, slower makes a round inside your stomach equate to a minute per time applied). At level 30 you may pay 100 form points to change this to a hour instead.
Also, suggestions on the line about concentration checks for the Uneasy Guise optional class feature would be appreciated so I can finish it up and add it to the first page.
Edit: Another somewhat random feat idea I just had (inspired by Markus Darkmind in post 393 of this thread).
Flesh Calls to Flesh (Aberrant)
Your body is now a part of you even when separated.
Prerequisite: Aberration Blood, Decentralized Body, Constitution 13
Benefit: If parts of you are cut off, they will no longer die on their own, but remain living, though inert, until killed off or you die, and as an extraordinary image you can always detect the direction and distance to them. In addition as a move action you may cause a severed portion of you body to move up to 5 feet in the direction of your main body. As a full round action you may cause all severed body parts to do so.
Normal: Pieces cut off of you die and cannot move.
One's Form in Miniature (Aberrant)
Your severed body parts are like your main body on a smaller scale.
Prerequisite: Aberration Blood, Sinister Image, Flesh Calls to Flesh, Constitution 15
Benefit: If a severed portion of you is still alive and weighs at least a pound, you may treat severed pieces as images depicting you for the purposes of sinister image. Spawn features do not count for the purposes of this feat. In addition when having your severed pieces move, they are no longer limited to moving toward your main body.
Normal: Pieces cut off of you cannot have features placed on them.
Edit2: Split Flesh Calls to Flesh into two feats, the first having added functionality and being available at a lower level.
Owrtho
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Re: Tooth and Tentacle [3.5 base class PEACH]
Quote:
Originally Posted by
Owrtho
Hole in Time (Aberrant, Epic)
You're stomach is outside of normal time, allowing you some control over the flow of it inside.
Prerequisite: Aberration Blood, Monster Within stomach augment, Charisma 25
Benefit: You gain access to the Warped Time stomach augment.
Warped Time: Additional cost 15
Required Level 21: The flow of time is different in your stomach is different inside than outside. Upon taking this augment you choose if you will increase or decrease the flow of time within the chosen stomach. If you increase it, an additional round passes within your stomach for every round that passes outside your stomach. If you decrease it, an additional round passes outside your stomach for every round that passes inside it. You may add this multiple times to the same stomach. The effects stack.
Special: Upon reaching level 25, you may choose to pay 50 form points for this augment to change the factor of change from rounds to days. (faster makes a day pass in your stomach per round per time applied, slower makes a round inside your stomach equate to a day per time applied). At level 30 you may pay 100 form points to change this to a year instead.
does it really need to be epic? :/
But I love it.
The idea of being swallowed then coming out only a few hours later to find a few years have passed... Its quite amusing.
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Re: Tooth and Tentacle [3.5 base class PEACH]
Quote:
Originally Posted by
Cipherthe3vil
does it really need to be epic? :/
But I love it.
The idea of being swallowed then coming out only a few hours later to find a few years have passed... Its quite amusing.
Yes, it does, seeing as how the manipulation of time is both incredibly hard to do (fluffwise) and incredibly powerful (mechanically).
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Re: Tooth and Tentacle [3.5 base class PEACH]
Made a minor edit to the feat reducing the amounts that the higher cost versions offset time by. Mainly because I remembered that a round is only 6 seconds, and I'd intended them to be more like, spend a day in the stomach and a year passes, not spend a hour in the stomach and a few centuries pass.
Other than that, does it seem fine to move to the first page (also the other two feats)?
Owrtho
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Re: Tooth and Tentacle [3.5 base class PEACH]
Agreeing with Cipher, it is excellent, though my unfamiliarity with epic levels makes me wonder if it'd still be fun getting all the way to level 30, given there's no new class features for 10 levels.
Also agreeing with Necroticplague, normally the only people tossing around such powerful mechanics are epic level wizards, and even if this is a less powerful variation of that ability, Ozodrin were never straight up casters to begin with.
The moving limbs feat is also interesting and very in-theme, though I suppose it makes me realize for the first time that losing a limb might affect available form points. That, and that pulling your limbs in might be a good way to avoid losing them.
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Re: Tooth and Tentacle [3.5 base class PEACH]
Quote:
Originally Posted by
babus
The moving limbs feat is also interesting and very in-theme, though I suppose it makes me realize for the first time that losing a limb might affect available form points. That, and that pulling your limbs in might be a good way to avoid losing them.
Well, losing a limb would only affect form points if you have conservative form, letting you exchange limbs for form points. If you lose limbs that are features, you can just remove them and use the form points elsewhere or else assume you worldly guise. Also, while thinking of it, an updated version of conservative form (to improve usefulness to the few of limb), and another feat I just thought of.
Conservative Form (Aberrant)
When you manifest your true nature, you are capable of removing limbs you possess normally in order to form more features.
Prerequisite: Aberration Blood, Form Points, Feature (Limb)
Benefit: Each limb you choose to remove grants an additional form point. Removed limbs are gone and as such can't be used to hold things or perform other functions. If it provides a form of movement, removing all limbs that provide such movement causes you to lose that move speed.
Additionally you may choose to enhance your existing limbs as if they were features provided you have access to the corresponding feature. In most cases this means you may apply augments to them without having to pay the base cost for the feature, though they do not provide any of the benefits that would be gained by the unaugmented feature (unless they provide it normally). Specifics below:Spoiler
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- Eyes count as basic eyes or 4 form points extra special eyes.
- Mouths count as mouths, and may be given a bite attack for 1 fp if they lack one.
- Tentacles count as tentacles.
- Arms count as limbs.
- Legs count as limbs with the leg augment.
- Spikes count as a single spike.
- Horns count as a single spike with the horn augment.
- Fins count as fins.
- Wings count as fins with the wing augment.
- Skin (scales, etc.) count as a single flesh feature.
Special: If you also have the Decentralized Body aberrant feat, you head counts as a limb you are able to remove for this feat. Deepspawn counts as granting 2 fins for the purpose augmenting them with this feat.
Murmuring Horror (Aberrant)
Your nature allows you to draw on the power of the far realms.
Prerequisite: Aberration Blood, Form Points (minimum 5)
Benefit: You become a xenothurgist capable of channelling the energy of the far realms into reality. Unlike most, your nature as an ozodrin gives you a slight edge when it comes to controlling these powers. However, this comes at a cost. You must permanently sacrifice 5 form points. Upon taking this feat, select (or randomly select) a murmur, and an incursion and disturbance to go with it. For the purpose of this murmur, your xenothurgy level is equal to your HD (as normal).
Due to your nature, you have some abilities that other xenothurgists don't. Once every 24 hours you may, as a full-round action, spend 5 form points per murmur level to make a will save (DC equal to what you would make casting a breach of the level your murmur is at). If you succeed on this save, your murmur level is reduced by 1. If you fail this save it is increased by 1. Form points spent for this way may not be spent on anything else for 24 hours.
In addition, you may allocate 5 times your maximum breach level from points toward your incursion. If you do, when you use your incursion it will occur in the pocket dimension your stomach is in. As such your everything in your stomach will be affected rather than the normal area. However, even so the power it unleashes is too much to completely contain, causing some of the effects to leak out of you. An area centred on you with a radius 10 feet per current level of the murmur the incursion is tied to will be affected as if in the periphery of the incursion. You may not reallocate form points spent placing the incursion in your stomach for the duration of the incursion.
Special: You may take this feat more than once. Each time pay the form point cost and gain access to a different murmur. You may still only have one murmur active at a time (see murmur description).
If you have the Displace Incursion feat, you may not make use of it while releasing the incursion in your stomach.
Form points sacrificed for this feat or to learn spells are still counted for abilities or requirements that take into account your total number of form points such as the Horror ability of the ozodrin, and if important are considered assigned.
Owrtho
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Re: Tooth and Tentacle [3.5 base class PEACH]
Quote:
Originally Posted by
Owrtho
For the purpose of this murmur, your xenothurgy level is equal to your ozodrin level (classes levels that advance all your features advance your ozodrin level for this purpose.
Quote:
Originally Posted by Realms of Chaos
Breach Requirements: The maximum level of breach that a xenotheurgist can access is dependant on their xenotheurgy level (see below), as are the effects of several breaches. A xenotheurgist’s xenotheurgy level equals their Hit Dice (including racial Hit Dice).
Not sure you need to mention that xenotheurgy level = ozodin level when it already equals hitdice.
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Re: Tooth and Tentacle [3.5 base class PEACH]
Quote:
Originally Posted by
Vauron
Not sure you need to mention that xenotheurgy level = ozodin level when it already equals hitdice.
This is intended to be in place of it equalling hit dice, though only for murmurs granted by the feat. Mind looking back on it, probably would be better to leave it as hit dice (since it isn't overly powerful if you try multi classing and lack the form points to make use of things, resulting in being about the same as a blessed or inflicted xenotheurgist).
Edit: Changed it to being HD like normal.
Owrtho
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Re: Tooth and Tentacle [3.5 base class PEACH]
Ooooh I like that new Xeno feat. Gonna change my class a little so that it's a prerequisite.
Just a heads up though. The DC on Xeno Breaches is, uh, broken. So I suggest against that "Gain One Warp Point" thing. At least until a better formula is worked out for the class.
Time to get to work...
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Re: Tooth and Tentacle [3.5 base class PEACH]
Well, I'd wanted it to have some form of benefit for spending feat rather than just getting the LA+0 template for being an afflicted/blessed xenotheurgist, and did didn't think the ability to try and reduce the level of your murmur one per day (at the risk of increasing it) would be enough. Then again, maybe if I allow it to be used on murmurs from other sources it would be, though then people may be tempted to take Mental Cacophony so as to avoid the form point loss (though I suppose there may be some weighing of options if a 4 form points is worth a -1 to will). Maybe if I changed it so as to grant the ability to spend only half the normal cost for the ability (rounded up), to automatically fail (if you want to get to a higher level), though still using up you use for the 24 hours. Thoughts?
Owrtho
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Re: Tooth and Tentacle [3.5 base class PEACH]
Eh well. I think a nice addition would be to allow you to cast your Incursions inside your stomach. It's simple, very useful, and adds a nice bit of "umph" to it. It would even help simulate a higher level of control because of the fact that you aren't causing chaos wherever you go.
It also helps you fit in campaigns where Incursions are likely to get you killed or disrupt alot of stuff.
What do you think?
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Re: Tooth and Tentacle [3.5 base class PEACH]
As unquestionably awesome as that would be, don't Incursions usually work by perverting some element of the natural world, something the inside of an Ozodrin's stomach really isn't? Not that a few might not work fine, such as those affecting people's minds, but a lot would be explicitly useless, which would limit the effectiveness of the idea.
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Re: Tooth and Tentacle [3.5 base class PEACH]
Nah, you're right. Quite a few Incursions would not do much if inside you. But it's not really meant to be a powerful addition, more of a neat little thing that helps.
The most powerful bonus is the fact that you can now play a Xeno where Incursions would ruin the setting and get you killed. Which is a nice bonus, to say the least.
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Re: Tooth and Tentacle [3.5 base class PEACH]
Yeah, there are some that'd even get you smoted, like that one that keeps the souls of the dead from passing on to their respective afterlives. 5000 miles is more than enough to cover a large battlefield, and if 10,000 people suddenly don't show up where they're supposed to be...
But to be fair, you could have Incursions have slightly modified effects when applied to the inside of your stomach. Either having a more explicit effect because there's less to get in the way of the incursion, or having it create features associated with the Incursion, such as the "terrain" of your stomach emulating a forest, or clouds appearing in the "sky".
Edit: For the purposes of balance, this would all be considered part of you, and thus couldn't leave your pocket realm. Having pretending flesh, or something along those lines available might be an appropriate prereq.
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Re: Tooth and Tentacle [3.5 base class PEACH]
I may go with that. But due to the incursions being intended as one of the main ways you can identify a xenothurgist, I think I'll make it so they still manage to affect the area outside the ozodrin, but only in a radius of 5 feet per the level the associated murmur is at (and always counting as the periphery). I'll change the feat description at some point today. Also, no comments on the improved conservative form?
Side note that may interest some. There is a change somewhere on the first page of the Menacing Manor thread. First person to find it gets an unspecified number of an unspecified type of points.
Owrtho
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Re: Tooth and Tentacle [3.5 base class PEACH]
Quote:
Originally Posted by
Owrtho
I may go with that. But due to the incursions being intended as one of the main ways you can identify a xenothurgist, I think I'll make it so they still manage to affect the area outside the ozodrin, but only in a radius of 5 feet per the level the associated murmur is at (and always counting as the periphery). I'll change the feat description at some point today. Also, no comments on the improved conservative form?
Well, it is improved. It's slightly less useful to those who gained some of those features via Aberrant Feats, as they already have the ability to trade them for their full cost, but the Limbs are normally 4 points a pop, and that alone is 16 form points saved if you tend to focus on such things. And yes, it does make things a bit more universal. I never thought one point per limb pulled in was worth it, despite liking the idea, but this gives it a bit more use.
In regards to the bleeding out of Incursions for a limited area around you, that seems right. Noticeable by people who know what they're looking for, but not over the top crazy. Might even be useful for using incursions in a more limited area than you'd normally be allowed, if you so desire.
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Re: Tooth and Tentacle [3.5 base class PEACH]
Quote:
Originally Posted by
Owrtho
Side note that may interest some. There is a change somewhere on the first page of the Menacing Manor thread. First person to find it gets an unspecified number of an unspecified type of points.
Owrtho
You sandwiched in three PRCs by other people in between Azure Beast and Machine, plus added Ever Changing, crammed into the same post with "Corpse of a Manor" sidebar.
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Re: Tooth and Tentacle [3.5 base class PEACH]
Quote:
Originally Posted by
babus
Well, it is improved. It's slightly less useful to those who gained some of those features via Aberrant Feats, as they already have the ability to trade them for their full cost, but the Limbs are normally 4 points a pop, and that alone is 16 form points saved if you tend to focus on such things. And yes, it does make things a bit more universal. I never thought one point per limb pulled in was worth it, despite liking the idea, but this gives it a bit more use.
Actually, only the deepspawn and darkspawn feats let you trade in the body parts they give you for full form point value. This however means you can actually augment your wings and fins from the other two. I also felt 1 point per limb wasn't worth it though unless you played something like a centipede.
Quote:
Originally Posted by
babus
In regards to the bleeding out of Incursions for a limited area around you, that seems right. Noticeable by people who know what they're looking for, but not over the top crazy. Might even be useful for using incursions in a more limited area than you'd normally be allowed, if you so desire.
Well, then, I think I'll add the change and add it along with the few other feats to the first page. Though I'll add in a form point cost to using the incursion in your stomach (after all, there should be some form of penalty to doing so), and up the range to 10 feet per level, so it's enough to cause some trouble in towns and cities, without the massive damage that normally unleashing it would cause.
Quote:
Originally Posted by
Necroticplague
You sandwiched in three PRCs by other people in between Azure Beast and Machine, plus added Ever Changing, crammed into the same post with "Corpse of a Manor" sidebar.
Actually those prc's have been there for a bit. But yes the ever changing was added. Feedback in the appropriate thread would be appreciated. As promised, congratulation you get ███ ███████ points.
Edit: Updated the first page.
Owrtho
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Re: Tooth and Tentacle [3.5 base class PEACH]
Speaking of the PrCs, as I'm unsure we can rez threads that haven't been posted in for such a long time, even if the parent thread is active, I was wondering on whether or not the Plot's size went under the ground for the appropriate amount of feet as well, or just along the surface.
It's the difference between being able to someday magically levitate the whole thing while you, the living fortress sit on top, using your sympathy to the underside to open mouths where your army of beam weapon firing constructs shoot through before you close the mouths and open them somewhere else in order to prevent your enemies from counterattacking and not.
Also, I'm unclear on how the Esoteric Stomach PrC affects form points cost. Refined Shape says that "When adding augments you your primary stomach, the total cost of all augments applied to it is reduced by 1 to a minimum of 1.", but does that mean that buying the large stomach Augment 80 times would cost 159 form points, as the total cost is 160?
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Re: Tooth and Tentacle [3.5 base class PEACH]
Quote:
Originally Posted by
babus
Speaking of the PrCs, as I'm unsure we can rez threads that haven't been posted in for such a long time, even if the parent thread is active, I was wondering on whether or not the Plot's size went under the ground for the appropriate amount of feet as well, or just along the surface.
Normally threads can't be rezed without moderator permission. However, in the case of homebrew threads, there is an exception to that rule for the op, so they can do things like update older projects and post that they did so. Also if you look, the last post in the thread was only a few days ago when I rezed it after adding a few more esoteric prcs.
Quote:
Originally Posted by
babus
It's the difference between being able to someday magically levitate the whole thing while you, the living fortress sit on top, using your sympathy to the underside to open mouths where your army of beam weapon firing constructs shoot through before you close the mouths and open them somewhere else in order to prevent your enemies from counterattacking and not.
You can make it extend under the ground, though doing so reduces the max height above the ground. In other words you can 'sink' the area of your plot some if you want to make it go under ground.
Quote:
Originally Posted by
babus
Also, I'm unclear on how the Esoteric Stomach PrC affects form points cost. Refined Shape says that "When adding augments you your primary stomach, the total cost of all augments applied to it is reduced by 1 to a minimum of 1.", but does that mean that buying the large stomach Augment 80 times would cost 159 form points, as the total cost is 160?
Yes, that is correct. This equates to being about the same as most other esoteric PRCs. The difference is that in most cases you can look at it as reducing the cost of the feature by 1, then adding augments onto that (which is the case with normal stomachs). However, in the case of the primary stomach, it is free. So rather than reducing its cost of 0 by 1 to a minimum of 1, it gives you 1 free point of augments for it (on top of reducing the cost of all other stomach features you add by 1). If you add no augments to your primary stomach, you can ignore that part.
Now, if you have any more to say on the matter, get ye to the proper thread.
Owrtho
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Re: Tooth and Tentacle [3.5 base class PEACH]
Ah, that all makes sense, then. And sorry about that, I hadn't realized you bumped it since I last checked.
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Re: Tooth and Tentacle [3.5 base class PEACH]
Thought I'd mention as a side note for anyone who hasn't realized, the optional abilities are now on the first page in the same post as feats. Most of the feats from these last few pages have also been added.
Owrtho
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Re: Tooth and Tentacle [3.5 base class PEACH]
Question, Owrtho: have you done anything to nerf the raw damage potential of this class, which often has to be expressed in scientific notation at higher levels? I, ah, I kinda did that on accident with an Ozodrin build the other week....
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Re: Tooth and Tentacle [3.5 base class PEACH]
Quote:
Originally Posted by
Lord_Gareth
Question, Owrtho: have you done anything to nerf the raw damage potential of this class, which often has to be expressed in scientific notation at higher levels? I, ah, I kinda did that on accident with an Ozodrin build the other week....
If you are talking about the ability to just make a single very large feature, then yes. A while back I made it so that until level 21, damage increases due to feature size cap at colossal. At level 21 and every odd level thereafter, this increases by 1 size.
If you speak of something else, please specify.
Owrtho
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Re: Tooth and Tentacle [3.5 base class PEACH]
As a level 3 Ozodrin, I'm considering picking up a level of Monk in order to grab that extra Aberrant feat that comes from having improved grapple when you hit level four, so I had some questions about that.
Does Flurry of Blows bypass the Attack Number limitation, so long as I'm using limbs, and does the version of Improved Grapple you pick up from Bizarre Grappler count as an Aberrant feat for the purposes of calculating Aberrant synergy bonuses (and if so, does it still count as one when I got it from my Monk level)?
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Re: Tooth and Tentacle [3.5 base class PEACH]
Fury of blows does not need to bypass the natural attack limit, as it affects unarmed attacks (and a few armed ones), rather than natural attacks. That noted, you can mix natural attacks with unarmed/manufactured attacks, as per the normal rules for such things. I will not though that limbs do not grant unarmed attacks (though your normal arms still do.
As for the feat counting as aberrant, only if you take otherworldly skill as well. I will point out though that the bonus aberrant feat is also gained if you were to later take something that gave you improved grapple. So you could decide to wait till after level 4 to take the monk level and end up with a bonus aberrant feat from it.
Owrtho
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Re: Tooth and Tentacle [3.5 base class PEACH]
Minor edit to the Aberrant Monstrosity feat, allowing it to be taken more than once so you may count as more than one extra type for feats & PRCs.
As a side note, I thought I'd see what peoples opinions would be on changing the attack limit to not count natural attacks from other sources (such as ones race or those granted by other classes). Does this seem like something that would be fine for balance?
Owrtho
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Re: Tooth and Tentacle [3.5 base class PEACH]
Considering that gaining a lot of natural attacks generally requires sacrificing levels in the form of being an LA/RHD race or taking levels in a class (like totemist), it should be ok to not have those count against you.
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Re: Tooth and Tentacle [3.5 base class PEACH]
Well, that was my thinking. From what I recall it was originally the case for the class, though got changed in an edit somewhere.
As no one else has replied, and the current reply makes sense, I think I'll edit the first post.
Also, an idea for a feat.
Soothing Energies (Aberrant)
You may use positive energy to heal others.
Prerequisite: Aberration Blood, Strange Energies
Benefit: When you form a feature with an augment that allows it to do positive energy damage, you may choose to make it heal rather than deal damage. This does not prevent any damage the attack carrying the positive energy would deal. This choice once made is permanent until the feature is reformed. You may also choose to make a touch attack with such features as a standard action to heal a target and avoid your normal damage for attacking with it.
Normal: Your positive energy is always damaging.
Owrtho
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Re: Tooth and Tentacle [3.5 base class PEACH]
Odd. For some reason my post didn't bump the thread...
So this post isn't completely without information, I edited the first post as I said I would above, and also made a minor edit to conservative form noting how augmenting your natural attacks form other sources impacts the count of your feature granted natural attacks (they count as half of one).
Owrtho
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Re: Tooth and Tentacle [3.5 base class PEACH]
I still think it's weird that positive energy would harm a living creature, unless we're talking the person go asplodey in the positive energy plane, but I assume Sindri knew what they were talking about, even if I'm curious as to the precedent for hurting with what we normally associate with healing outside of its effect on undead. Nonetheless, the ability to heal is a potent one, so I suppose it's fitting for it to cost two feats.
Mind, I'm suddenly thinking back to the injection ability from the Spike feature and picturing using it as a syringe to inject good things as well as bad, which is of course followed by me picturing my Ozodrin in a nurse outfit. Link related.
Perhaps soothing energies might allow the production of curatives as well as venoms? By which I mean antidotes and the like.
On a side note, in the Absent Limb description, you left in a line about features being added to your Manifest Form DC, which I believe you changed to just being DC 10 + 1/2 class level + Charisma modifier?
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Re: Tooth and Tentacle [3.5 base class PEACH]
Well, I can't think of anything off hand, but I know there are a few things that cause damage with positive energy.
Also, good catch on the absent limb. It is fixed now.
Owrtho
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Re: Tooth and Tentacle [3.5 base class PEACH]
Well, Bolt of Glory can deal damage to Neutral and Evil Outsiders, and Disrupt Undead deals damage to the unliving without any healing effect, but that's all I can think of at the moment.
Also, I edited my above post before I realized you had already responded. Perhaps we could allow Soothing Energies to modify the Fillable Spike feature to include curatives as well?
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Re: Tooth and Tentacle [3.5 base class PEACH]
A good way (imo) to describe how positive energy can become destructive without something being oppositely aligned is, in essence, what happens when you travel to the positive energy plane: you explode. So, it's the rapid concentration of high amounts of energy to a small location to create an explosion. So, in terms of Owrtho's new ability: the stomach can handle said energy now and use it for healing purposes.
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Re: Tooth and Tentacle [3.5 base class PEACH]
Quote:
Originally Posted by
babus
Also, I edited my above post before I realized you had already responded. Perhaps we could allow Soothing Energies to modify the Fillable Spike feature to include curatives as well?
Would be interesting. Any thoughts on what the best method for wording that might be? I'd expect it would involve something like allowing them to put potions and antidotes in their hollow spikes as well as poisons and diseases. Honestly given they would have to actually have the potions already, that could likely be a feat on its own only requiring the hollow spike augment. Then there could be a special allowing something like soothing energies and that augment to give them a cure wounds 'venom', that would start at light, and upgrades would increase it to higher functionality (though not quite sure the ratio of them).
Owrtho
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Re: Tooth and Tentacle [3.5 base class PEACH]
@TechnOkami
Ah, see, I knew about people on the positive energy plane blowing up, but I hadn't considered the idea that high concentrations in smaller areas might duplicate the effect in miniature, such as localizing it to a person's arm and overcharging that.
@Owrtho
Well, the word for adding the ability of an Ozodrin to generate Cure Wounds potions may be "eep", even if it can only inject them, but at the same time, this is the Ozodrin we're talking about. It does everything, except in the most disturbing way, and not quite as well. Injecting your teammates with Healing Juice would definitely qualify, though points if it's some sort of Confidence booster.
I am not opposed to having another feat for the storage of healing potions or disease cures, as specialization of some degree, even for generalists is something I've always found to add personality to any build, and if this Ozodrin wants to have healy on top of smashy, it's fair that they take a few extra feats. I will say that, instead of "Cure" in lieu of the venom, they should get some sort of regenerative goop. Slow heal instead of bursts. Perhaps call the feat to allow this Unnatural Life, maybe even make it a prereq for the positive energy feat, unless you combine the functions, which is fine too.
There are two ways to go with the progression, as well. If you think Ozodrins should be capable of healing for real and not pseudo, then make a feat that lets you store curative potions in the chamber, and a second feat which would add the progression you were talking about, maybe including up to and including that one spell that can wake you up when you haven't been below -10 for more than a minute or so. Even then, it'd be wise to set it up as slower regeneration instead of instantaneous effects, though.
If you think that's too powerful, then a feat to allow potion storing with Fillable Spike would work, though perhaps if it's by itself you could just add it as an optional augmentation, instead of something to buy.
Edit: You could also just mirror the effects of the venom and give it healing based on its damage with an Aberrant Bonus to the relevant attribute that lasts for a number of rounds equal to half your class level rounded down? That, and put some sort of limiter on the maximum buff, such as further increasing the cost of what it was for the damage booster?
EditEdit: Actually, forget the healing completely, as that's covered by the positive energy feat. If we can store positive effect potions for later injection with the fillable spike augment, through a feat or just by default, then it would be enough to produce substances which provided Aberrant Bonuses to allies when you injected them with it, again, by means of a feat, or by default, whichever you think fits. Attribute Boosting instead of Attribute Draining, which a max for the boost, or hell, if you wanted to make it hilarious, require them to make an actual damaging attack to inject their allies with the boosts. It'd be an interesting balancer.
Oh hey, wall of text.
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Re: Tooth and Tentacle [3.5 base class PEACH]
Quote:
Originally Posted by
babus
I am not opposed to having another feat for the storage of healing potions or disease cures, as specialization of some degree, even for generalists is something I've always found to add personality to any build, and if this Ozodrin wants to have healy on top of smashy, it's fair that they take a few extra feats. I will say that, instead of "Cure" in lieu of the venom, they should get some sort of regenerative goop. Slow heal instead of bursts. Perhaps call the feat to allow this Unnatural Life, maybe even make it a prereq for the positive energy feat, unless you combine the functions, which is fine too.
That could work. Possibly give a minor amount of fast healing for a few rounds. If I decide to go with false healing, I could make it grant temporary hit points rather than actually healing damage, thus while it might save someone from death, they'd still need to actually be healed before it wore off.
Quote:
Originally Posted by
babus
There are two ways to go with the progression, as well. If you think Ozodrins should be capable of healing for real and not pseudo, then make a feat that lets you store curative potions in the chamber, and a second feat which would add the progression you were talking about, maybe including up to and including that one spell that can wake you up when you haven't been below -10 for more than a minute or so. Even then, it'd be wise to set it up as slower regeneration instead of instantaneous effects, though.
I may actually add 2 feats here, the first letting them store beneficial potions, the second granting some augments that allow the generation of some beneficial potions. If I go with the temporary healing above, I'll likely add a synergy effect with soothing energies that allows them to heal actual hit points instead.
Quote:
Originally Posted by
babus
Edit: You could also just mirror the effects of the venom and give it healing based on its damage with an Aberrant Bonus to the relevant attribute that lasts for a number of rounds equal to half your class level rounded down? That, and put some sort of limiter on the maximum buff, such as further increasing the cost of what it was for the damage booster?
EditEdit: Actually, forget the healing completely, as that's covered by the positive energy feat. If we can store positive effect potions for later injection with the fillable spike augment, through a feat or just by default, then it would be enough to produce substances which provided Aberrant Bonuses to allies when you injected them with it, again, by means of a feat, or by default, whichever you think fits. Attribute Boosting instead of Attribute Draining, which a max for the boost, or hell, if you wanted to make it hilarious, require them to make an actual damaging attack to inject their allies with the boosts. It'd be an interesting balancer.
That would likely be part of the group of beneficial potions that could be injected. They also would all require at least the spike attack, though I might allow the ozodrin to make a standard action to attack with only the spike. Then again I might just make it so if they want to do that they need to use features like fins or blunt tentacles (thus giving them a sting attack at the spikes damage, which, if unaugmented is 1).
Owrtho
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Re: Tooth and Tentacle [3.5 base class PEACH]
Well, because I realized I consistently forgot to have PRCs advance the manifest form ability, I decided to simply put a line in it stating any PRC that advances features does so.
Edit: Removed the line. Realized not all of the feature advancing classes should advance manifest form.
Owrtho
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Re: Tooth and Tentacle [3.5 base class PEACH]
Lets see about making some feats for ozodrin that want to be doctors then. Names may need improvement (greatly). Wording may also need some clarification. May need some other better restoratives.
Syringe (Aberrant)
You may store curatives as well as poisons in your hollow spikes.
Prerequisite: Aberration Blood, Hollow Spike augment
Benefit: Your hollow spikes may now store any kind of potion, though if you choose to store it in the spike you don't gain the benefits of it. In turn you may administer the potion to an individual as you normally can administer poisons and diseases with hollow spikes. If you so choose, as a standard action you may make an attack against an individual with one of your filled hollow spikes, and if successful, you will inject them with its contents and only deal the spikes base damage without any strength modifier. If the individual is willing, they may choose to forgo any bonuses to their AC other than natural armour for the purposes of this attack.
Normal: You may only fill your spikes with poisons and diseases.
Medicine Maker (Aberrant)
You become able to produce restoratives and other beneficial fluids rather than just detrimental ones in your spikes.
Prerequisite: Aberration Blood, Syringe, Debilitating Spike augment
Benefit: You gain access to the below spike augments. Note, medicinal bonuses do not stack.
Normal: You may only produce detrimental fluids.
Special: If you have the strange energies feat, the restoratives that grant temporary hit points may be infused with negative energy to instead heal that many hit points for undead, but not affect others. If you have the soothing energies feat, the restoratives that grant temporary hit points may be infused with positive energy to instead heal that many hit points, but not affect undead. (chosen upon adding the augment)
Spoiler
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Lesser Regenerative Spike☨: Additional cost 2
Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. As a move action you may fill it with a dose of Lesser Regenerative. This restorative requires a Fort save (DC = 10+ half class level + Con modifier) which can be willingly failed. Starting with the round it is administered, and persisting for a number of rounds equal to twice your charisma modifier, the target gains 2 temporary hp each round. This hp is lost after the targets normal hp unlike most temporary hp, and lasts a number of minutes equal to the number of rounds it accumulates.
Greater Regenerative Spike☨: Additional cost 4
Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. As a move action you may fill it with a dose of Lesser Regenerative. This restorative requires a Fort save (DC = 10+ half class level + Con modifier) which can be willingly failed. Starting with the round it is administered, and persisting for a number of rounds equal to your charisma modifier, the target gains 3 temporary hp each round. This hp is lost before the targets normal hp, and lasts a number of minutes equal to the number of rounds it accumulates.
Name1 Spike☨: Additional cost 4
Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. As a move action you may fill it with a dose of Invigorating Restorative. This restorative requires a Fort save (DC = 10+ half class level + Con modifier) which can be willingly failed and grants a +2 medicinal bonus to Str for a number of minutes equal to your charisma modifier.
Name2 Spike☨: Additional cost 4
Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. As a move action you may fill it with a dose of Invigorating Restorative. This restorative requires a Fort save (DC = 10+ half class level + Con modifier) which can be willingly failed and grants a +2 medicinal bonus to Dex for a number of minutes equal to your charisma modifier.
Invigorating Spike☨: Additional cost 4
Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. As a move action you may fill it with a dose of Invigorating Restorative. This restorative requires a Fort save (DC = 10+ half class level + Con modifier) which can be willingly failed and grants a +2 medicinal bonus to Con for a number of minutes equal to your charisma modifier.
Name3 Spike☨: Additional cost 4
Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. As a move action you may fill it with a dose of Invigorating Restorative. This restorative requires a Fort save (DC = 10+ half class level + Con modifier) which can be willingly failed and grants a +2 medicinal bonus to Int for a number of minutes equal to your charisma modifier.
Name4 Spike☨: Additional cost 4
Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. As a move action you may fill it with a dose of Invigorating Restorative. This restorative requires a Fort save (DC = 10+ half class level + Con modifier) which can be willingly failed and grants a +2 medicinal bonus to Wis for a number of minutes equal to your charisma modifier.
Name5 Spike☨: Additional cost 4
Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. As a move action you may fill it with a dose of Invigorating Restorative. This restorative requires a Fort save (DC = 10+ half class level + Con modifier) which can be willingly failed and grants a +2 medicinal bonus to Cha for a number of minutes equal to your charisma modifier.
Rapid Restorative: Additional cost 3
Requires Medicine Maker feat and one of the ☨ Spike augments: The restorative the spike can produce is quick acting. The bonus is increased by 1 (in the case of regenerative spikes, lesser grants 1 extra temporary hp each round and greater grants 2 extra temporary hp each round). This augment may be added multiple times to the same spike. Each time you may have it affect a different restorative the spike may produce, or have it stack with an already affected restorative. The cost of this augment increases by 1 for every 2 times it is applied to a given restorative you can produce.
Virulent Restorative: Additional cost 1
Requires Medicine Maker feat and one of the ☨ Spike augments: The save DC of one of the restorative this spike can produce is increased by 2, to a maximum of 10+Class Level. This augment may be added multiple times to the same spike. Each time you may have it affect a different restorative the spike may produce, or have it stack with an already affected restorative.
Potent Restorative: Additional cost 2
Requires Medicine Maker feat and one of the ☨ Spike augments: The potency of the restorative this spike can produce persists. The number of minutes its affect lasts increases by 1 (in the case of the regenerative spikes, the number of rounds it it grants temporary hp increases by 2 for the lesser and 1 for the greater). This augment may be added multiple times to the same spike. Each time you may have it affect a different restorative the spike may produce, or have it stack with an already affected restorative.
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