Quote Originally Posted by Drammor View Post
Oooh, ooh! I had an idea! I thought I'd share it with you. Do with it what you will, of course. It obviously needs polishing, since I'm not extremely familiar with the ozodrin yet, but the concepts are there.

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Thick Integument: Cost - 2
Appearance: The skin and flesh of a specific area of your body is particularly thick, akin to the hide of a large animal.
Required Level: 1
Benefits: An area of your body that occupies a square gains a +1 natural bonus to armor class. This bonus stacks with other natural bonuses to armor class. You can apply Thick Integument and its augments to yourself, and any tentacle, limb, fin or flesh feature you possess, but each time you apply it, it is applied to only one of those options.
Special: If you have the Aberrant feat Bestial Hide, you may choose to exchange any number of the +1 natural armor bonuses

from it for 3 form points each.

Scaled Integument: Additional cost 2
Integument with this augment grants a +1 bonus to tumble and swim checks and provides fire resistance 5. These bonuses stack with any other bonuses and fire resistance, including other applications of scaled integument. This augment may be added to the same integument several times. If the scaled integument absorbs fire damage equal to 5 points per application, it loses that ability until the end of the round and becomes extremely painful for the ozodrin, instead imposing an attack penalty of -1 per 5 points of fire damage absorbed, to any attack made with the feature, including weapons it may wield, for the remainder of the round.

Feathered Integument: Additional cost 2
Integument with this augment grants a +1 bonus to balance and jump checks and provides cold resistance 5. These bonuses stack with any other bonuses to balance and jump checks, and to fire resistance, including other applications of feathered integument. This augment may be added to the same integument several times. If the feathered integument absorbs cold damage equal to 5 points per application, it loses that ability until the end of the round and becomes very brittle and stiff, instead imposing an armor class penalty of -1 per 5 points of cold damage absorbed, against any attack made to the area of the feature, for the remainder of the round.

Shelled Integument: Additional cost 3
Integument with this augment is covered by a thick, horn-like shell, which provides excellent protection against attacks, but also limits the ozodrin's mobility. Integument with this augment provides a +2 armor bonus to armor class, but reduces the ozodrin's effective Dexterity by 1 (or the Dexterity of the feature that possesses its own square). The penalty from this effect is not ability damage or drain, and therefore cannot be overcome by effects that heal or restore ability damage or drain.

Brain-like Integument: Additional cost 8
Requires level something: Integument with this augment has the squishy, crenellated appearance of a humanoid creature's brain, which spans the size and shape of the entire feature the integument is applied to. Creatures striking or touching the brain integument with a natural or manufactured melee or reach weapon must succeed on a Will save or be dazed for 1 round, as their own neurologies are overcome by alien ideas communicated by the integument at the time of contact. This is an extraordinary mind-affecting ability.

Plated Integument: Additional cost 6
Requires level something: Integument with this augment is covered in bony plates akin to those of some dinosaurs. It provides the integument it is applied to with a +3 natural bonus to armor class, and damage reduction 5/-. However, this bony plating also imposes a -5 penalty to the base land, swim and fly speeds of the ozodrin, due to its cumbersome nature.

Toothy Integument: Additional cost 5
Requires level something: Integument with this augment is covered in dozens of tiny, extremely hard and pointy teeth. Any creature that strikes an area with integument with this augment with a natural weapon suffers 1d4 points of piercing damage. Any manufactured weapon which strikes an area with integument with this augment suffers 1d4 points of damage which overcomes any amount of hardness and is not halved as a result of damaging an object.

Churning Integument
Bonus to escape artist checks; absorbs 5 acid damage, but then becomes sludge-like and imposes penalty on saves

Crystalline Integument
Bonus to listen and perform checks; absorbs 5 sonic damage, but then causes a singing sensation in the ozodrin's bones (whether she has them or not) and imposes deafness.

Plasmic Integument
The ozodrin's body or feature can flow through much smaller spaces than normal; absorbs 5 electricity damage, but then becomes overwhelmed and imposes blindness.

Poetic Integument
Integument with this augment is composed of dozens to hundreds or even thousands of lines of thin, flowing and swirling text, arranged into the poetry of the Far Realm.
Creatures striking the poetic integument must succeed on a Will save or be fascinated for 1 round.

Dual Integument: Additional cost 5 points
The integument has all of the effects and is a combination of two other different integument features.

Swirling Darkness Integument
Bonus to hide and move silently checks; creatures and weapons striking the integument may become entangled in it

Vaporous Integument
The area of the integument is treated as if under the effect of a gaseous form spell, except that it is still firmly connected to any part of the body or feature that is not vaporous; provides a miss chance against attacks



I will add detail to the Integuments following Toothy at a later time, but as of this moment I am far too tired to be more descriptive.
Seeing how this would be the second set of universal augments (the first is Shifting), it would actually be appropriate as it's own feat. Maybe something like this:

Exotic Formed Features:
You have learned to make features out of unconventional substances, in addition to merely excreting them.
Prerequisites:Aberration Blood, Strange Energies
You gain access to all the following augments:
[stuff]


On a related note, you should have some formatting/logic errors. If you want those to have Thick Integument as a prerequisite, it should be listed listed under Cost like this:

AugmentX
:Additional CostZ
Requires AugmentY: Sentence or two explaining what a feature of this sort generally looks like and does (fluff). A couple of sentences worth of crunch, the mechanics of the augment.

You need to list a DC for the saves, and you should list that most of them are mutually exlusive with others, but not with themselves (because by raw, Dual Integument doesn't do anything, since nothing stops you from stacking multiple integuments onto a feature anyway.).