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Thread: Tooth and Tentacle [base class PEACH]

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    Bugbear in the Playground
    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male

    Default Re: Tooth and Tentacle [3.5 base class PEACH]

    Ozodrin Player Bio: Hope

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    Name: Hope
    Class: Ozodrin7 (Scaled down from Ozo10 to fit campaign.)
    Age: ?
    Origin: Grown in a vat in the city of brass by an inventor named fleck who currently controls it as an experiment to bridge a dimensional conduit to the amoebic sea to bring life to a grown human husk.
    Alignment: CN
    Theme: Tabula-rasa, adaptation, mimicry, helpful, scout, reckless hero, savior, cult-idol, instinct, and no ability to relate to humane concepts.
    ------
    Present Location:
    In the city of Swiftcurrent where two alchemists (mr. deathbloom and mr. stockholm) have created an elixir of life turning a human into a necropolitan. In their haste and not realizing the undeath properties of the necromantic effect they fabricated and dumped large quantities of elixir into several wells in the city distributing it to most residents instantly.
    The effect of the elixir is 40% chance to turn the subject into a necropolitan and a 60% chance to zombify them, so they apparently did this unwittingly as a major frackup, creating a zombie outbreak in a can.
    Swiftcurrent is currently quarantined by templars keeping the infection inside the gates, Hope is currently being protected from cultists by the church and as work for them she is acting as a scout for a team assigned to solve this issue.
    ------
    Condition:
    Recovering from critical injuries, she is missing both her arms and both her shoulders within her worldly guise.



    New Eye Augments:
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    Smouldering Eye: Additional cost 2
    Required Level 6: An eye with this augment is able to see through smoke, fire and non-magical fog as if it weren't there, in addition this eye is not adversely affected by smoke or fire that would blind, harm, irritate or cause it pain.
    For 1 PP you may use Matter Agitation as if you had levels in psion equal to 1/6th your levels in ozodrin.
    ***********************

    Reference: http://dndtools.eu/spells/masters-of...re-eyes--1926/

    New Spike Augments:
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    Transient Spike: Additional cost 4
    Required Level 8: A spike with this augment can be shaped while forming as if it were made of Shapesand (Sandstorm pg.102) without using a check.
    At the cost of 1 Bio and using a standard action you can shape the spike while it's outside of your body. The volume or density of the spike cannot be changed with this augment, only it's shape.
    While a normal spike may not have a hollow space inside of it, a hollow spike may, emulate items with hollow spaces such as a lantern or a wand chamber.
    ***********************

    FEATS
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    Addictive Strangeness [Abberant]
    Your special eyes whether they be strange, beautiful or terrifying implant a compulsion similar to an addiction within those who observe them.
    You gain a +1 to diplomacy and intimidate checks (doubling whenever you have at least 1PP in your pool) and gain a +1 to your Manifest Form DC.

    ORGAN AUGMENT
    Insidious Gaze: Additional cost 3
    Requires Addictive Strangeness, Mental Process, Special Eyes:
    Whenever a sentient creature fails their save against your Manifest Form, your Gazes or your Intimidate checks while in your true form, and you have at lease 1PP in your pool, the creature must succeed a (DC=10+1/2 Ozodrin level + Cha modifier) Will save or be exposed to an Addiction event, similar to consuming a drug. At level 11 this Addiction Event level is low, at level 15 it becomes Medium and at level 18 it becomes High.
    ***********************


    ---- DEC04

    I'm still working on the Organ feature, it's slow goings though.
    Rapid Form's eye exception made me think Organs should take twice as much to grow than a standard feature, and honestly Spawn and Puppets and the like probably should to.

    Here's a concept:
    Why not "grow" features?

    Simply put, thinking about features in this way allows the following:
    First off, you can change features while in your true form but more slowly by investing FP early and then getting the form later.
    How much later? How about a number of actions later?

    For instance, perhaps a feat allows you something like this:

    ***********************
    Unnatural Transformation [Aberrant]
    Requires: Strange Anatomy
    You may add or remove features or augments to your body while you are in your true form by investing the form points and then taking additional actions to grow them.
    Before your new features or form points can be used you must spend 1 move action for every 2 form points you invested or removed.
    All features you have not spent the actions to add or remove are not treated as functional, and thus have no effect.
    Upon gaining the Rapid Form class feature this feat's functionality changes, and instead adds half your charisma bonus to the feature and augment limit of the Rapid Form class feature and allows you to use Rapid Form to change augments on your body's existing features.
    ***********************

    I've been playing with the idea of re-tooling the ozodrin for pathfinder, as I believe it to have all the positives of 3.5 and haven't heard one advantage 3.5 has over it. I'll begin posting all content I make for the ozodrin in that format.

    Organ Draft PEACH DEC04-Feb11:
    ***********************
    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:
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    Organ Process: Additional cost Ø
    An Organ must have one and only one Process, it cannot be bought and is added when the organ is created.
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    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.

    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.



    ***********************

    DEC08-
    I'm playing around with merging the gramarist rules for biollurgy with the organ feature to make something like the ozoform creatures I posted a while ago, or at the least an earlier less powerful access to spawn.

    The goal with this early spawn ability is that I want the ozodrin to be able to fill a very minor summoner role (by growing little creatures), and I don't think an ability which could be comparable to Summon Nature's Ally should be earliest attained at par with a 9th level spell for a caster. Difference is that these would be flat summons that are free-willed and mostly driven off the rules of biollurgy, so it should be a lot easier to balance at a lower level than the Spawn feature.

    Right now I'm probably setting the organ draft's FP cost fairly high and will tune them down after the organ processes seem to get more referenced in scale of power.
    Last edited by Hanuman; 2013-02-12 at 08:02 AM.