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  1. - Top - End - #991
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    Magikeeper's Avatar

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

    Say, what stops you from using Otherworldy guise multiple times in a row to use all of your fp at that wonderful 1/3 cost?? Each use has its restrictions based on your current worldly guise, so by RAW I believe you can chain guise alterations until your current guise = max fp. Or at least you could argue it. It should be clearer.

    Something like "You may also distribute an additional 1/10 of your form points into these new features/augments. These form points are automatically returned to the Ozodrin (and the features/augments unshaped) the next time this ability is used before calculating the amount of FP needed to form a puppet of your race"

    That closes the loophole for sure and doesn't require us to be really specific about what we mean by race.

  2. - Top - End - #992
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    Default Re: Tooth and Tentacle [3.5 base class PEACH]

    Ortho, what do you think of having a beautiful ozodrin? Pathfinder's fascinate instead of shaken?

  3. - Top - End - #993
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    Flumph

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

    Do pseudopodia still count as natural weapons?
    Quote Originally Posted by ahenobarbi View Post
    I figure that's why d&d gods do so little - they're busy taking psychotherapy sessions to get rid of all the voices they hear.
    May have a optimization addiction.

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

    Aug 15th Update: Spit

    With this update I've added a "stick" to the ozodrin, making it all-around nastier to fight, the stick allows more battlefield control in the form of a root and tangle. In addition, I've allowed the ability to also act as a glue, allowing you to use it to glue objects to objects for utility or construction.

    New things added:
    -Spit may now deal sonic damage (your mouth produces sound )
    -Spit can now have a tanglefoot bag-like effect
    -Spits can now work well underwater
    -Fire spit/breath now has a steam option
    -You now can apply a stench effect, to other creatures!
    -Spit can now apply DPS at a more efficient rate, this is balanced by the application of this DPS requiring a full-round action to load.

    Tips and Tricks Panel:
    -Adhesive Spit is a glue that can be destroyed with a large-yield elemental attack, use this to fix large objects in place and then drop them with elemental damage, creating large traps or fixes that can be re-broken at will, such as destroying a gluing an entrance then sundering it, creating a collapse-point (suggested engineering check), it's suggested you use sonic to remove the glue as it will easily sunder the entrance.
    -Steam can be subbed in when you want to preserve flammable objects and destroy living matter.
    -Adhesive Spit is best used on any large or smaller creature that can fly, are reliant on spells, or who do not have slashing damage. If a creature has a slashing weapon you may want to disarm them before using it.

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

    Adhesive Spit
    Mouth Augment
    Requires: Spitting Mouth
    5FP
    You may spend a full-round action to change your next spit to also apply an effect as if it were also a Tanglefoot Bag, damage can be done to the adhesive by any elemental damage not dealt by the spit, including any elemental damage done to the creature/object.
    This adhesive does not slow speed once a creature is free and does not crack and become brittle, instead it loses it's adhesiveness gradually.

    Full Explanation:
    On hit, the spit projectile explodes, entangling the target and then becoming elastic and resilient upon exposure to air. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to an object in it's square that it's in contact with which by default is a wall, floor or ceiling disabling it's ability to move. Huge or larger creatures or objects are unaffected by the adhesive effect. A flying creature normally is not in contact with a surface and therefore is not glued to it, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. This spit's adhesive effects do not normally function underwater.

    A creature that is glued to an object (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon, fire, acid, sonic or ice. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. An application of universal solvent to a stuck creature dissolves the adhesive goo immediately. On a successful save or by breaking the goo with damage it loses it's effectiveness, otherwise the goo can hold an object or creature (100lbs per ozodrin level) minus 150lbs per day the goo has been exposed to air, or 1500lbs per hour it's exposed to water. At being able to hold 0lbs or by it taking 15 elemental damage the goo liquifies into water or solidifies and becomes brittle, losing all functions and effects.

    ----

    Spit of the Deep
    Mouth Augment
    Requires: Spitting Mouth
    2FP
    Your spit counts as an aquatic weapon, functioning normally underwater without penalty.
    Your fire spit and breath weapons are now steam, functioning on land as well.
    Your adhesive spit now functions underwater and does not lose its stick faster when exposed to it.

    (May need to be adapted into a feat)

    ----

    Foul Spit
    Mouth Augment
    Requires: Adhesive Spit
    2FP
    Your adhesive spit now gains Stench, sickening a hit creature who fails a DC15 Fortitude save, this save is taken each round until the creature succeeds, and is then immune for 24 hours. Even on a successful save, that creature now has the Stench ability, sickening any creature within 5' for 1 round until they succeed the save. The stench ability persists until their adhesive spit reaches 0lbs. Ozodrins and abberations automatically succeed their saves.


    ----

    Emanating Spit
    Mouth Augment
    Requires: Adhesive Spit
    3FP
    Your spit continues to injure those in contact with it.
    Creatures who have been hit by your adhesive spit take 1 damage of an element it contains per round for 6 rounds, this augment can be taken once for each element your spit contains.
    Last edited by Hanuman; 2012-08-18 at 05:15 AM.

  5. - Top - End - #995
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    Default Re: Tooth and Tentacle [3.5 base class PEACH]

    So, have you been working on the Machine recently?
    It's a falcon. Wearing a Fedora. Your argument is irrelevant.
    Official Member of the No Cussing Club

  6. - Top - End - #996
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    Default Re: Tooth and Tentacle [3.5 base class PEACH]

    Two new feats.

    Quantum Teleportation [Aberrant, Luck]
    You can feel all the possibilities of where you could be and may choose the improbable.
    Prerequisite: Character level 12th, Strange Movement, Twisted Fate, any 5 luck or aberrant feats
    Benefit: You may expend a luck reroll or a use of the Lucky class feature to use Strange Movement, or another ability that expends Strange Movement, for a distance of up to 40ft. Additionally, after deciding to use Strange Movement, expending the action cost and selecting a destination, you will be warned if your destination is in a solid object and may reselect your destination or choose not to teleport.

    Variable Existence [Aberrant, Luck]
    You may spread yourself across the spectrum of possibilities.
    Prerequisite: Character level 18th, Shifting Shape, Quantum Teleportation, any 7 luck or aberrant feats
    Benefit: You may expend a luck reroll or a use of the Lucky class feature to gain Freedom of Movement and a 50% miss chance for a number of rounds equal to your Cha modifier.

  7. - Top - End - #997
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    Default Re: Tooth and Tentacle [3.5 base class PEACH]

    Has anyone given any thought to converting this to 4th Edition? I'm thinking it would be best suited for the Controller role.

  8. - Top - End - #998
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    Default Re: Tooth and Tentacle [3.5 base class PEACH]

    Quote Originally Posted by General Patton View Post
    Has anyone given any thought to converting this to 4th Edition? I'm thinking it would be best suited for the Controller role.
    I've tried. It doesn't play well with 4e's mechanics, not in the least.

  9. - Top - End - #999
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    Default Re: Tooth and Tentacle [3.5 base class PEACH]

    Quote Originally Posted by vasharanpaladin View Post
    I've tried. It doesn't play well with 4e's mechanics, not in the least.
    I've got only the slightest gist of what sort of things powers do and how they function. But I can toss up some ideas on how you'd pull it off. It probably works best if you refluff the Ozodrin such that they are always in their true form and everyone else is experiencing Weirdness Censor until the Ozodrin does something conspicuous with their features. You do away with Form Points and just assume their body has everything at once and/or is spontaneously sprouting whatever they're using.

    -Encounter Cha vs Will Close Burst to inflict penalties, basically negating the Weirdness Censor to horrify everyone, minor sustain
    -At-Will Str vs AC to maul targets, inflicts some penalty, Temp HP if target is Bloodied or dies
    -Utility to boost Perception with eyes
    -Encounter to Shift some distance, Strange Movement
    -At-Will Str vs Reflex Blast to sweep a small area with a tentacle
    -Encounter Str vs Reflex Close Burst to grab everyone with tentacles and toss them a short distance
    -Utility to resist crits
    -Utility to boost Acrobatics and Speed with extra limbs
    -Daily Cha vs Will Close Burst to damage and inflict penalties with gaze attacks, minor sustain
    -Some combination of Shifting Shape and Corrupting Land as a Feat to turn the tentacle powers into Area bursts
    -At-Will Cha vs Will to damage and inflict some penalty with a multi-eyed staredown

    I don't think it would be too hard to make this into a decent Strength and Charisma based Controller Class. I just lack the system fluency and experience with balance/numbers to actually go beyond this vague conceptual guessing at how things could translate.
    Last edited by General Patton; 2012-09-01 at 05:52 PM.

  10. - Top - End - #1000
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    Default Re: Tooth and Tentacle [3.5 base class PEACH]

    Quote Originally Posted by General Patton View Post
    *snip*
    Revising previous statement: 4e's setup does horrible things to the ozodrin. I'm all for giving it another shot now that Next is inevitable, tho.

    And as an aside, need to pick one ability score to run attacks off of and stick with it. Dual-primary ("V-shaped") classes are Bad Design.

  11. - Top - End - #1001
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    Default Re: Tooth and Tentacle [3.5 base class PEACH]

    Quote Originally Posted by vasharanpaladin View Post
    Revising previous statement: 4e's setup does horrible things to the ozodrin. I'm all for giving it another shot now that Next is inevitable, tho.

    And as an aside, need to pick one ability score to run attacks off of and stick with it. Dual-primary ("V-shaped") classes are Bad Design.
    I'm not sure how that can work flavor-wise. The Ozodrin's abilities are split between physical assaults with unnatural body parts and supernatural attacks or cosmic horror. We might be able to base most everything off of Cha by using the same logic that inherent supernatural abilities are Cha-based to extrapolate that the entire pseudophysical form of an unnatural being is Cha-based, but we should at least try to make Con an important secondary stat. First step would be Con added to AC to make up for lack of armor. Maybe if we ditch that refluff I suggested, then Manifesting True Nature and other abilities involving the sudden appearance of more flesh and body parts could be done by spending a Healing Surge, which can only be done Con Mod times per day. This would make it into more of a Defender, which definitely suits the cosmic horror genre with its unkillable monstrosities. Marking and the extra penalties for it would go with that motif of "once you've seen it, they know, and they'll find you". Combine forced movement from tentacles, arms reaching out of the ground to grab you Corrupting Land-style and fear-induced paralysis and you've got the requisite "stickiness" for keeping enemies away from your allies.

  12. - Top - End - #1002
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    Default Re: Tooth and Tentacle [3.5 base class PEACH]

    Lemme lay something on you: In 4e, paladins have Cha-based melee attacks. Avengers and clerics have Wis-based ones, and swordmages are Int-based.

    Making a class whose attacks run off two separate stats is a Very Bad Idea, as it needlessly restricts options, and trying to push the issue means you lose out on other effects, because damage is NOT the end-all. Paladins, for example, have Strength attacks and Cha attacks, but making a character that uses both means you lose out on Wis, so your nondamage effects are weaker and you can't Lay On Hands as often.

    That said, Con-secondary is a good idea. I'd suggest Int as an alternative secondary, for those focusing less on physical brutes and more on scaring the living peanuts out of people.

  13. - Top - End - #1003
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    Default Re: Tooth and Tentacle [3.5 base class PEACH]

    I think a pathfinder re-work with CMB/CMD would actually improve the ozodrin's play-flow and overall balance.

    I noticed the ozodrin doesn't have a lot of stealth options, pretending flesh seems to be the best (and only?) option for this, and it's only available at level 14.

    Two major questions:
    1) Do spit attacks apply the mouth's Enchanted Jaws augment?
    2) Why do gaze attacks not have the Enchanted augment on them? I may misunderstand gaze attacks, but isn't it similar to using a ranged natural weapon?

  14. - Top - End - #1004
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    Default Re: Tooth and Tentacle [3.5 base class PEACH]

    Quote Originally Posted by Hanuman View Post
    2) Why do gaze attacks not have the Enchanted augment on them? I may misunderstand gaze attacks, but isn't it similar to using a ranged natural weapon?
    Gaze attacks have zip to do with natural weapons. Here are the relevant rules:
    Quote Originally Posted by srd
    While the medusa’s gaze is well known, gaze attacks can also charm, curse, or even kill. Gaze attacks not produced by a spell are supernatural.

    Each character within range of a gaze attack must attempt a saving throw (which can be a Fortitude or Will save) each round at the beginning of his turn.

    An opponent can avert his eyes from the creature’s face, looking at the creature’s body, watching its shadow, or tracking the creature in a reflective surface. Each round, the opponent has a 50% chance of not having to make a saving throw. The creature with the gaze attack gains concealment relative to the opponent. An opponent can shut his eyes, turn his back on the creature, or wear a blindfold. In these cases, the opponent does not need to make a saving throw. The creature with the gaze attack gains total concealment relative to the opponent.

    A creature with a gaze attack can actively attempt to use its gaze as an attack action. The creature simply chooses a target within range, and that opponent must attempt a saving throw. If the target has chosen to defend against the gaze as discussed above, the opponent gets a chance to avoid the saving throw (either 50% chance for averting eyes or 100% chance for shutting eyes). It is possible for an opponent to save against a creature’s gaze twice during the same round, once before its own action and once during the creature’s action.

    Looking at the creature’s image (such as in a mirror or as part of an illusion) does not subject the viewer to a gaze attack.

    A creature is immune to its own gaze attack.

    If visibility is limited (by dim lighting, a fog, or the like) so that it results in concealment, there is a percentage chance equal to the normal miss chance for that degree of concealment that a character won’t need to make a saving throw in a given round. This chance is not cumulative with the chance for averting your eyes, but is rolled separately.

    Invisible creatures cannot use gaze attacks. Gaze attacks can affect ethereal opponents.

    Characters using darkvision in complete darkness are affected by a gaze attack normally.

    Unless specified otherwise, a creature with a gaze attack can control its gaze attack and “turn it off ” when so desired. Allies of a creature with a gaze attack might be affected. All the creature’s allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round.
    Avatar by TinyMushroom.

  15. - Top - End - #1005
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    Default Re: Tooth and Tentacle [3.5 base class PEACH]

    Perhaps giving the ozodrin the ability to charm, curse or even kill would be beneficial then, as an enchanted weapon can do so.

  16. - Top - End - #1006
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    Default Re: Tooth and Tentacle [3.5 base class PEACH]

    Quote Originally Posted by Hanuman View Post
    Perhaps giving the ozodrin the ability to charm, curse or even kill would be beneficial then, as an enchanted weapon can do so.
    ... They can. They can damage an enemy, enough to kill it, do stat damage, a debuff that can be thought of as a curse, and charm enemies.
    Avatar by TinyMushroom.

  17. - Top - End - #1007
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    Default Re: Tooth and Tentacle [3.5 base class PEACH]

    I meant as a save-or-die (or something equally nasty), anything with an Enchant augment already can petrify as a +3, at about DC19 if I remember correctly.

    My roomate and kung-fu brother thought up ozodrins being able to meta-concert from inside their own stomach with captured living creatures. (though he thought of the idea purely in-context), and after thinking it over I am actually pretty astonished that there isn't more direct rules for capturing and storing victims in the stomach.

    Edit-
    Important Reference:

    Spell Compendium Page 100:
    Sorc/Wiz2
    FUSE ARMS

    +4 STR per pair of limbs or tentacles absorbed back into body.
    Last edited by Hanuman; 2012-09-20 at 03:30 AM.

  18. - Top - End - #1008
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    Default Re: Tooth and Tentacle [3.5 base class PEACH]

    After a chain of randomly associated thoughts, it hit me that if the Tarrasque were to gestalt with Ozodrin, it would become:

    Spoiler
    Show


    SIN From FFX!


    I think that this would make for an excellent campaign, but I'm not sure if there would be enough interest to make a recruitment thread for it. So for the time being, I'm just sharing an excerpt from my thoughts.
    Last edited by Nanoblack; 2012-09-21 at 05:33 PM.

  19. - Top - End - #1009
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    Default Re: Tooth and Tentacle [3.5 base class PEACH]

    Quote Originally Posted by General Patton View Post
    Has anyone given any thought to converting this to 4th Edition? I'm thinking it would be best suited for the Controller role.
    Gonna go ahead and try it. I'm thinking, in the absence of something more appropriate, arcane power source? 'Tis where most eldritch things seem to end up in 4th...

  20. - Top - End - #1010
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    Default Re: Tooth and Tentacle [3.5 base class PEACH]

    It seems astoundingly obvious now, but:

    What about Inhale features?

    I was watching some episodes of the 2011 Hunter X Hunter and I realized Shizuku might as well be a cleverly disguised ozodrin, the vacuum could be part of her body:



    So having a vacuum effect on the ozodrin suddenly made more sense as consuming is what they do.

    Filtering flesh could have a vacuum option, that could clear the air around you (This may already be possible, I forget exactly what does this in homebrew.).

    In addition, a reverse-bullrush, thus using your CMB (or bullrush attempt for 3.5) to suck the opponent towards your mouth.

  21. - Top - End - #1011
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    Default Re: Tooth and Tentacle [3.5 base class PEACH]


  22. - Top - End - #1012
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    Default Re: Tooth and Tentacle [3.5 base class PEACH]

    Aha there it is, and part of the ozodrin no-less.
    Maybe organizing all the ozodrin's content is a pipe dream, I don't know.. thanks patton!

    Oh wow, the esoteric selection is great. Never really saw it before.

  23. - Top - End - #1013
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    Default Re: Tooth and Tentacle [3.5 base class PEACH]

    Bloodtaste: Additional cost 1
    Requires Level 4 and Air Tasting Mouth
    Your tongue can now detect blood at 5 times your scent range, and grants a +4 to survival checks when tracking injured targets.
    This augment works underwater equally well.

  24. - Top - End - #1014
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    Default Re: Tooth and Tentacle [3.5 base class PEACH]

    It seems there are still some discrepancies between the descriptions for Devour and Primary Stomach, seemingly originating from when Devour was changed to the current version. It mostly pertains to how long items last and how you may retrieve them.

    I believe that Swallow Whole needs to be re-balanced a bit. I'm thinking it should be a full-round action to swallow a pinned opponent, that provokes AoO. It requires making a grapple check with a -10 penalty and failing by 5 or more means you fail to maintain the grapple.

  25. - Top - End - #1015
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    Default Re: Tooth and Tentacle [3.5 base class PEACH]

    Ozodrin Player Bio: Hope

    Spoiler
    Show

    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:
    ***********************
    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:
    ***********************
    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
    ***********************
    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.
    Spoiler
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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.

  26. - Top - End - #1016
    Bugbear in the Playground
     
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    Default Re: Tooth and Tentacle [3.5 base class PEACH]

    I'm thinking of some sort of spike augment that lets you inject an organ feature into an ally dealing half the spike damage and giving them the effects of the organ.
    "If you are after mere parlor tricks you will be sorely disappointed, for if I reach behind your ear, it will not be a nickel I pull out, BUT YOUR VERY SOUL!" The Venture Bros.

  27. - Top - End - #1017
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    Default Re: Tooth and Tentacle [3.5 base class PEACH]

    How about filling a hollow spike with an osmosis stomach?

    Added tiering for the secretion augment, tell me what you think, doc.

    ----

    Are there limits to the ozodrin's liquid consumption? Can an ozodrin open her mouth and swallow a lake one colossal water-elemental sized chunk at a time?

    ----

    Added a way to mass-produce substances using your Biomatter Converter and added an augment feat that allows your fear and gaze effects to apply an addiction level, as more of a diplomancer avenue.

    I'll be adding more of that as I dip into the mental process augments, lots of neat stuff I've thought of and can't remember very well.
    Last edited by Hanuman; 2012-12-11 at 04:33 PM.

  28. - Top - End - #1018

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

    Quote Originally Posted by Nanoblack View Post
    After a chain of randomly associated thoughts, it hit me that if the Tarrasque were to gestalt with Ozodrin, it would become:

    Spoiler
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    SIN From FFX!


    I think that this would make for an excellent campaign, but I'm not sure if there would be enough interest to make a recruitment thread for it. So for the time being, I'm just sharing an excerpt from my thoughts.
    I've actually spent some time working out how to best use Oslecamo's Tarrasque and Hyudra's Creature of Legend classes, I liked the idea of using the Poison Legendary Power, but wanted it on the tail for spin attacks.

    Enter the Ozodrin, Mr Big T now has three stomachs (one for killing living creatures, one for destroying undead and the last, for digesting inanimate material), cannot be flanked, can fly, has a massive boost to his AC, a sizable boost to his Reflex saves, can complete verbal spell components and has fine manipulation.
    As well as the tail spikes that allow it to use it's deadly, negative level inducing venom.


    And yes, he's the creature that maintains an endless cycle of destruction.

  29. - Top - End - #1019
    Ogre in the Playground
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    Default Re: Tooth and Tentacle [3.5 base class PEACH]

    I recently tried out a slightly modified version of the Ozodrin in a Pathfinder campaign. It was actually my former Daring Outlaw character who nearly died from shadow magic and had his eldritch heritage awakened because of it (epic excuse for rebuilding a character to a new class). Didn't turn out too well due to some semantic issues. [RANT]I didn't really specify that I was searching for traps when I made Perception checks, and apparently, because PF's version of the Rogue can possibly get this ability

    Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

    that must mean that Perception checks never reveal traps unless you specifically say you're looking for them. So, despite my +14 Perception modifier, my being the former roguish character of the group, my taking cross-class Disable Device ranks to continue partially fulfilling that role, and my compulsive redundant searching of every single room (which had to set some kind of precedent for what my intentions must have been, 'cuz some of them were empty), we had a near TPK from some simple Alchemist's Fire in a covered treasure cart.[/RANT]

    I think it wouldn't be too overpowering for the Eye Feature to grant some kind of auto search when you have enough. It certainly fits the fantasy horror archetype of inescapable senses that notice everything. What else would you expect from 12+ eyeballs from another dimension?

  30. - Top - End - #1020
    Bugbear in the Playground
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    Default Re: Tooth and Tentacle [3.5 base class PEACH]

    There's a few ways around that, the two most common homebrew rules are that you may take "tendencies" (no official name for them), which allow you to always do something unless otherwise specified, and then you may take more as you level. This allows you to save time on things your character does compulsively anyway, but limits you from powergaming on autopilot.
    "I'm in a dungeon, so I expect traps, because it's what I would do."

    Second is that a 1 or 2 either fumbles, roll to confirm fumbles, or grants a negative modifier such as a 2 may grant a -10 and a 1 may fail or a 2 may grant a -5 and a 1 may grant a -15, ect.

    12 Eyes seems to be mid-level optimal for a defensive build
    ------

    Here's a thought, what about Bio-Tech, mixing the gramarist tech into the ozodrin?

    ------

    Added more energy process augments, centered around the gramarist's arcanodynamic transformer (a little roughly written), allowing you to manipulate energy.

    ------

    I want to add a prison and storage effect to the Ozodrin's stomach, but I'm not sure how to approach that. I'm thinking that some PrC's should be rolled up eventually for the organ processes just because some of the things I can imagine for them are too potent and specific, like drugging up a bunch of high intellect or psionic creatures and then forcing a metaconcert from within the ozodrin.

    ------

    My ozodrin's themesong:
    https://www.youtube.com/watch?v=jsR2g-ADAJA


    ------

    Going to create a way to "net" psionics, like the gramarie except they can't do psi. I thought how neat it would be to become powered by the fear you instill because it's so natural to the generic ozodrin.

    Going to change biomatter converter options to make it easier to convert existing digestible material to simply re-shape it with a craft check.

    ------

    Perhaps psionic energy (thoughtforms) can be converted into physical manifestations? I could see an ozodrin PrC using tangible fear as a weapon or just general material.

    That then brings to light the concept of thought and emotion being physical things somehow, or at least semi-energy semi-matter.

    Either way, I'm going to make options for the ozodrin to consume fear, thought and other emotions. It can already cause memory loss with it's enchanted augment by default so absorbing that loss shouldn't be a problem.

    ------DEC18-21 Ozodrin2.0[PF] Alpha notes

    Working on a total revision of the ozodrin for pathfinder, this will be a separate version which eliminates a few of the features from the main class and merging others. Right now it's looking like less features but with more options on the ones you do get. This will encourage multi-classing by dropping the gain at level to require per level then having the augments limited by a scale of 1 per #OzoLevel augment, similar to draken's evolutionist.

    This should allow you to have the features you want even if you stay a low level ozodrin at high level.

    Fins, puppet and spawn have been moved out of the base class and are brought back in by feats.

    Flesh is now a component of Organ (New feature), Lure Trap has been merged with puppet, and special eyes are just augmented eyes. This adds one new feature, removes three, and does not remove any functionality or fluff.

    Array now looks like this:
    -Eyes (Special Eyes)
    -Mouth
    -Tentacle
    -Organ (Flesh)
    -Limb
    -Spike

    Feat/OTHER-Acquired:
    -Fin
    -Puppet (Lure Trap)
    -Spawn

    ---

    I want to put in a way to tear people apart, probably using a strength check, and maybe an organ which can have the Universal Key mechanics to dismantle things quickly.

    ---

    A major issue with granting the ozodrin lots of utility is that the more options you grant an ozodrin in their default range the more chance they can outshine spellcasters or skillful characters. To solve this, some limitations should be reached:

    First of all, the number of FP an ozodrin can refund per day should have a cap, thus limiting the immediate "I can do that!" that gives way to "let someone else more specialized expend their daily usages so I don't have to change." And give this a ratio of 3FPchanges/1FPMAX
    A level 8 may have 30FP/90CHNG, and perhaps Bio, Pui and PP could be exchanged for 1 or 2 CHNG each, allowing the ozodrin to eat 10lbs/CHNG refreshed, meaning about 15CHNG/creature give or take.

    Alternatively the principle of limiting only utility options could be established, which may be more simply executed by remodeling the Bio system and working Pui/PP in ratio. I do like the 1/1/1 though.

    ---------
    -Normal Ozodrin Skill Array:
    Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)

    -New Pathfinder Skill Array:
    Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Fly (Dex), Intimidate (Cha), Knowledge [Dungeoneering] (Int), Knowledge [Planar], Perception (Wis), Stealth (Dex), Survival (Wis), Swim (Str)

    I've thought about it, and a good way to make small perm. customizations is actually with skilltricks, this would allow minor changes which then have more context coming out of your regular skillpoint allotment.
    Last edited by Hanuman; 2012-12-29 at 08:17 AM.

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