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  1. - Top - End - #1141
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    Default Re: Tooth and Tentacle [base class PEACH]

    Good to see you back!

    Would you be interested in recalling some of the history of the class for posterity or archetype intent?

    I kind of figure that it's ozoi, FMA manga and a few other things but the specifics are still a bit vague.

    Quiz (QazzQuimby) and I are working hard (seriously, 30+ text messages today alone) on the new ozodrin for pathfinder and we would adore some input even if you don't have the time to put in any peaching.

  2. - Top - End - #1142
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    Default Re: Tooth and Tentacle [base class PEACH]

    Owrtho,
    To prevent massive stacking optimization (growing only eyes when you need a spot check, growing only legs when you need to travel or climb, and then being overpowered in the aspect of their choice), what do you think of a cap on the number of time a feature and augment can be bought?
    Only 2*class level FP can be attributed towards any single feature or augment. The number is fairly arbitrary now and would need some testing, but what do you think of the idea?

  3. - Top - End - #1143
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    Default Re: Tooth and Tentacle [base class PEACH]

    Quote Originally Posted by qazzquimby View Post
    Owrtho,
    To prevent massive stacking optimization (growing only eyes when you need a spot check, growing only legs when you need to travel or climb, and then being overpowered in the aspect of their choice), what do you think of a cap on the number of time a feature and augment can be bought?
    Since when can the Ozodrin reactively form eyes when a spot check is needed? And since when is any Ozodrin movement mode (aside from underwater puppet riding, which is more of a puppet issue) so impressive that focusing entirely on it could be considered overpowered?

    More importantly, aside from that one person playing an optimized grappling build in a campaign that was basically optimized grappling build heaven, how often has playtesting shown this to be an issue? I don't recall hearing it be an issue in practice. :/

    I do think eyes need a change though, not so much because I think they are OP (I've found them to be fine, if a bit strong), but because they really seem to rub people the wrong way. The Ozodrin doesn't need spot checks of that caliber, so weakening them for the sake of not having DMs suffer system shock as they read the first feature could be a good idea.

  4. - Top - End - #1144
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    Default Re: Tooth and Tentacle [base class PEACH]

    Quote Originally Posted by Magikeeper View Post
    Since when can the Ozodrin reactively form eyes when a spot check is needed? And since when is any Ozodrin movement mode (aside from underwater puppet riding, which is more of a puppet issue) so impressive that focusing entirely on it could be considered overpowered?
    You don't form them reactively (and actually can't without a prc), its just that generally you can see situations where you need them ahead of time. Like if your entering a dungeon "hold up, I'll probably need to look for traps. Gimme a sec while I get enough eyes to pull it off."

    Plus, a normal ozodrin should have a ton of eyes anyway, simply because they give you the most efficient form point: ac ratio.
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  5. - Top - End - #1145
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    Default Re: Tooth and Tentacle [base class PEACH]

    Well, yes. But I was commenting on the 'forming only eyes', I.E. the short of situation the suggested cap would likely come into play. Even in the dungeon situation you'd probably want a few natural weapons and the like in case there is something in the dungeon besides traps. Although Ozodrin don't get trapfinding* so that's not really a situation where crazy high spot/search even helps. It's more helpful for seeing through disguises/spotting hidden enemies/etc. Stuff that you often won't know far ahead of time or will involve other features (like weapons) in short order.

    It can be argued, yes. However, I feel eyes muddy the issue - they are rather unique among the features.

    *Yes, there is an obscure ring that grants it.

  6. - Top - End - #1146
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    Default Re: Tooth and Tentacle [base class PEACH]

    My point was that the Ozodrin can be incredibly good at anything they're capable of, especially out of combat, and can take turns being amazing at different things. If this isn't a problem I'll stand corrected, I just thought that was something that needed addressing.

  7. - Top - End - #1147
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    Default Re: Tooth and Tentacle [base class PEACH]

    Quote Originally Posted by qazzquimby View Post
    Owrtho,
    To prevent massive stacking optimization (growing only eyes when you need a spot check, growing only legs when you need to travel or climb, and then being overpowered in the aspect of their choice), what do you think of a cap on the number of time a feature and augment can be bought?
    Well, first I'd note I tend to side closer to Magikeeper here in that I find the ability to become overpowered in one super specialized area is not generally a problem with the ozodrin given that generally more than one ability is needed at a time (for instance having all legs to travel quickly is not particularly useful when it comes to combat). Combine with the issue of how slow it is to shift features around normally (as in for any ozodrin not possessing levels in everchanging) it means that overspecialising tends to carry penalties that drastically reduce how beneficial they are (at least if one is at risk of combat or other hazards). That said, I am aware that eyes specifically tend to be a bit of a problem here (and generally being better than they likely should be as well as a hassle to track with all the bonuses they add), and whenever I get around to doing an overhaul I'll likely look into addressing that. That said, an argument could be made for a soft cap on features, I just have never seen a particular need for it (though it is the sort of thing that would fit well into one's own overhaul if the need was seen), and in any event it would be tricky to figure out an ideal one.

    Quote Originally Posted by qazzquimby View Post
    Only 2*class level FP can be attributed towards any single feature or augment. The number is fairly arbitrary now and would need some testing, but what do you think of the idea?
    The problem here is that it is overly restricting at early levels. Particularly at level 1 when only one feature is available, resulting in over 1/3 of one's form points being useless unless you get a feat that grants another outlet for spending them (note that an ozodrin gains 3 fp per level + cha mod + aberrant feat count). If such a cap were to be implemented, it would need to have some non-scaling integer added on to avoid that at first level. That or first level would need to have at least two features available by default (something else that would likely be addressed in an overhaul).

    owrtho
    Last edited by Owrtho; 2014-04-30 at 05:50 PM.
    Tables
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    My Homebrew
    [creature]Shiny: Monster Competition XXXVI entry.
    [class]Wisp fire guide: Follow me. I have such sights to show you.
    [class]Ozodrin: A class to play as an eldritch horror.
    other hombrew

  8. - Top - End - #1148
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    Default Re: Tooth and Tentacle [base class PEACH]

    Quote Originally Posted by qazzquimby View Post
    My point was that the Ozodrin can be incredibly good at anything they're capable of, especially out of combat, and can take turns being amazing at different things. If this isn't a problem I'll stand corrected, I just thought that was something that needed addressing.
    For me I think the main thing that makes it a non-problem is the time it takes. In combat, they don't have the time. Out of combat, their degree of extreme capability usually isn't necessary (most things that would require an Ozodrin to completely focus all of their features on it would have a DC high enough that the DM is actually trying to say "impossible" without technically making it impossible).

    While really high numbers is a frequent goal of TO builds, in practice it only matters if you can get high enough numbers to reliably succeed, and more normal skillmonkeys or whatever can do "good enough" faster.

    Also, if they swap out too much combat ability for, say, high enough Climb checks to climb a vertical glass wall with water running down it, they're pretty vulnerable to ambush, which tends to be more immediately lethal than inability to climb.

    EDIT: On the other hand, yeah, eyes give a lot more bonii than they need to, and on first reading they appear to set a precedent for how crazy numbers can get (that precedent proves unfollowed, but it's the appearance of the thing).
    Last edited by Qwertystop; 2014-04-30 at 05:56 PM.
    Quote Originally Posted by jamieth View Post
    ...though Talla does her best to sound objective and impartial, it doesn't cover stuff like "ask a 9-year-old to tank for the party."
    My Homebrew

  9. - Top - End - #1149
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    Default Re: Tooth and Tentacle [base class PEACH]

    Ozodrin 1.0 does have shenanigans going on in it, and while this is managed decently player-side it's received with raised eyebrows and terrible complications from others, whether it be noting the potentials of the class' raw skillcheck bonuses or having other players or the DM manage/assume control of the character... even brief effects present huge issues and I've known every single one of my DM's kind of shrug off trying to even keep track of my 1.0 ozodrins. This itself is a bad sign, you might as well have a DM screen infront of your sheet for as much sense it makes to other people without large effort on their part.

    The other main concern (that is, if you are planning to do a remake Owrtho), is that there are a lot of rules in Ozodrin 1.0 that stand in-between a character and their ability to visually represent the player's artistic vision, and this is needlessly restricted at lower levels.

    I've tried to do what I can to do a complete overhaul in Ozodrin 2.X and it's looking pretty solid, I think some ACF's for 3.5 would be nice, and to complete the spell list, feat optionality and class archetypes. (Then I'll think about photoshopping some card printouts for features.)

    Again, I would love to work with you on the new system after you are done your current involving project

    Magikeeper you may use anything in my system to facilitate your 3.5 remake =]

    Ozodrin 2.1 (H2)
    Readers are free to use and edit this material as long as credits are provided and this class/Owrtho's class are linked.

  10. - Top - End - #1150
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    Default Re: Tooth and Tentacle [base class PEACH]

    I have a few features (Spike/Fin/Flesh/Spawn/Special Eyes) left to work with on, but I can post a brief overview of what is coming, I suppose:

    > Form points up to 4/level, becomes 5/level at level 10. I wanted farspawn to stop being a band-aid for the high-level FP starvation issue.
    (Note: How this effects levels 5-10 I'm not sure. Very early levels were mostly feat/cha-gained points anyway, so not a big difference there. Eye is slightly weaker though, so that might even it out.)

    >Speaking of farspawn, now that it doesn't have to serve as life support:
    Spoiler
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    Farspawn (Aberrant)
    Your true nature is quite strong.
    Prerequisite: Aberration Blood, ability to use form points, Charisma 13
    Benefit: Your effective Ozodrin level is increased by two when calculating any ability based on it. This benefit can’t increase your effective Ozodrin level to higher than your hit dice, nor does it grant you access to class abilities you do not already have access to (it may grant access to higher-level augments, however).
    You gain an additional form point for each aberrant feat you possess.


    > A few new feats, some feat changes. Medicine maker is finally complete.

    > All attacking stuff starts off at medium. The 'make them smaller' features now work like this:
    Spoiler
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    Small Mouth: Additional cost 0
    Mouth counts as a size category smaller. You may add this multiple times to the same mouth to a minimum mouth size of fine. Unlike a regular bite attack, the mouth feature receives a -1 penalty to damage for each size category below medium it is (minimum 1 damage) instead of reducing its damage die.
    Special: Unlike other augments, this augment may added/removed from an already-formed mouth as a free action, and the feature does not need to be reformed.

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

    1.0 Ozodrin make-them-smaller is a complicated optimization fest. I mean, I liked my 1fp fine-sized claws that catch but I think this is worth the sacrifice. 2.0 Ozodrin is sorta a half-mix. I think this version is more fun, faster to run, and will end up being used by more Ozodrin instead of just the penny-pinchers.

    How damage works may differ, but the ability to make it smaller as a free action is on all the size reducers. The 'make them larger' augments effectively increase maximum size.



    > Primary Stomach and Swallow Whole have been heavily modified, primary stomach has been moved to level 8.

    Spoiler
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    Swallow Whole (Ex): Whenever an 8th level or higher ozodrin would successfully pin a creature it may choose to swallow it instead. The ozodrin must have a mouth within reach of the creature use this ability, and the mouth must be at least as large as the creature. A swallowed creature is quickly expelled into the Ozodrin’s stomach. If the Ozodrin has multiple stomachs, it may choose which one the creature is expelled into. The Ozodrin may choose to regurgitate any given stomach’s worth of swallowed objects and creatures as a standard action. The Ozodrin may also choose to leave its throat passageway open, allowing the creature to climb out using its own actions. Air permeates the stomach dimension through the fleshy walls of the Ozodrin, although the throat passageway itself is closed while the Ozodrin is in its worldly guise.

    The walls have an AC of 15 + ozodrin’s class level, hardness equal to 1/2 the ozodrin’s class levels (rounded down), and require 5 times the ozodrin’s class level in damage to make a hole large enough for a medium sized creature to escape (a hole for a large creature requires twice as much damage as a medium, a huge requires twice as much as a large etc. A hole large enough for a small creature requires only 4x the ozodrin‘s class level damage to create a hole large enough, and a tiny or smaller hole requires only 3x the ozodrin‘s level in damage). Holes reseal in 1d4 rounds if no further damage is done and the ozodrin is still alive. The ozodrin takes 1 point of damage for every 10 points of damage dealt to the walls of its stomach.

    The swallowed creature is still considered to be grappled, as is normal for swallow whole abilities. Unlike normal, the Ozodrin may choose to automatically fail opposed grapple checks made to escape its stomach. If the throat passageway is closed the creature cannot break free of the grapple and must cut its way out.

    If a non-primary stomach ceases to exist the swallowed creatures are expelled into the Ozodrin’s primary stomach.

    Primary Stomach (Ex): An ozodrin's stomach can hold a number of small creatures equal to its class level squared times two (at level 8 this would be 128). Four small creatures equal 1 medium, 4 medium equal 1 large, 4 large equal 1 huge, etc.

    Unlike most creatures with a swallow whole ability, an ozodrin has no natural hazards in its stomach. Instead it is able to place features in its stomach, allowing it to see and attack creatures it swallows. If it has no eyes inside its stomach creatures in contact with the stomach have partial concealment (as it can feel them but not see them), while creatures that are somehow avoiding contact with the stomach have total concealment. Unattended objects and willing creatures can be absorbed into the walls as a free action, where they are digested over time as though in a regular stomach.

    If the ozodrin dies, creatures in its stomach(s) have 1d6 rounds to escape before they are forcefully ejected (along with all the other contents of the stomach not a part of the ozodrin) as the pocket dimension collapses, dealing 1d8 damage per 4 ozodrin levels. Creatures ejected this way show up at the location of the ozodrin’s corpse or as close to it as possible if other ejected contents are in the way.
    If another class would advance the stomach feature, it advances this ability as well.


    Many, many small changes/ wording fixes/etc. There were also a few references to very old rules that needed to be removed (like references to the original manifest form in the stomach feature). Some things were made a little stronger/weaker in the pursuit of simplification. There were a number of abilities that could be described as "incredibly complex separate minigame time!"

    Examples:
    Spoiler
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    Jaws that Bite (Ex): A 5th level ozodrin that successfully opposes a grapple attempt made to pin or swallow it may choose to automatically pin or swallow its opponent instead. An ozodrin that does not have the swallow whole special attack, or who does not have large enough mouth, cannot choose to swallow its opponent. This ability only functions while the ozodrin is manifesting its true nature.

    ......

    Budding Body (Ex): At level 10, an ozodrin is able to place any feature on a tentacle or limb feature. Such features may count any point within that the tentacle/limb's reach as their current location (for determining the starting point of breath weapons and the like), although they can only be at one place at a time. Tentacles and limbs with other features on them no longer grant natural attacks, and instead grant a cumulative -2 penalty to melee attack roles made by any feature they connect to the main body (So a tentacle on a tentacle on a tentacle receives a -4 penalty on attacks).

    -----------

    Shifting Shape (Ex): An ozodrin of 17th level or higher is able to makes its body mutable. This allows the Ozodrin to reposition its features from one part of its body to another as a move action. The Ozodrin may reposition a number of features equal to its charisma modifier (minimum one) at the same time.

    ^Also modified sinister image to let you form features directly at the image. Dealing with the shifting augment was really just a time waster - how often do you need to shift a feature? Is the 3pt cost an important strategic cost or just annoying book keeping? In practice I've only found it to be the latter. In most situations it either has to be shifting to work at all, or you don't really need it.


    >Misc other stuff I'll post now for review:
    > Eye feature has undergone major changes, as has the puppet feature (puppet and lure trap have also been combined).

    [b]EDIT:[b] These features are being re-looked at as I finish up the others (edited in a few posts below). Limb in particular is getting changed.
    Spoiler
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    SOME FEATURES:

    Basic Eyes: Cost - 1
    Appearance: Basic eyes look like strange, usually inhuman eyes on various parts of the ozodrin's body or hair.
    Required Level: 1
    Benefits: Eyes are the simplest feature for an ozodrin. An Ozodrin with one or more eye features receives a +2 bonus on spot checks and gains lowlight vision.
    Augments:
    (Unlike most features, eye augments may usually be applied multiple times. They are still noted, however)

    Spoiler
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    Telescopic Eye: Additional cost 1
    An Eye with this augment allows the Ozodrin to ignore up to 10ft of distance when calculating its spot check penalties. This augment may be taken multiple times, its effects stack.

    Sightless Eye: Additional cost 2
    Sightless eyes look more like odd membranes than eyes, and are unable to see. Instead they are developed to hear. An Ozodrin with one or more sightless eyes receives a +2 bonus to listen checks. A sightless eye may not have the Darkvision Eye or Insightful Eye augments.
    Special: Any skill check bonuses granted by other augments on a sightless eye apply to listen checks instead of spot and/or search checks.

    Darkvision Eye: Additional cost 2
    An Eye with this augment grants 10 ft. of darkvision. This augment may be taken multiple times, its effects stack with both itself and other sources of darkvision.

    Many: Additional cost 2
    An eye with this augment is actually several similar-looking eyes. An eye with this augment gives the Ozodrin 360’ vision and allows it to apply its bonus to spot checks for having one or more eyes to search checks as well.

    Perceptive Eye [EXCLUSIVE]: Additional cost 3
    An eye with this augment increases the Ozodrin’s bonus to spot checks for having one or more eyes by 1. This augment may be taken multiple times, its effects stack.

    Efficient Eye [EXCLUSIVE]: Additional cost 5
    An eye with this augment is more tightly entwined with the Ozodrin’s mind, reducing its response time. Each eye with this augment grants the Ozodrin a +2 dodge bonus to armor class. If the Ozodrin is wearing armor/carrying a heavy load/etc the dodge bonus to armor class plus the Ozodrin’s dexterity modifier cannot exceed the maximum allowed dexterity bonus to AC. This augment may be applied to the same eye multiple times, its effects stack.
    Special: If the eye also has the ‘Many’ augment the Ozodrin also gains a 10% chance to not be flatfooted at the start of combat. Each additional instance of this augment increases this chance by 10%.

    Coordinated Eyes [EXCLUSIVE]: Additional cost 4
    Requires level 2 and Many:
    The ozodrin's ability to use their sizable visual range improves. Each eye with this augment grants the ozodrin a +1 bonus to reflex saves. If the ozodrin would be flanked, there is a 10% chance that the ozodrin does not count as being flanked instead. The augment may be applied to the same eye multiple times, the reflex save bonuses stack and the chance to not be flanked increases by 10% per additional instance of this augment.

    Insightful Eye: Additional cost 3
    Requires Level 3: An eye with this augment is able to see invisibility as the spell within 10 ft. This augment may be taken multiple times, its effects stack with both itself and other sources of See invisibility.

    Acute Eye: Additional cost 3
    Requires Sightless Eyes augment and level 3: An eye with this augment grants blindsense to a range of 5ft. This augment may be taken multiple times, its effects stack with both itself and other sources of blindsense.

    Trembling Eye: Additional cost 2
    Requires Level 7 and Acute Eyes: An Eye with this augment grants Tremorsense to a range of 10ft. This augment may be taken multiple times, its effects stack with both itself and other sources of Tremorsense.

    Sonar Eye: Additional cost 2
    Requires Level 7 and Acute Eyes: An eye with this augment grants blindsight instead of blindsense. This stacks with any other sources of blindsight including other Sonar eyes.

    Spirit Eye: Additional Cost 4
    Requires Level 10 and Insightful Eyes: This glowing eye allows the ozodrin to see magical auras within 10ft. This functions like Arcane Sight, except that it also detects psionic powers in addition to arcane and divine spells/spellcasters and that it also allows the ozodrin to see ethereal creatures. This augment may be taken multiple times, its effects stack with both itself and other sources of arcane sight.


    ----------------------
    Mouth: Cost - 2
    Appearance: An orifice used to eat things has appeared somewhere on your hair or body. It might have lips, mandibles, etc. It seems to have a throat even if it seems physically impossible for the location.
    Required Level: 2
    Benefits: You gain a medium-sized mouth with a bite attack that deals 1d6 damage + strength modifier. It counts as a primary natural attack. If you have multiple mouths they may attack multiple targets. Mouths can only attack creatures in the same square as them (usually the same square as you), and have a reach of 0ft.
    Augments:
    Spoiler
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    Small Mouth: Additional cost 0
    Mouth counts as a size category smaller. You may add this multiple times to the same mouth to a minimum mouth size of fine. Unlike a regular bite attack, the mouth feature receives a -1 penalty to damage for each size category below medium it is (minimum 1 damage) instead of reducing its damage die.
    Special: Unlike other augments, this augment may added/removed from an already-formed mouth as a free action, and the feature does not need to be reformed.

    Large Mouth: Additional cost 2
    Mouth counts as a size category larger. You may add this multiple times to the same mouth. The effects stack, to a maximum size of colossal. Unlike a regular bite attack, a mouth feature receives a +2 bonus to damage for each size category above medium it is instead of increasing its damage dice.
    Special: Unlike other augments, this augment may be applied to an already-formed mouth as a standard action.

    Hooked Teeth: Additional cost 4
    The teeth of your mouth point inward, giving you a +5 bonus to grapple checks against opponents you bite with it or are currently devouring. This bonus stacks with other bonuses to grapple and last for one round.

    Deceptive Mouth: Additional cost 2
    Requires Level 4: The mouth is capable of speaking and emulating other sounds. This grants a +2 bonus on Disguise and Bluff checks made to mimic a specific sound or voice as long as the listener doesn’t know the mouth’s nature. It is also able to perform verbal components of spells or abilities. You may add this multiple times to the same mouth. The bonus stacks.

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

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

    Razor Teeth: Additional cost 6
    Required Level 4: The ozodrin deals an additional point of con damage when using devour (if this mouth is in the same square as the target).

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

    Spitting Mouth[EXCLUSIVE]: Additional cost 5
    Requires Level 11: The mouth is capable of spitting an energy type (types are fire, acid, cold, and electricity) at targets as a ranged touch attack. The attack deals 1d6 damage of the chosen energy type +2 damage per size category above medium the mouth is. The spittle has a 30 foot range increment. This augment may be added to the same mouth multiple times. The effects do not stack, each time it gains the ability to spit a different energy type.

    Drooling Mouth: Additional cost 3
    Requires Level 11 and Spitting Mouth: If used for a bite attack, the mouth deals 2 points of additional damage of each type of energy it can spit. This may be suppressed or resumed as a free action.

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

    Concentrated Spit: Additional cost 3
    Requires Level 13 and Spitting Mouth: Chose an energy type (Fire, Cold, Acid, Electricity). Whenever the mouth deals that type of damage via spitting, increase that damage by 2. This augment may be added multiple times to the same mouth. The effects stack.
    Special: If the mouth also has the drooling mouth augment of the correct energy type, the bonus also applies to the bite damage of the chosen energy type.

    Pseudopodia[EXCLUSIVE]: Additional cost 4
    Requires Level 13: Instead on a conventional mouth, you have pseudopodia that can reach out and absorb something. The mouth loses its bite attack as well as the ability to be used for devouring or making noise. However, it gains a reach equal to that of a creature its size and can be used to make grapple attempts (for which it grants a +2 bonus). It also is able to smother up to one creature you are grappling within its reach preventing it from speaking and breathing.

    Spraying Mouth: Additional cost 3
    Requires Level 15 and Spitting Mouth: Upon adding this augment, choose line or cone and one of the spitting mouth energy types the mouth has. If you choose line, the mouth gains a breath attack that hits anything in a 5 foot wide five foot high line with a range equal to the spit attack's range increment, dealing damage as the spit attack. If you choose cone, the mouth gains a breath attack that hits anything in a cone range equal to half of spit attack's range increment, dealing damage as the spit attack. In either case creatures may attempt a reflex save (DC 10 + ½ class level + Cha Mod) for half damage. This augment may be added to the same mouth multiple times. The effects do not stack, each time it uses a different energy type or chooses the other option of line or cone. A mouth that is used to make a breath weapon must wait 1d4 rounds before using any of its breath weapons again.
    Special: A 15th level or higher Ozodrin may take feats that require a breath weapon even if it doesn’t have one. Such feats may be applied to breath weapons granted by this feature.

    Flowing Shape: Additional cost 4
    Requires Level 18 and Pseudopodia: This augment grants the Ozodrin a 5% miss chance against melee and ranged attacks as the Pseudopodia flows out of the way. For each size larger than medium the mouth is increase this chance by 5%. Multiple mouths with this augment stack, to a maximum miss chance of 25%. If the Pseudepodia is in a different square then the Ozodrin’s main body (such as if it was moved via sinister image), its benefit only applies to attacks made against parts of the Ozodrin’s body that are in the same square as it.


    ----------------------
    Still debating how to handle Large Sized Tentacles.

    Tentacles: Cost - 3
    Appearance: You have a tentacle somewhere on you. A tentacle’s appearance may vary – perhaps it is a mass of entwined hair – but it is definitely tentacle-shaped.
    Required Level: 3
    Benefits: You grow a tentacle, a medium-sized natural weapon that deals 1d4 damage. While capable of manipulate things, it is not capable of wielding a weapon.
    Special: If you have the Aberrant feat Deepspawn, you may choose to exchange the tentacles granted from it for 3 form points each. You may also use this feature before level 3 if you have the Deepspawn feat, but may not use its augments until reaching level 3.
    Augments:

    Spoiler
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    Small Tentacle: Additional cost 0
    The tentacle counts as a size category smaller. You may add this multiple times to the same tentacle to a minimum tentacle size of fine. Unlike a regular tentacle attack, the tentacle receives a -1 penalty to damage for each size category below medium it is (minimum 1 damage) instead of reducing its damage die.
    Special: Unlike other augments, this augment may added/removed from an already-formed tentacle as a free action, and the feature does not need to be reformed.

    Large Tentacle: Additional cost 3
    Tentacle counts as a size category larger. This does not increase its reach (which remains the same as the Ozodrin’s). You may add this multiple times to the same Tentacle. The effects stack.

    Tail [EXCLUSIVE]: Additional cost 0
    The tentacle is instead a tail. It may not be used to grapple unless you have an ability allowing you to grapple with tails. Its tentacle attack is replaced with a slam attack that deals the same amount of damage.
    Special: Augments applied to the same feature as this augment, that grant a bonus to grapple checks, grant no benefit when on a tail that can’t grapple.

    Hooked Tentacle: Additional cost 2
    The tentacle grants a +2 bonus to grapple attempts against a single target within its reach. In addition, for every extra 5 feet further the tentacle could reach than the target, this bonus increases by 2. This bonus stacks with other bonuses to grapple.

    Serrated Tentacle: Additional cost 3
    The tentacle gets a +1 bonus to damage. You may add this multiple times to the same Tentacle. The effects stack.

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

    Coiling Tentacle: Additional cost 4
    Required Level 5: When grappling with this tentacle, if the target is in another square, you may choose to pull them into your square (this movement does not provoke an attack of opportunity). In addition, this tentacle gains a constrict attack that deals damage equal to its tentacle attack.
    Special: A 5th level or higher Ozodrin may take feats that require it to have the constrict special attack, and apply them to this augment. It may also count as possessing improved grab, but only for the purpose of meeting the prerequisites of abilities that require the constrict special attack.

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

    Blunt Tentacle[EXLCUSIVE]: Additional cost 4
    Required Level 6: This tentacle cannot be used to attack. It can however have a single mouth or an eye on it. If a mouth is put on it, the bite attack of the mouth gains a reach equal to that of the tentacle.

    Swiping Tail: Additional cost 2
    Requires Level 6 and Tail augment: The tail gains a tail sweep attack. This special attack allows the ozodrin to sweep with its tail as a standard action. The sweep affects a half-circle with a radius equal to the tail's length, extending from an intersection on the edge of the tail's originating space in any direction. Creatures within the swept area are affected if they are one or more size categories smaller than the tail (fine for a medium creature). A tail sweep automatically deals 1d4 damage plus 1-1/2 times the ozodrin’s Strength bonus (round down). Effected creatures can attempt Reflex saves (DC 10 + ½ class level + strength modifier) to take half damage. Creatures that fail the reflex save are knocked prone.

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

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

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

    Limb: Cost - 4
    Appearance: You have an extra limb growing from somewhere. It need not look like one of your regular limbs, although a limb has more structure to it than a tentacle.
    Required Level: 6
    Benefits: You gain an extra limb. It has a hand capable of holding things such as weapons. If the limb is not carrying anything, it grants a +1 bonus to grapple checks made against creatures within its reach. This bonus stacks with other bonuses to grapple checks. The Ozodrin cannot wield the same weapon with more than four limbs at the same time.
    Special: An ozodrin of at least 6th level can take feats that require more than two arms or legs, such as the Multiweapon Fighting feat.
    Augments:
    Spoiler
    Show
    Small Limb: Additional cost 0
    The limb counts as a size category smaller. You may add this multiple times to the same limb to a minimum limb size of fine.
    Special: Unlike other augments, this augment may added/removed from an already-formed limb as a free action, and the feature does not need to be reformed.

    Leg[EXCLUSIVE]: Additional cost 1
    The limb is a leg. As such it cannot be used to carry things and no longer grants a grapple bonus. Instead it grants a +1 bonus to checks made to resist bullrush and trip attempts as well as a +1 bonus to bullrush attempts. In addition, every two leg augments increases your base land speed by 5 ft. This increase does not count toward other factors that are based on your base land speed. If this would increase your total number of legs to 4 or more (counting legs that are not features), you are counted as a quadruped.

    Claw: Additional cost 2
    The limb has a claw. This claw deals 1d6 damage for a medium-sized creature’s limb. The claw may only be used to attack if the limb is not holding something.
    Special: If the claw is applied to a Leg the Ozodrin instead gains a rake attack that deals 1d6 damage for a medium sized limb. The granted attack follows all the rules for rake attacks.

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

    Expeditious Leg: Additional cost 2
    Requires Leg augment: This leg grants increases your base land speed by 5ft.

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

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

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

    Trampling Leg: Additional cost 3
    Requires level 8 and Leg augment: You gain the ability to trample over smaller enemies. As a full round action, the ozodrin may move up to twice its base land speed. Unlike a normal trampling attempt, any creature whose space the ozodrin moves through is considered trampled, provided they are at least one size category smaller than its largest trampling leg. This attack, for a medium-sized creature’s leg, deals 1d4 + 1.5*Strength mod damage +1 damage per trampling leg the ozodrin possesses. Any trampled creature can choose to either make an attack of opportunity against the ozodrin at a -4 penalty or make a reflex save for half damage. The save DC is 10 + ½ ozodrin class level + str mod + 1/two leg features the ozodrin possesses. You may only trample any given creature once per round. Creatures dealt damage must make a Strength check (DC 10 + number of leg features you posses) or be knocked prone. Yeah, I was all like "Wait, this old version of trampling limb doesn't work like a trample attack at all. Let's fix that. *some time later* ...oh, WotC trampling appears to be an overly complicated minigame. I might change this again.

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

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




    ----------------------
    Some of the grandfathered-in augments could use another round of very slight tweaks.

    Puppet: Cost - special see below
    Appearance: You create a fake version of another creature using your features. with a thin tendril trailing back to you.
    Required Level: 13
    Calculating cost: A puppet costs 4 form points plus the cost of any other features used in its construction.
    Benefits: A puppet is a hollow shell of a creature that can contain any features of your choosing. A puppet can superficially look like whatever you want, but any parts that need to be functional (such as legs, or a mouth that can speak) must use the appropriate features. The puppet is connected to you by a 15’ thin cord (it may be fleshy, hair-like, etc). The puppet may be targeted as though it were a separate creature, but it is actually a part of the Ozodrin.

    A puppet has a +20 bonus to disguise checks to appear as its intended creature type, if it looks like any creature type at all. If it is designed to look like a specific individual, it has a +15 bonus to disguise checks to appear as that individual (or +20 if you know the individual well). Puppets do not suffer from the Ozodrin’s racial or aberrant feat penalties to disguise checks.

    As a part of the Ozodrin, the puppets do not get their own actions. Puppets do have their own space, but they move/attack/etc as part of the Ozodrin’s own actions. Each attack made by each puppet counts towards the number of feature-granted attacks an Ozodrin can make.

    Special: A puppet counts as a single feature for the purpose of adding/removing it, regardless of how many features were used in its creation. Features that grant a passive ability only grant that ability to the puppet, if they are applicable at all.

    Augments:

    Extended Cord: Additional cost 4
    The puppet’s cord is 5’ longer than usual. This augment may be added to the same feature multiple times. Its effect stacks.

    Hidden Puppeteer: Additional cost 2
    When using the strange movement feature to hide, the ozodrin may leave this puppet in the normal plane. For the purposes of how far the puppet can move, it acts as if the ozodrin is where it would be if it stopped using strange movement. As long as the puppet is out, time the ozodrin spends hidden using strange movement does not count toward their number of uses per day.

    Jerk the Line: Additional cost 4
    The tentacle leading back to you is strong enough to jerk the puppet out of danger. As an immediate action you may jerk the puppet granting it a +6 bonus to dexterity and reflex saves against effects that target it directly / effect its but not the Ozodrn’s main body’s area. This reduces the disguise bonus against those who saw the puppet be jerked by 10. It can also invoke fear in those who see it, prompting a will save (DC 5 + Charisma modifier), to avoid becoming shaken. You may also choose to move the puppet 5' in any direction when using this ability, the movement does not provoke an attack of opportunity. You may not use this on the same puppet more than once per round.

    Appealing: Additional cost 5
    The puppet gives off an aura that makes others want to protect or otherwise help it. Creatures seeing the puppet must make a will save (DC 10 + 1/2 class level + charisma modifier) or treat the puppet as friendly and desire to help and protect it. Creatures that know the puppet for what it is gain a +4 bonus to this save. If the puppet takes recognizably hostile actions against a creature or group, the effects of this ability toward that creature or group end. The puppet may choose to exclude creatures from the effects of this aura. This effect does not function if the puppet has a triggered lure trap.

    Missing Strings: Additional cost 3
    Required Level 15: The tentacle connecting you to the puppet is capable of passing through the extra-dimensional pocket that your stomach is in. If you choose to have it do so, it takes up 5 feet of your Strange Movement for the day (this is only when you have the tentacle enter the extra-dimensional pocket and has no time limit on how long you may have it remain so), but makes the tentacle impossible to see. This adds an additional +5 bonus to the puppets disguise check as well as increasing the distance the puppet can move from you by 10'.

    Puppet Show: Additional cost 8
    Required Level 15: The puppet is instead two puppets. The puppets may not move more than 5' apart. While they have the same general shape and the same added features, they may look like different individuals (does not need to be specific individuals). This may be added multiple times to the same puppet, creating an additional puppet each time. Each puppet must remain within 10' of every other puppet created by this augment. All puppets created by this augment are formed/unformed at the same time, and their individual features cannot otherwise be modified. I don’t know about this one.

    Lure Trap: Additional cost 4
    Required Level 15: The puppet gains its own version of the manifest form ability. When the puppet is created, select any number of features to be ‘hidden’ features. The ozodrin may then choose a triggering condition that will cause these features to be ‘released’. Alternately, the ozodrin may forcibly cause any number of lure traps to be released as a swift action. Any creatures that view the release must make a will save (DC 10 + ½ class level + charisma modifier) or be shaken for one minute. The released features may be re-hidden as a fullround action. Any creature that sees the release receives a +20 bonus on spot checks made against the puppet’s disguise checks and may immediately make a new roll against it. This augment may be applied to the same feature multiple times, with each Lure Trap hiding different features.

    Deadly Lure: Additional cost 2
    Required Level 15 and Lure Trap: The puppet may immediately make a single attack or grapple attempt whenever its lure trap is released. A puppet may only use this ability once per round, even if it has multiple Lure Traps. Each attack made this way counts against the number of attack granted by features the ozodrin may make per round.

    Lunging Trap: Additional cost 2
    Required Level 15 and Lure Trap: The puppet may immediately move 5’ when its lure trap released, before or after attacking if it is also a deadly lure. A puppet may only use this ability once per round, even if it has multiple lure traps.



    --------------------------------------
    Some feats:

    Spoiler
    Show
    Living Dungeon (Aberrant)
    The abnormalities of your aberration-tainted heritage warp your throat and stomach, disorienting those trapped within.
    Prerequisite: Aberration Blood, Swallow Whole special ability.
    Benefit: Any creature that tries to break free of your stomach via an opposed grapple check and fails is dazed for one round. If they succeed they are instead shaken for one round.
    The amount of damage needed to cut one’s way out of any of your stomachs increases by 2 for each aberrant feat you possess.
    Special: If you possess the primary stomach ozodrin class feature, you gain early access to the stomach feature and any of its augments that are not restricted by level.

    Frantic Consumption (Aberrant)
    You feast like only an aberrant horror can.
    Prerequisite: Aberration Blood, Swallow Whole special ability.
    Benefit: Whenever you successfully grapple a foe you may immediately make a swallow whole attempt as a free action. Furthermore, you may now consume food as quickly as three hungry creatures of your type. You likewise require three times as much food as normal to avoid starvation.

    ---------------
    Fixed up Medicine Maker:

    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
    Show
    Regenerative Spike[EXCLUSIVE]☨: 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 your charisma modifier, the target gains 3 temporary hp each round. This hp lasts a number of minutes equal to your charisma modifier. The temporary HP stacks with itself, but not with any other source of temporary hp (including other doses of lesser regenerative).

    Enhancing Restorative[EXCLUSIVE] ☨: Additional cost 6
    Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. Choose a base stat (Str/Dex/Con/Int/Wis/Cha) when forming this feature. As a move action you may fill it with a dose of Enhancing 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 the chosen stat for a number of minutes equal to your charisma modifier.

    Rapid Restorative: Additional cost 3
    Requires Medicine Maker feat and Regenerative Spike: The restorative the spike can produce is quick acting. Each round counts as an additional round for the purposes of the restorative’s effects. This augment may be added multiple times to the same spike. Its effects stack.

    Great Enhancement: Additional cost 8
    Requires Medicine Maker feat and Enhancing Restorative : The restorative the spike can produce is more potent than usual. The stat bonus granted by the restorative increases by 2. This augment may be added multiple times to the same spike. Its effects stack. The cost of this augment doubles every time it is applied to the same restorative (8->16->32->64, etc).

    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. This augment may be added multiple times to the same spike. Its effects stack.

    Lasting Restorative: Additional cost 2
    Requires Medicine Maker feat and one of the ☨ Spike augments: The ozodrin’s effective charisma modifier is considered 1 higher than normal for the purposes of determining the restorative’s effects. This augment may be added multiple times to the same spike. Its effects stack.


    And More!

    Yeah, class currently suffers from having several different ways of saying "applicable multiple times"

    [/spoiler]

    Edit: Right, need to actually give a size to those puppets.
    Last edited by Magikeeper; 2014-05-09 at 03:17 PM.

  11. - Top - End - #1151
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    Default Re: Tooth and Tentacle [base class PEACH]

    What is the benefit to the small augment now? It seems to just weaken your weapons, for free.

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    Default Re: Tooth and Tentacle [base class PEACH]

    Quote Originally Posted by qazzquimby View Post
    What is the benefit to the small augment now? It seems to just weaken your weapons, for free.
    It's mostly an RP thing now, yes. Despite being much less useful mechanically, I would be surprised if it didn't end up being used more often than before. At least, outside of mid/high-op which was already running around with mostly fine-sized stuff IME. Being able to fluff your stuff as suddenly being a manageable size without having to enter your worldly guise seems useful to me. Particularly for really small Ozodrin. The ability to add/remove the small augments as a free action basically negates the penalty outside of unexpected AoOs.

    If it gave any sort of mechanical benefit I'd have to remove the free action add/remove, and I don't think any of the potential benefits really add more to the class than the RP potential of the easy size shifting.

    In fact, I feel the old smaller augment pressured any Ozodrin with an eye towards optimization down the specific path of making their stuff as small as possible unless they had a very good reason to make it big - and that's kinda sad.

    I did consider having it deal the same amount of damage, but I think people would expect it to deal less (and I would prefer not to do the 'is still medium but looks small' thing 2.0 is using).

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    Default Re: Tooth and Tentacle [base class PEACH]

    Quote Originally Posted by Magikeeper View Post
    It's mostly an RP thing now, yes. Despite being much less useful mechanically, I would be surprised if it didn't end up being used more often than before. At least, outside of mid/high-op which was already running around with mostly fine-sized stuff IME. Being able to fluff your stuff as suddenly being a manageable size without having to enter your worldly guise seems useful to me. Particularly for really small Ozodrin. The ability to add/remove the small augments as a free action basically negates the penalty outside of unexpected AoOs.

    If it gave any sort of mechanical benefit I'd have to remove the free action add/remove, and I don't think any of the potential benefits really add more to the class than the RP potential of the easy size shifting.

    In fact, I feel the old smaller augment pressured any Ozodrin with an eye towards optimization down the specific path of making their stuff as small as possible unless they had a very good reason to make it big - and that's kinda sad.

    I did consider having it deal the same amount of damage, but I think people would expect it to deal less (and I would prefer not to do the 'is still medium but looks small' thing 2.0 is using).
    The main issue I'd notice here is that I'm not sure it will see much play without a mechanical advantage. As it is, simply fluffing one's features to be smaller is easier that having to deal with noting your damage rolls get a penalty. That said, the place it mace see more use is again the high op areas, as it currently as written would allow the ozodrin to get around the soft cap on max feature size, by applying the large augment up to colossal, then alternating small large. As the extra or larger dice give more benefit than the cumulative -1 penalties take away. Further, if it doesn't have the option of stacking it on large features it takes away some of your intended role lay potential in that people who want larger features for combat won't bother using it to make features smaller outside of combat.

    It is also worth noting that making features less noticeable is easier to do by simply entering one's worldly guise. That said, if you did want a bonus that could help encourage fluff and RP rather than high level optimising, a bonus to disguise checks to conceal the features might be worth adding. Sure the character could always just enter worldly guise, but if they for some reason want to be battle ready it gives them the option to make small features and keep them hidden (however in the case of such a bonus, a like penalty should be given to hiding features for making them bigger. These would obviously not apply the same to puppets given their purpose is to pretend to be something else).

    Anyway, I'll likely have more to say later when I have more time to look it over and word my thoughts.

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    Default Re: Tooth and Tentacle [base class PEACH]

    Quote Originally Posted by Owrtho View Post
    the extra or larger dice give more benefit than the cumulative -1 penalties take away.
    Ah, right. That makes deciding what to do with tentacle easier. The larger mouth augment currently works as so:
    "Unlike a regular bite attack, a mouth feature receives a +2 bonus to damage for each size category above medium it is instead of increasing its damage dice."
    ^ The augment itself does not increase the mouth's damage, it just increases the size.

    Any feature that continues to use dice will need to have its smaller augment also work normally, yes. Whoops.

    ----

    Eh, hiding the features is only a minor benefit since there are eyes and all that. But there are a number of small, tiny-sized, and even fine-sized* races/templates that make pretty good ozodrin and not everyone wants to be moving around with features as big (or several times larger) than they are all the time. Guise is a solution, but maybe they want/need to keep their eyes up or something.

    Also, the act of freely changing size itself can be used to convey emotion, provide emphasis, point with style, aid in (IC) tale-telling, dance numbers, etc.

    Fluctuating tentacles would probably look pretty neat.



    As long as it remains a free action to add/remove I am sure it will see use. But if people in general really liked the old optimization-based small-size augments I could keep them the same as before. I did like them, but only in a complicated opti-fu sort of way.

    *Oddly enough, I can't think of diminutive one.

    Edit: Efficient Eye reflex scaling is too fast. As much as I wanted to avoid the same feature giving different bonuses to different stats...

    Edit 2: I might remove flowing shape and just make a variant of it a level 18 ability that doesn't mess around with body location, move the new spawn feature level 15 to replace the now-augment-based lure traps. Maybe. Mostly because the Ozodrin already has a similar ability as a low-level main class feature.
    Last edited by Magikeeper; 2014-05-04 at 02:41 PM.

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    Default Re: Tooth and Tentacle [base class PEACH]

    Quote Originally Posted by Magikeeper View Post
    Ah, right. That makes deciding what to do with tentacle easier. The larger mouth augment currently works as so:
    "Unlike a regular bite attack, a mouth feature receives a +2 bonus to damage for each size category above medium it is instead of increasing its damage dice."
    ^ The augment itself does not increase the mouth's damage, it just increases the size.

    Any feature that continues to use dice will need to have its smaller augment also work normally, yes. Whoops.
    See, the problem there is you run into the problem of how the damage stated in the mouth feature corresponds to the damage stated in the small augment. If you make the mouth 2 sizes bigger (giving it +4 damage) then later add a small augment, is the damage at +3 or +1 (due to the mouth now only being 1 size bigger, thus by the feature description only having +2, but also getting a -1 penalty from the small augment)? My suggestion here would be to remove the damage adjustment from both larger and smaller augments, and make them an innate part of the feature as you showed here with the mouth feature. This would remove potential confusion, and avoid potential abuse from stacking the large and small augment. For instance using your above mouth wording it might be:

    "Unlike a regular bite attack, a mouth feature receives a +2 bonus to damage for each size category above medium it is and a -1 penalty to damage for each size category below medium it is instead of increasing or decreasing its damage dice."

    As a side note as I didn't mention it before, I agree with the change of setting features to always default to medium rather than being dependant on the creature's size as this helps to avoid issues with the class being far weaker or stronger for races of different size categories, and allows easier wording and balancing of features and augments.

    Quote Originally Posted by Magikeeper View Post
    Eh, hiding the features is only a minor benefit since there are eyes and all that. But there are a number of small, tiny-sized, and even fine-sized* races/templates that make pretty good ozodrin and not everyone wants to be moving around with features as big (or several times larger) than they are all the time. Guise is a solution, but maybe they want/need to keep their eyes up or something.
    Quote Originally Posted by Magikeeper View Post
    Also, the act of freely changing size itself can be used to convey emotion, provide emphasis, point with style, aid in (IC) tale-telling, dance numbers, etc.

    Fluctuating tentacles would probably look pretty neat.
    I'm aware hiding features is only a minor benefit, I stated as much in my post. That said I also noted that making features smaller simply so they fit the proportions of the character is also a minor benefit and purely a fluff one. As it is one could fluff the features to appear however they desire, from physical appendages to distortions or tears in reality. How they look compared to the body of the character is not really that hard to adjust just off description. My point was more that if there is no benefit at all, people will likely be inclined to just say the features are smaller without actually using the augment (especially if it is free to add and remove it) as it will seem too much trouble to track the penalties it grants for the players looking for an easier time managing numbers, while the higher op players will almost never use it as it just makes them weaker. As for tentacles changing size when conveying things, that is again easily fluffed, and not really worth using the augment and tracking the stat changes through it.

    That said, while it is a minor benefit a disguise buff for hiding them and possibly even a buff to hiding them when attacking for smaller features, then there is some mechanical reason beyond fluff to use smaller features. As you noted people may want features active while still not having them obvious. Also while not exactly the same for eyes, an augment to help them blend in with one's body, clothes, or jewellery could be made to fill the same roll for them.

    Quote Originally Posted by Magikeeper View Post
    As long as it remains a free action to add/remove I am sure it will see use. But if people in general really liked the old optimization-based small-size augments I could keep them the same as before. I did like them, but only in a complicated opti-fu sort of way.

    *Oddly enough, I can't think of diminutive one.
    I'm sure some people will use it, but I suspect it will in general see less use than before. That said, another possibility on how to handle the size augments occurs if you were also planning to make the larger sizes free actions to apply would be adjusting slightly how the larger/smaller size augments work. Make it so that rather than the present manner of having them act like other augments where you just apply them to a specific feature, make it act as a pool you put some points into that you can then switch around what augments are being made larger or smaller. Then you could have a degree of the small augment giving more points for that pool, but they could only be used to make other features larger (though in this case I'd suggest the act of making one feature larger be a swift action, though making others smaller could still be a free action).

    Say for instance a character had three tentacles and the large augment for tentacles is 3 fp while tentacles cost 3 each. They apply 9 fp to the tentacle size augment pool, but apply other fp to making each tentacle different (say one is long, another does elemental damage, and the last is good at grappling). And start out with each at large size (distributing the pool to put 3 fp in making each one size larger), but after getting into combat find that the long tentacle is more useful against what they are fighting, thus they spend a free action to make each of the other two tentacles smaller (one small and one tiny giving them 9 more form points that can be used on size augments for tentacles) and a swift action to pour the all into the long tentacle making it colossal.

    Likely the size augments would generally be limited to a specific feature type while a feat might open up the option of a global size pool for form points. That said, for this method of dealing with sizes it has some pros and cons. On the one hand it removes the benefit of making everything fine sized (since you can only use fp gained from making something fine to make something else larger) and still manages to give benefits for making things smaller, along with adding some flexibility mid combat. On the other hand, it may result in more complexity (or at least the appearance of more complexity) for a new player, and may result in things being more troublesome or tedious to track. It's also worth noting that the option to readily shift in such a way mid combat while a potential boon for the class may be seen as detrimental is it first detracts from one of the main balancing point of the class (specifically that while it can do a number of things well, it can't do them all well at once and there is a notable delay in the shift between them, and it also steps on the toes of one of the PRCs, specifically the ever changing).

    Quote Originally Posted by Magikeeper View Post
    Edit: Efficient Eye reflex scaling is too fast. As much as I wanted to avoid the same feature giving different bonuses to different stats...
    Well, one possible way to handle the problem of a single feature giving different bonuses to different stats would be to make each one come from a different augment, then cost the augments differently. Then rather than it seeming to be an issue of tracking the feature count for the extra bonuses, it becomes an issue of tracking how many times you bothered to buy that extra augment.

    Anyway, still going to need to finish looking through the post with all the features, which I'll try doing later today or tomorrow.

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  16. - Top - End - #1156
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    Default Re: Tooth and Tentacle [base class PEACH]

    On suggestion on how to describe how sizing features work damage-wise: That's a good idea. I'll do that.

    On size hiding bonus: Disguise is not used to conceal weapons - slight of hand is. It is also a skill ozodrins do not get, and it cannot be used untrained. Technically, I'm not sure they are normally capable of hiding any weapons at all. I mean, in practice a DM will likely allow it, but homebrew shouldn't rely on houserules when they don't need to.

    On keeping track: Why would you keep track of the penalties? It's a free action, so about the only time the damage penalty would have to come into play would be when you get to attack in a fight before getting to take a free action. And for emphasis, etc, that would likely be multiple free actions in the same post. Why would you keep track of a change that happens in the middle of a post, but has no lasting effect beyond that? Hrm.. I could see some people doing this...

    ----
    Maybe:
    Fluctuating Maw: Additional cost 0
    The mouth can become any size as a free action, with a minimum size of fine and a maximum size of whatever its size would be without this augment(normally medium). The mouth can instantly grow to its maximum size as part of any attack or swallow whole attempt.
    Special: Any feature possessing this augment can be concealed as though by slight of hand, except the ozodrin makes a disguise check instead.

    Hrm, that seems like a tiny bit too much for cost 0, but I'm not sure anyone would care about it at cost 1 (even if it also gave a bonus to the check). Although, really, it's just extra rules text for the feature moved to the augment section to make the class easier to read at this point.

    I prefer this version though - it means the features are always full size when the Ozodrin first manifests their true nature. That seems fitting (to me, at least).

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

    On the pool thing: Calculations that have to be done during combat are a very dangerous thing. It's an interesting idea, but I think this class has enough going on in combat without adding a second FP pool.

    A feat that allows swapping the +Size augments to be moved from one feature to another feature of the same type (Like change which mouth is big) as a swift action could be interesting. I imagine it would specifically only apply to the +Size augments though, rather than dealing with form points. So if mouth A had 2 'Large Mouth' augments you could move one or both of them to mouth B.


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

    On splitting: Already split spot bonuses and the AC/Reflex stuff, but I don't see much reason fluff-wise to split AC/Reflex. I might do that though. Hrm... actually, I can think of a way to justify that. That would result in 4 exclusive eye augments though. Maybe remove exclusivity of the see invisibility stuff, no real reason for that to be exclusive ('Exclusive' was pretty much created to work with the increased levels of stacking - the goal is more features that only boost one stat instead of a pile of features that have a ton of little effects that need to be calculated when added/removed. I realize I didn't post the feature description iteslf - any given feature can only have one type of exclusive augment applied to it).

    EDIT: Eye has been changed in the example post.
    Last edited by Magikeeper; 2014-05-04 at 05:29 PM.

  17. - Top - End - #1157
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    Default Re: Tooth and Tentacle [base class PEACH]

    Quote Originally Posted by Magikeeper View Post
    On size hiding bonus: Disguise is not used to conceal weapons - slight of hand is. It is also a skill ozodrins do not get, and it cannot be used untrained. Technically, I'm not sure they are normally capable of hiding any weapons at all. I mean, in practice a DM will likely allow it, but homebrew shouldn't rely on houserules when they don't need to.
    Actually Slight of Hand states "You can hide a small object (including a light weapon or an easily concealed ranged weapon, such as a dart, sling, or hand crossbow) on your body." Natural weapons not being light weapons or objects do not qualify for this. Disguise checks however cover attempting to change one's appearance, which as natural weapons are a part of you, they fall under. Depending on the given feature, one might consider it to count as a non minor detail (no bonus or penalty) or attempting to disguise one's self as a different race. Though I could see an argument made for some features like eyes counting as minor details. That said, disguise is a class skill for ozodrin. In any event disguising features likely should be clarified in the feature description.

    Quote Originally Posted by Magikeeper View Post
    On keeping track: Why would you keep track of the penalties? It's a free action, so about the only time the damage penalty would have to come into play would be when you get to attack in a fight before getting to take a free action. And for emphasis, etc, that would likely be multiple free actions in the same post. Why would you keep track of a change that happens in the middle of a post, but has no lasting effect beyond that? Hrm.. I could see some people doing this...
    While true that there is little point in keeping tack of penalties, at that point there is little need to actually have an augment doing it, as it becomes pure fluff. A player could simply claim their tentacles are changing size, similar to how a player could claim the glow of some magic item strengthens or shifts colour in response to their character's mood so long as it doesn't actually impact stats. Mind I'm not saying that letting the feature change size as a free action is bad, just that if there is no benefit at all to it being smaller, actually making it smaller will likely often be overlooked.

    Quote Originally Posted by Magikeeper View Post
    Maybe:
    Fluctuating Maw: Additional cost 0
    The mouth can become any size as a free action, with a minimum size of fine and a maximum size of whatever its size would be without this augment(normally medium). The mouth can instantly grow to its maximum size as part of any attack or swallow whole attempt.
    Special: Any feature possessing this augment can be concealed as though by slight of hand, except the ozodrin makes a disguise check instead.

    Hrm, that seems like a tiny bit too much for cost 0, but I'm not sure anyone would care about it at cost 1 (even if it also gave a bonus to the check). Although, really, it's just extra rules text for the feature moved to the augment section to make the class easier to read at this point.

    I prefer this version though - it means the features are always full size when the Ozodrin first manifests their true nature. That seems fitting (to me, at least).
    Well, the main issue I'd see here is that by making this a 0 cost augment as you state it might as well just be extra rules text. Assuming similar rules are used for all sized features, it may be better to place such rules in the actual feature description (as in the ability feature, not the description for any specific feature) thus avoiding having to state the same thing multiple times for a 0 cost augment everyone would use because it has no downside. Normally a 0 cost augment should likely have some drawback or shift in the purpose of the feature so as to make it a choice of if it will be useful in the context you plan to use it or if it is simply worth keeping the feature without it for one's current goals. That said, if such a facet is added, a penalty/bonus to disguising the features should be noted based on size. Likely there should also be a base modifier to disguise checks for concealing any specific feature (stated in the description for that feature). Disguising a single feature would use only it's modifier, while disguising all of them would require the sum of them.

    Quote Originally Posted by Magikeeper View Post
    On the pool thing: Calculations that have to be done during combat are a very dangerous thing. It's an interesting idea, but I think this class has enough going on in combat without adding a second FP pool.

    A feat that allows swapping the +Size augments to be moved from one feature to another feature of the same type (Like change which mouth is big) as a swift action could be interesting. I imagine it would specifically only apply to the +Size augments though, rather than dealing with form points. So if mouth A had 2 'Large Mouth' augments you could move one or both of them to mouth B.
    That does on the whole seem an easier way to handle it. Though it does have the down side of lacking the option to reduce sizes below medium to extra size categories to other ones. Then again, something like that could be worked into the feat description (something like every 3 size categories below medium one feature is reduced can be converted into one size category boost for a tentacle, with different numbers as needed for different feature types.

    Edit: As a side thought, a feat providing something akin to a lesser early version of otherworldly guise might work. Something akin to letting the ozodrin replace a body part of their worldly guise with a single similar function feature of limited cost (for instance they could replace an eye with an eye feature possessing some augments so long as it doesn't go over price, or an arm with a limb or possibly even tentacle feature), but would take penalties akin to having an aberrant feat, and anyone could make a spot check to tell the body part is unnatural akin to making a spot check for disguise while suspicious (unless the ozodrin took efforts to disguise the feature).

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  18. - Top - End - #1158
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    Default Re: Tooth and Tentacle [base class PEACH]

    On disguise checks: Hrm... I suppose that would fall under disguising race, yes. I concede the point.

    On where to put rules text: I think all features will now be on a separate post, like how maneuvers/spells/etc are handled for classes. Maybe just preface the section with a brief description of the [Fluctuating] and [Exclusive] feature/augment tags and have Mouth/Tentacle/Limb features be [Fluctuating]. Maybe spike and fin as well.

    [Fluctuating]: A tag applied to features. A [Fluctuating] feature lists its base size in its description, and has an augment to increase that size. However, this is only the feature's maximum size. A fluctuating feature can freely become any size up to its maximum (minimum of fine) as a free action or as part of another action (such as during an attack).

    On bonuses and penalties: Eh, if it isn't an augment I think we could leave it off. Disguise checks are... really abstract. They're like a page long and are supposed to cover nearly anything disguising itself.

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

    A player could simply claim their tentacles are changing size, similar to how a player could claim the glow of some magic item strengthens or shifts colour in response to their character's mood so long as it doesn't actually impact stats.
    I don't think simply claiming something like that example would have been allowed in any D&D game I've played in except... maybe one. I mean, I've had several DMs (self included) that would be willing to let a player have such an item. A "Hey, can my ~blah~'s glow change color based on my mood?" "Sure" sort of thing. But that's an ability, it's not like saying your shirt is red. Particularly since I can't think of any normal way to gain that ability - so allowing it does change the campaign world, albeit in a minor way. And there are only so many houserules I feel comfortable asking for, so I'd probably save it for something that seriously impacts my PC instead of a minor fluff thing. Other players (and other groups) may not feel the same, but I don't think my situation is especially unique in this regard.


    EDIT: FIN/SPECIAL EYES/FLESH/SPIKE/SPAWN(Early Draft) BELOW!

    Also, I think I'm changing move/standard feature swapping to just standard as the exclusive + more self-stacking changes will unfortunately make swapping out powers much faster IC in addition to the very important OOC time saving.

    Spoiler
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    Fin [FLUCTUATING]: Cost - 2
    Appearance: You have a fin somewhere on your body.
    Required Level: 9
    Benefits: An ozodrin with one or more fins receives a +4 bonus to swim checks. A fin is medium-sized.
    Special: An ozodrin with access to this feature can take feats that require a swim, burrow, or fly speed of any maneuverability as though they possessed such a speed. If you have the aberrant feat waterspawn you may use this ability but not its augments (except ‘Many’ and ‘Swift Fin’) before level 9. If you have the aberrant feat starspawn, you may use this feature with the wing augment before level 9, but may not use any other augments besides ‘Many’ and ‘Swift Fin’. You also may not use it without the wing augment before level 9 unless you also have the waterspawn aberrant feat.
    Augments:
    Spoiler
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    Many: Additional cost 2
    Your fin is instead a set of some arbitrary number of them. You gain a swim speed of 10ft or your preexisting swim speed increases by 10ft.

    Swift Fin: Additional cost 4
    Requires ‘Many’ augment: The swim speed granted by your fins increases by 10ft. If these fins grant some other kind of movement (such as flight), that movement speed is increased by 5ft instead. This augment may be applied to the same fin multiple times. The effect stacks.

    Violent Fin: Additional cost 3
    You can make a slam attack with one of your fins as a secondary natural weapon (a medium fin deals 1d6 damage + one half strength modifier). A digging fin is instead treated as a secondary claw attack (same damage).
    Special: If this fin has the ‘Many’ augment this augment may be applied multiple times. Each time it lets you make an additional slam attack with one of your fins as a secondary natural weapon.

    Wide Fin: Additional cost 2
    Your fin becomes a size category larger. This augment may be applied to the same fin multiple times. Its effects stack.

    Skillful Fin: Additional cost 3
    A fin with this augment increases the Ozodrin’s bonus to swim checks for having one or more fins by 2. This augment may be taken multiple times, its effects stack.
    Special: If this fin grants a bonus to a different kind of skill, this augment increases that bonus instead.

    Wing [EXCLUSIVE]: Additional cost 6
    Your fin is instead a wing. Possessing one or more wings grants the Ozodrin a +4 bonus to jump checks instead of swim checks. If the wing would grant a swim speed, it grants a fly speed instead (Clumsy maneuverability).
    Special: Your fly speed stacks with any flight speed you already posses. Use the better maneuverability of the two.

    Razor Fin: Additional cost 6
    Requires Violent Fin Augment: This fin is razor sharp. Whenever you move you may make a single attack with this fin and apply it against any creature whose square you moved through (that is within reach of the fin). A razor fin may only attack the same creature once each round. A razor fin deals slashing damage instead of bludgeoning damage. Each attack made with a razor fin counts as only one attack for the purposes of how many feature-granted attacks an Ozodrin can make per round, regardless of how many creatures it is applied to.

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

    Unearthly Fin: Additional cost 4
    Required Level 12: If your fin is a wing, your flight maneuverability improves by one category. If your fin is a digging fin, then up to 5ft of your burrowing speed can be applied to any material with hardness of 10 or less. This augment may be applied to the same feature multiple times, its effects stack.

    Digging Fin [EXLCUSIVE]: Additional cost 8
    Required Level 12: Your fin gains claws suitable for shoveling soil and dirt. Having one or more digging fins grants the Ozodrin a +4 bonus to climb checks instead of swim checks. If your digging fin would grant you a swim speed, it grants you a burrow speed instead.
    Special: The burrow speed stacks with any burrow speed you already posses.

    Absent Fin: Additional cost 2
    Requires level 16 and ‘Many’. You do not actually have these fins. Despite this you are able to move as if you did. A fin with this augment may not be used to attack. While moving with it, you inspire fear in creatures watching your unnatural movement. They must make a will save (DC 10 + ½ ozodrin class level + Charisma modifier) or become shaken for 1 round. If they fail, each round they see you swimming/flying/burrowing they must try again until they pass.
    Special: If all fins being used for a movement type have this augment, it has the following effect based on the movement type: flying - you don't disturb the air and are treated as being on the ground for heavy wind such as that caused by the gust spell; swimming - you do not disturb the water as you move, you automatically pass all swim checks to resist current; burrowing - you do not disturb the earth and leave no hole as you pass through.



    Special Eyes: Cost - 6
    Appearance: Special eyes look like strange, clearly inhuman eyes on various parts of the ozodrin's body or hair.
    Required Level: 11
    Benefits: You gain a supernatural gaze attack originating from the eye. This attack deals 1d6 + Charisma modifier damage and has a range of 60'. Creatures may make a Reflex Save (DC=10+1/2 Ozodrin level + Cha modifier) to avoid the damage. Creatures may only be affected by one special eye per 6 points of charisma modifier (rounded down minimum 1) each round. If a creature would at be affected by more special eyes than that in a single round, then only the first eyes affect them, or in the case of it being simultaneous, you choose which ones before saves are rolled.

    Augments:

    Spoiler
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    Farsight:Additional cost 2
    The range of your gaze attack increases by 10'. You may add this multiple times to the same eye. The effects stack.

    Rending Gaze: Additional cost 8
    The gaze attack deals an additional 2d6 damage. If the eye deals ability damage, then the damage is increased by one instead. If the eye has an effect with a duration rather than dealing damage, the base duration is increased by four rounds. This augment does not affect dazzling gaze. You may add this multiple times to the same eye. The effects stack.

    Beckoning Gaze: Additional cost 4
    Creatures that avert their eyes only have a 25% chance of being immune to this eye’s gaze attack instead of the normal 50% chance.

    Penetrating Gaze [EXCLUSIVE]: Additional cost 5
    The gaze attack’s save DC increases by two. You may add this multiple times to the same eye. The effects stack.

    Frightful Gaze [EXLCUSIVE]: Additional cost 2
    Creatures that meet the gaze of this eye become shaken rather than harmed. The save for this eye is a Will save rather than a reflex save. For every 5 points they fail the save by they are increased an additional step in fear. They remain shaken for 1d4 rounds. This is a mind-affecting fear effect.

    Silencing Gaze [EXCLUSIVE]: Additional cost 2
    Creatures that meet the gaze of this eye become silenced rather than harmed. Creatures that fail the save are silenced for 1d4 rounds.

    Disorienting Gaze [EXCLUSIVE]: Additional cost 4
    Creatures that meet the gaze of this eye become disoriented rather than harmed. This gaze treats the target as the confusion spell cast at a caster level equal to 1/2 the ozodrin's class level (rounded up). The exception is that the DC of the save is the same as that of other special eyes.

    Charming Gaze [EXCLUSIVE]: Additional cost 6
    Creatures that meet the gaze of this eye become charmed rather than harmed. This gaze treats the target as the charm person or charm monster spell cast at a caster level equal to 1/2 the ozodrin's class level (rounded up). The exception is that the DC of the save is the same as that of other special eyes.

    Wasting Gaze [EXCLUSIVE]: Additional cost 6
    Required level 14: Choose a physical stat (Str, Dex, or Con) when forming this feature. Creatures that fail the save take 2 points of ability damage to the chosen stat instead of taking regular damage. The save for this eye is a Fortitude save rather than a reflex save.

    Unraveling Gaze [EXCLUSIVE]: Additional cost 6
    Required level 14: Choose a mental stat (Int, Wis, or Cha) when forming this feature. Creatures that fail the save take 2 points of ability damage to the chosen stat instead of taking regular damage. The save for this eye is a will save rather than a reflex save.

    Devouring Gaze: Additional cost 6
    Required level 15: Whenever this eye’s gaze attack deals damage the ozodrin heals up to half the damage dealt as bits and pieces of their foes’ essence seemingly flows into the sensory organ. If this eye deals ability damage, this augment heals damage of the same type.

    Dazzling Gaze [EXCLUSIVE]: Additional cost 8
    Requires level 16. Creatures that meet the gaze of this eye become dazed rather than harmed. Creatures that fail the save are dazed for 1 round.



    Flesh: Cost - 2
    Appearance: Your flesh takes on a strange texture or colouration. May have various growths or other unusual features.
    Required Level: 12
    Benefits: Having one or more flesh features grants you a +2 bonus to escape artist checks.
    Special: Flesh can be used on any puppets without altering their appearance granting the puppet the same abilities as if you applied it to yourself. Puppets otherwise do not gain the benefits of flesh you apply to yourself.
    Augments:
    Spoiler
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    Luminous Flesh: Additional cost 1
    Parts of the flesh give off light. The colour, intensity, pattern, and placement of the light is up to you. The light may produce up to 5 feet of illumination per class level (including levels in other classes that advance the flesh feature). This causes a -10 penalty to hide checks when in the dark. This penalty increases by -5 for every 5 feet of illumination after the first 15 feet. If used in the stomach with the Duplicitous Appearance or Pretending Flesh augments it may be used to mimic the appearance of the sky, or other light sources. The glow may be suppressed or resumed as a move action. This augment may be added multiple times to the same flesh. The effects do not stack. Each time it creates a separate set of glowing spots, each set of which may be suppressed or resumed separately.

    Filtering Flesh: Additional cost 2
    Your flesh is able to filter out a harmful substance of your choice from the environment. This allows you to breathe a gas or liquid that would normally require you to hold your breath, or to eat food tainted by the chosen substance without harm (immunity to the chosen poison or disease). This allows you to survive in materials that are usually poisonous, but it does not allow you to ignore other effects (the heat of lava, exploding methane, etc). Even if there is no normal air, you may still breath if the chosen substance is available. This augment may be applied multiple times to the same flesh. Its effects do not stack. Each time you choose a different substance.

    Fragrant Flesh: Additional cost 2
    Your flesh gives off a different smell from normal. Upon applying this augment, select a smell and taste. Your flesh smells and tastes as decided, and grants a +4 bonus to disguise checks as a result (if trying to disguise yourself as what you smell like). You may choose to smell like nothing, in which case the flesh instead grants a +2 bonus to hide checks. Note that while this alters your smell, it does not change the smell of what is on you, thus if you just waded through a swamp, you will still smell like a swamp.

    Slick Flesh [EXCLUSIVE]: Additional cost 2
    This flesh is especially slick and malleable, increasing the bonus to escape artist checks for having one or more flesh by 1. This augment may be taken multiple times, its effects stack.

    Iron Flesh [EXCLUSIVE]: Additional cost 4
    The flesh is tough and neigh impenetrable, granting DR 1/adamantine, +1 natural armor, and -1 to escape artist checks. This augment may be added to the same flesh multiple times, its effect stacks with any other source of DR/adamantine, natural armor, and escape artist penalties.
    Special: If Byshek exists in your campaign world you may gain DR 1/Byshek instead of adamantine by paying an additional form point per instance of this augment.

    Energy Consuming Flesh [EXCLUSIVE]: Additional cost 4
    Your flesh grants resistance 5 to the elemental energy type of your choice (Fire, Cold, Acid, Electricity, or Sonic), or increases your preexisting resistance to the chosen energy type by 5. Multiple flesh with the Energy Consuming Flesh augment for the same energy type stack. This augment may be added to the same flesh multiple times. The effects stack, but the same energy type must be chosen for any given flesh.
    Special: Every 50 points of energy damage negated counts as both eating a pound of food and drinking a gallon of water for the purposes of avoiding starvation and dehydration. This does not stack if you have multiple energy consuming skins of the same energy type. A fire consuming skin renders you immune to heat-based environmental effects that deal nonlethal damage, and a cold consuming skin renders you immune to cold-based environmental effects that deal nonlethal damage.

    Magic Eating Flesh [EXCLUSIVE]: Additional cost 5
    Required Level 13: Your flesh can absorb magic itself. You gain Spell resistance 13, or increase your preexisting spell resistance by 3. This augment may be added to the same flesh multiple times. The effects stack.
    Special: If a spell fails to overcome the spell resistance of an Ozodrin with this feature, the Ozodrin gains 5 x spell level temporary hit points. These temporary hit points do not stack with themselves. Eating 3 levels worth of spells counts as eating a pound of food and drinking a gallon of water for the purposes of avoiding starvation and dehydration.

    Pretending Flesh: Additional cost 6
    Required Level 14: Your flesh changes color and stiffness in order to mimic the effects of the disguise self spell. Unlike the spell you cannot appear to be something smaller than you are, the Pretending Flesh counts as a mundane disguise once formed (it is not defeated by true seeing), and you can fake a body type other than your own by accepting a -10 penalty to the disguise check [extra bits are non-functional unless you use other features to mimic them].
    Special: You may only have one Pretending Flesh active at a time. You can switch between multiple Pretending Flesh as a swift action. Other abilities possessed by the flesh are not effected. You may ignore disguise penalties from possessing aberrant feats while using this augment.

    Blending Flesh: Additional cost 6
    Required Level 14: You can create a skin that blends into your surroundings like a chameleon. This augment grants you a racial bonus to hide checks equal to your character level. You can choose for only part of your body to be hidden. This flesh does not effect objects you are holding such as a sword, although it can cover stationary objects on your person such as clothing or jewelry.

    Condensed Flesh: Additional cost 8
    Required Level 15: Your flesh is more condensed than normal. Due to this you are a size category smaller. Your ability scores and the size of other features are not modified, but all other modifiers apply. This stacks with other Condensed Flesh. You may apply this augment to the same flesh multiple times. The effects stack to a minimum size of tiny.
    Special: An ozodrin with at least one instance of this augment is immune to atmospheric pressure effects. You may choose to create a version of this skin that does not change your size category for only 4 form points.

    Engorged Flesh: Additional cost 8
    Required Level 15: Your flesh is more engorged than normal. Due to this you are a size category larger. Your ability scores and the size of your other features are not modified, but all other modifiers apply. This stacks with other Engorged Flesh. You may apply this augment to the same flesh multiple times. The effects stack to a maximum size of colossal.
    Special: An ozodrin with at least one instance of this augment is immune to atmospheric pressure effects.

    Secreting Flesh [EXCLUSIVE]: Additional cost 2
    Required Level 16: Your flesh secretes a deadly liquid that dissolves, ignites, electrocutes, or freezes your foes. This flesh adds 1 point of acid, fire, electric, or cold damage to all of your natural attacks (choose one when forming the skin). This damage is also dealt to any creature that comes into contact with your flesh, either by grappling or by using a natural weapon. This damage does not effect nonliving material, but it does effect undead. This damage does not apply to spike features. You may suppress or resume the effects as a free action, however it takes two rounds for the effect to stop or resume. You can add this augment to the same flesh multiple times. The effects stack.

    Supernatural Consuming Flesh [EXCLUSIVE]: Additional cost 5
    Required Level 16: This acts as the Energy Consuming Flesh augment except you may choose from the Positive, Negative, and Hellfire energy types.

    Cystic Flesh: Additional cost 3
    Requires Level 17 and Secreting Flesh augment: Flesh with this augment is filled with cysts containing the concentrated secretion from your Secreting Flesh augments. Any time you are dealt piercing or slashing damage, the cysts are ruptured causing them to spray out the secretion in 5 ft. cone in the direction the attack came from. Creatures in the area take damage as though they had come into contact with the ozodrin. A reflex save (10 + ½ the ozodrin’s Class level + the ozodrin’s Charisma modifier) negates the damage.

    Regenerative Flesh: Additional cost 3
    Required Level 17: This flesh uses your nourishment to rapidly repair itself. You heal 10 hit points per pound of food consumed, up to a maximum of 10 hit points healed per round. Living creatures that you devour count towards this ability. If the weight of an enemy is unknown, assume that a medium bipedal creature contains 100lbs of meat and use carrying capacity modifiers to determine the weight of larger or smaller creatures. Multiple Regenerative Flesh do not stack with each other, except that the maximum number of hit points healed per round is equal to 5 + 5 * the number of Regenerative Flesh the Ozodrin has formed (You do not gain additional hit points per pound of food consumed). You may apply this augment to the same flesh multiple times.

    Force Consuming Flesh [EXCLUSIVE]: Additional cost 5
    Required Level 18: This acts as the Energy Consuming Flesh augment except it is only for the force energy type.

    Reality Warping Flesh: Additional cost 10
    Required Level 18: This flesh slightly alters reality around itself, creating 1 inch emanation around yourself. This emanation allows you to selectively ignore the alignment and magic traits of various planes, but only within one inch of your body. For example, a special eye used in a dead magic zone would fail to function as normal unless the target was within 1 inch of it. This ability also applies to antimagic fields, energy transformation fields, and similar phenomena. Creatures inside your stomach also receive this benefit. This augment does not stack with other reality warping flesh.
    Special: This flesh allows you to survive in non-Euclidean realities and allows you to exist in dimensions that are not large enough to contain you by effectively expanding them – this does not effect fitting into tight spots outside of literally being in a plane/dimension that is too small to contain you. The denizens of certain worlds/realities may not be able to comprehend your size (for example, if you found yourself in a 2-dimensional world).

    Nth Dimensional Flesh: Additional cost 10
    Required Level 19 and Reality Warping Flesh: Your body possesses a sort of incomprehensible vastness to it. Whenever you perform an action (such as attacking), you may act as though you were actually standing at some other location within 5’ of your current one. You do not actually appear at the chosen location, unless your action involved changing your location (at which point you end up wherever you moved too). For example, if you wanted to walk 30ft away you could begin your trek by ‘leaving’ the square next to you. You must be able to see the location you are acting from, but may otherwise ignore barriers. You may apply this augment to the same flesh multiple times. Each time after first increases the distance from which you can ‘act’ from by 5ft. This augment only stacks with other Nth Dimensional Flesh augments applied to the same flesh.
    Special: The cost of this augment doubles each additional time it is taken (10->20->40->80, etc). Having at least one instance of this augment grants you a bonus equal to your class level on sleight of hand checks, bluff checks made to feint, and tumble checks.

    Yeah, Nth-dimensional flesh likely needs work.

    Spike [FLUCTUATING]: Cost - 4
    Appearance: You have a spike growing out of you.
    Required Level: 7
    Benefits: You grow a spike somewhere on you. Spikes start out as medium sized and deal 1d6 points of piercing damage but cannot normally be used to attack on their own. Unlike most features, you may also apply the spike feature to tentacles, limbs, and fins (only one spike may be applied to a single such feature). If you do, that feature adds the spike's damage onto its own when it deals damage. If the feature lacks an attack it instead gains a secondary sting natural attack that deals the spike's damage. If a spike is added to a stomach, the stomach is treated as having caltrops that deal the spikes damage in one square (if the formed stomach augment is applied), or if the formed stomach augment is not applied it gains a secondary natural attack against a single creature inside it per spike.
    Special: If you have the Aberrant feat Darkspawn, you may choose to exchange the spikes granted from it to gain one additional form point + 1 per size category larger than fine they are. You may also use this feature before level 7 if you have the Darkspawn feat, but may not use its augments other than Large Spike until reaching level 7.
    Augments:

    Spoiler
    Show
    Large Spike: Additional cost 2
    The spike counts as a size category larger. You may apply this augment to the same spike multiple times. The effects stack.

    Many: Additional cost 1
    You spike is actually a multitude of them. Furthermore, whenever you make a grapple check to deal damage you may add the spike’s damage to the result. Only one ‘Many’ spike may add its damage to any given grapple check. This augment cannot be applied to a spike with the ‘Horn’ augment.

    Serrated Spike: Additional cost 3
    You spike deals an additional point of damage. You may apply this augment to the same spike multiple times. The effect stacks.

    Horn: Additional cost 1
    Requires Spike to not be placed on a feature: This spike is instead a horn, which grants a primary gore attack. A horn has a base damage of 1d8 at medium size. This augment cannot be applied to a spike with the ‘Many’ augment nor a spike with the 'Throwing Spike' augment.

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

    Throwing Spike: Additional cost 2
    Required Level 8: This spike is capable of being launched from your body, gaining a ranged natural attack that deals its normal damage. A throwing spike counts as a thrown natural weapon. They have a range increment of 40 feet. Once launched, the spike may no longer be used or deal damage until it is regrown, a process which automatically happens one round after it is fired. An Ozodrin may regrow the spike immediately with a move action. This augment may not be applied to a spike with the 'Horn' augment.
    Special: Spikes embedded into other creatures via the harpooning spike augment do not count as being ‘used’, but another instance of the spike must be regrown to use it for any other purpose. Regrowing spikes is considered to be the equivalent of running for the purpose of tiring.

    Longshot Spikes: Additional cost 2
    Requires Level 8 and Throwing Spike: Increase the range increment of the spikes by 10 feet. This augment may be added to the same spikes multiple times. The effects stack.

    Quickfire Spikes: Additional cost 2
    Requires Level 8 and Throwing Spike: This spike may be regrown as a swift action once per round.
    Special: If you possess multiple Quickfire spikes you may use the same swift action to regrow all of them.

    Twisting Spike: Additional cost 3
    Required Level 9: This spike is able to twist or spin. This allows any attack benefiting from the spike’s damage to ignore an amount of DR or Hardness equal to 1 + spike size above fine (bonus for a medium spike is +4). If added to a digging fin this spike allows you to dig through material with a hardness of less than that which the spike can ignore as if it were normal ground. This augment may be added to the same spike multiple times. Each time it increases the amount of DR or hardness it can ignore by 2.

    Piercing Rain[Exclusive]: Additional cost 6
    Requires Level 10,Throwing Spike, and Many: As a full-round action you may make a single thrown spike attack and apply to to all opponents within 10ft of yourself. Using this ability counts as a single attack for determining how many feature granted attacks you can use in a round. This augment may be applied to the same spike multiple times. Each time after the first increases the range of the effect by 5ft. If this augment is used with the hollow spike augment, the poison only applies to one of the effected creatures (your choice).
    Special: The cost of this augment increases by 2 for each time it applied to the same spike after the first (6->8->10->12, etc)

    Hollow Spike: Additional cost 5
    Requires level 10: Any time you would make an initial save against a disease poison, you may choose to make a second save at a -3 penalty, regardless of whether you pass the first save or not (you may not do this for more than one hollow spike at a time). If you fail this second save, you are affected even if you passed the first save. If you succeed, this spike gains a single dose of that disease or poison. If you are immune to the disease or poison, you are treated as passing both saves. This spike may only hold a single dose at a time. Any time you would deal damage with this spike while it contains a dose, you may choose to inject the dose into the target. If you do so they are treated as if the initial source that affected you were affecting them. Doing so uses up the dose. A hollow spike may hold a dose for any duration of time, even if the ozodrin changes its form, provided it does not remove the hollow spike feature from its build. You may eject the contents of a hollow spike harmlessly as a move action.

    Fillable Spike: Additional cost 2
    Requires level 10 and Hollow Spike: If you knowingly consume a poison or disease with the intent of using this ability, you may have it provide this spike with a dose without making saves. The consumed substance does not count as being eaten/drunk for other spells and effects (such as avoiding starvation).

    Debilitating Spike [EXCULSIVE]: Additional cost 2
    Requires level 11 and Hollow Spike: Your hollow spike is capable of producing its own venom. As a move action you may fill it with a dose of Disfiguring Venom. This venom requires a Fort save (DC = 10+ half class level + Con modifier) and has an initial and secondary damage of -2 penalty to all attacks and saves. This damage may be healed by anything that can heal ability damage, and recovers at a rate of 1 point per day. This penalty stacks with itself.

    Deteriorating Spike [EXCLUSIVE]: Additional cost 5
    Requires level 11 and Hollow Spike: Your hollow spike is capable of producing its own venom. Choose a stat (Str, Dex, Con, Int, Wis, or Cha) when forming this feature. As a move action you may fill this spike with a dose of Deteriorating Venom. This venom requires a Fort save (DC = 10+ half class level + Con modifier) and has an initial and secondary damage of 4 damage to the chosen stat.

    Brutal Venom: Additional cost 4
    Requires level 12 and Debilitating Spike or Deteriorating Spike: The initial damage of any venom produced by this spike is increased by 2. This augment may be added multiple times to the same spike.
    Special: The cost of this augment increases by 2 for every time it is applied to the same spike. (4->6->8, etc)

    Potent Venom: Additional cost 3
    Requires level 12: The secondary damage of any venom produced by this spike is increased by 2. This augment cannot increase the secondary damage to more than two times its initial damage. This augment may be added multiple times to the same spike. The effect stacks.

    Virulent Venom: Additional cost 1
    Requires level 12 and Debilitating Spike or Deteriorating Spike: The save DC of any venom produced by this spike is increased by 1. This augment may be added multiple times to the same spike. The effect stacks.

    Chambered Spike: Additional cost 3
    Requires level 13 and Hollow Spike: This spike has multiple chambers in which it can hold venoms and poisons. It can hold an additional dose at any given time. You may only eject one dose from this spike at a time. You may add this augment to the same spike multiple times. The effects stack.

    Obliterating Venom: Additional cost 4
    Requires level 14 and Deteriorating Venom: The body of any creature killed by your deteriorating venom, but not its possessions, crumbles into a cloud of dust or melts into a pile of faintly steaming ooze. Any creature reduced to 0 int, wis, or charisma by your deteriorating venom suffers from a non-magical version of the insanity spell. Any creature reduced to 0 strength or dexterity by your deteriorating venom becomes permanently paralyzed.

    Harpooning Spike: Additional cost 8
    Requires level 16 and Twisting Spike: Whenever the spike or an attack benefiting from it damages a creature, they must make a reflex save (DC 10 + Damage dealt) or have the spike become embedded in their flesh. A creature with an embedded spike is wracked with pain, causing them to act as though entangled. The spike can be removed by making a DC 10 strength check as a full round action. If the spike was still attached to you both you and the target are considered entangled and held fast to the other (within the spike’s reach) until either you or the target makes the strength check or you otherwise disconnect the spike from yourself.
    Special: Embedded Harpooning Spikes do not benefit from the contact damage of secreting flesh.

    Pumping Spike: Additional cost 2
    Requires level 17 and Harpooning Spike and a Spike that can create its own venom: Whenever a spike that is still attached to you is also attached to another creature, if the spike could be filled with more venom, you may use a move action once per round to immediately force the target to make a saving throw against any one venom the spike can create. Using this ability counts as one of your feature-granted attacks for the round.
    Special: If you possess more than one pumping spike you may have a single move action apply to any number of them. Using this ability counts as one of your feature-granted attacks for each saving throw that has to be made.

    Rapid Venom: Additional cost 3
    Requires level 18 and a Spike that can create its own venom: You may refill this spike with any venom it could produce as a free action once per round. If this spike was a pumping spike then it may use its pumping spike ability as a free action instead of as a move action (it can still only be used once per round).

    Deleterious Existence: Additional cost 3
    Requires level 19 and Pumping Spike and Rapid Venom: You may use your Pumping Spike augment whenever this spike is embedded into a creature’s flesh, even if the spike is no longer attached to you.



    Draft of spawn (Drew heavily from 3.p version):

    Spawn: Cost – 4 form points and 20hp (See below)
    Appearance: Creates a monster hidden inside a small object.
    Required Level: ?? 15? 16? 18?
    Benefits: You create a “spawn seed”, which resembles a small container such as a membrane, shell, eggsack, etc. As a move action you can cause the spawn (see description below) to erupt from the object, at which point it can be given any of the commands listed below. The HP lost when the spawn was created cannot be healed until the spawn is slain or the ozodrin unmakes the feature, at which point they begin to heal at the normal rate. If the ozodrin enters their worldly guise all active spawn seemingly disintegrate, only to emerge from their master upon the next manifestation of the ozodrin’s true nature.

    Spoiler: Basic Spawn
    Show

    Commands:
    Actions use both the Spawn's and the Ozodrin's actions and effect all of their spawn unless they are incapable of acting.
    Spoiler
    Show
    • None - No Actions - Spawn cannot act on their own, so they take no actions by default.
    • Follow - Part of any movement - Your minions follow you to the best of their ability.
    • Maneuver - Move Action - You may move each spawn individually.
    • Slay - Standard Action - Each spawn may make a single attack. Make one attack roll [BAB + Cha] and use that result for all your spawn's attacks. If a creature is targeted by multiple spawn those spawn gain a bonus to attacking the creature equal to the number of spawn attacking it. Attacks made by spawn count against the total number of feature-granted attacks an Ozodrin can make per round (if a spawn would go past this limit, it simply looses the will to attack).
    • Consume - Standard Action - Your spawn attempt to consume digestible unattended matter within 5' of them, and continue to do so until the matter is gone or commanded to do otherwise. Eating heals the spawn of five hp per round’s worth of consumption.


    Base Stats
    • Small Aberration:
    • HD: As creator
    • Hit Points: 60hp
    • Attack: Bite +X (See ‘Slay’ command ^)
    • Damage: (1 + Str Modifier).
    • AC: 10 + HD Natural Armor.
    • Saves: A spawn uses its creator’s saving throws in place of its own.
    • Speed: 30ft
    • Ability Scores: Dex 10, Con 10, Int --, Wis 10, Cha 10. A spawn uses its creator’s charisma score in place of its strength.
    • Skills: A Spawn uses its creator’s skills in place of its own.
    • Feats: --
    • Alignment: A spawn uses its creator’s alignment.


    Special Abilities


    Shared Mind (Ex):
    Spawn are effectively a hive mind controlled by the ozodrin. The ozodrin may mentally communicate and command the spawn up to a distance of 300’, and each member of the hive shares the senses of each other member of the hive. If any member of the hive within the telepathic range is not flanked, none of them are.

    Collective (Ex):
    When multiple spawn are exposed to the same effect, make one saving throw for the entire group.

    Artificial Existence (Ex):
    Spawn are destroyed at 0HP, instantly dissolving into nothingness. They do not leave remains.

    Evasion (Ex):
    Spawn have the Evasion (Ex) special ability, as a monk.


    Augments:
    Spoiler
    Show


    Varied Spawn: Additional cost X
    You may add a feature, possibly augmented, to the spawn. X is equal to the cost of the feature. You can only add eye, mouth, tentacle, limb, fin, spike, special eye, flesh, and stomach features in this way. A spawn does not gain the ability to make additional attacks if given features that grant natural weapons, although it may choose to use one of those features instead of its slam attack when attacking. The limitation on how many special eye gaze attacks may effect a given creature include all special eyes possessed by both the spawn and its creator.

    Robust Spawn: Additional cost 2 and 10HP
    Increases the max hp of the spawn by 30. This augment may be added multiple times to the same spawn. The effects stack.
    Special: Regaining the lost HP follows all of the rules for the hp spent to add the feature itself.

    Deadly Twin: Additional cost 20
    An additional spawn hatches from the seed. This spawn does not require any more HP to create, and is otherwise identical to the first.

    Aberrant Heiritor: Additional cost 1
    Required level 16: The spawn gains a bonus aberrant feat. The feat must be one known by its creator, but the spawn does not need meet the feat’s requirements.

    Elite Spawn: Additional cost 5
    Required Level 16: The spawn may follow simple instructions, similar to a golem or homunculus. It still gains the benefits of the ‘slay’ command when attacking.

    Famished Spawn[EXCLUSIVE]: Additional cost 5
    Required level 17 and Elite Spawn and Stomach Feature (Via Varied Spawn): The spawn gains the Swallow Whole, Bizarre Grappler, and Devour ozodrin class abilities. The spawn picks one of its stomachs to count as its primary stomach for the purposes of Swallow Whole.

    Distant Child: Additional cost 1
    Required Level 17: The telepathic link between the creator and this spawn is increased by 100’.

    Projection: Additional cost 1
    Required Level 18: The ozodrin may spend their actions to direct this spawn as though they were the spawn. Such a spawn is still limited to making a single attack per round.

    Rapid Assault [EXCLUSIVE]: Additional cost 3
    Required Level 18: Whenever the spawn makes an attack, it makes two attacks instead. Both attacks count against the maximum number of feature-granted attacks an ozodrin can make per round.

    Swarm Child [EXCLUSIVE]: Additional cost 5
    Required Level 19: The spawn is instead a swarm of tiny-sized spawn, granting it the [Swarm] subtype. A swarm child loses all of its natural attacks and instead gains a swarm attack that automatically deals (1 + Str modifier) damage. Living creatures that begin their turn in the same square as the swarm child must make a fortitude save (DC 10 + ½ creator’s level + creator’s cha modifier) or be nauseated for one round. These replace the Swarm attack and Distraction abilities granted by the subtype.

    Lasting Servant: Additional cost 2
    Required Level 20: The spawn may remain formed when its creator enters their worldly guise.





    Edit: Changed Razor fin again, fixed some wordings.
    Edit: ADDED SPIKE!
    Last edited by Magikeeper; 2014-05-06 at 01:28 PM.

  19. - Top - End - #1159
    Bugbear in the Playground
    Join Date
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    Default Re: Tooth and Tentacle [base class PEACH]

    Quote Originally Posted by Magikeeper View Post
    1.0 Ozodrin make-them-smaller is a complicated optimization fest. I mean, I liked my 1fp fine-sized claws that catch but I think this is worth the sacrifice. 2.0 Ozodrin is sorta a half-mix. I think this version is more fun, faster to run, and will end up being used by more Ozodrin instead of just the penny-pinchers.

    How damage works may differ, but the ability to make it smaller as a free action is on all the size reducers. The 'make them larger' augments effectively increase maximum size.
    Spoiler: Ozodrin 2.X Small Augment
    Show

    Keep in mind that 1FP = 3FP Owrtho's Version and that all augments/features cost 1FP.

    Small
    • Your mouth feature no longer grants a bite attack.
    • You may make a feature with this augment appear smaller than it really is at-will.
    • Gain 2 Form Points.



    Small augment in 2.X is not meant to be a slight tweak as I don't think the visual size of the mouth actually matters unless it blocks view or something mechanical.

    The augment is a utility function, the augment pays for the feature by taking away it's benefits (making the feature free), so you can stack on augments to track creatures, mimic voices, ect without having to shell out for the natural attack you don't want.

    The rationale behind this decision was to increase build play of working concepts rather than details and numbers.

    I do not consider hiding individual features to be of noteworthy benefit.

    ----

    Spoiler: Living Dungeon
    Show
    Living Dungeon (Aberrant)
    The abnormalities of your aberration-tainted heritage warp your throat and stomach, disorienting those trapped within.
    Prerequisite: Aberration Blood, Swallow Whole special ability.
    Benefit: Any creature that tries to break free of your stomach via an opposed grapple check and fails is dazed for one round. If they succeed they are instead shaken for one round.
    The amount of damage needed to cut one’s way out of any of your stomachs increases by 2 for each aberrant feat you possess.
    Special: If you possess the primary stomach ozodrin class feature, you gain early access to the stomach feature and any of its augments that are not restricted by level.


    Living Dungeon is a great feat, but I would change it to disabling a creature's ability to climb out of the stomach at all, using a disappearing hole or noneuclidean physics or simply give absense of explaination.

    ----

    This is how I dealt with sleight of hand:

    Spoiler: Some Ozodrin 2.X Stomach Augments
    Show

    Pockets
    • You may designate one secondary stomach as a Pocket.
    • You may retrieve any unattended object stored in a pocket as a move action that does not provoke an attack of opportunity.


    Aperture
    • You are considered to have the Quick Draw feat.
    • You may draw a weapon from one of your Pocket Stomachs as a swift action.
    • If you already had the Quick Draw feat you may draw hidden weapons or weapons in Pocket Stomachs as a free action.
    • Gain a bonus equal to your Ozodrin level to slight of hand checks.

  20. - Top - End - #1160
    Ogre in the Playground
     
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    Default Re: Tooth and Tentacle [base class PEACH]

    So, I have at last been looking through the sample versions of features you've posted up. Before getting into the specifics for features, I'll note things I noticed as a somewhat reoccurring thing.
    • You seem to be cutting back on benefits for having multiple types of the same feature other than trying to change up what augments are on a feature. Something you seem to have encouraged through use of the exclusive tag.
    • You seem to have heavily encouraged use of the 'Many' augment, in some cases making it required for what was core functionality of the feature previously.
    • With the addition of tags on augments, it may be worth adding a tag that an augment may be applied multiple times to the same feature.

    As for more specific details. First some minor bits:
    • You forgot to spoil the augments for puppets.
    • You have a blank line space before Augments on both Puppets and Special Eyes (also spawn, but I believe that is an innate aspect of closing a spoiler).
    • Fin feature does not allow trading of limbs granted by waterspawn and starspawn for form points (though admittedly in the former case that would be harder to judge due to a lack of explicitly granting body parts from the feat)

    Spoiler: Now for more notable bits, starting with Basic Eyes:
    Show
    • So, as mentioned previously, there is no benefit for just having more eyes on their own. Further, outside of some fringe cases such as placing them in the stomach, on other features (such as blunt tentacles) or on spawn/puppets, there is no reason to have more than 4 eyes (one for each exclusive type, with an extra Perceptive eye with sightless).
    • The note that eye augments may usually be applied multiple times is useless, as most features you have have many augments that may be applied multiple times, and all such augments have said ability specifically noted.
    • The sightless eye augment should note that eyes with it do not count toward the one or more eyes normally providing a +2 to spot and lowlight vision (this is likely most easily noted in the feature description by mentioning eyes without the sightless augment).
    • The wording of Many, and the ability to count the spot bonus to search checks should be clarified. Likely you should state that the eye provides a bonus to search checks equal to the bonus to spot checks provided by the eye (possibly with a note that the first one includes the bonus for having one or more eye features). Also a name change to something like aware, compound, or the like might work better.
    • The telescopic eye augment should note that if you have the many augment it also applies to search checks. As for sightless eyes, it should either not apply to them or allow the ozodrin to count as being up to that distance in any one direction at a time for the purpose of listen checks, but when doing so it loses the bonus to listen checks from that eye in any other direction.
    • Personally, I'd suggest removing the ability of most of the augments on an eye to stack (off hand only the telescopic would really make sense to have stackable) and possibly most of the exclusive tags (though maybe not), then adjust costs to factor in that you need to buy a new eye each time. After this maybe adding an augment that costs x (where x is the cost of the feature with all augments other than ones of this type) that makes it count as an additional eye with all those augments (so people would still have the option of one really good eye). While this would result in having far more eyes to keep track of than the present version you have, it would not greatly increase the complexity of keeping track of the bonuses, as you could just check how many eyes with x augment you have (instead of how many times you have that augment on a single eye. It particularly stays simple if you keep the exclusive tags).

    Spoiler: Now lets look at mouths:
    Show
    • First thing of note, I'd suggest moving the bits about damaged based on size to the actual feature description rather than the augments. I suspect this is a result of not updating the post with the decision to make the [Fluctuating] feature tag however.
    • For the spitting mouth, may be worth coming up with a mid/high level augment that lets them trade in one of their current energy types for a rarer energy type (such as sonic, positive, negative, hellfire, or force). Also occurs to me that a sonic breath weapon is essentially a shout.

    Spoiler: Next, tentacles:
    Show
    • Again there is the issue of size and damage that seems to be changed with the application of the [Fluctuating] tag.
    • Default reach of the tentacle is not noted, while it should state it is 5 feet. Otherwise it will likely be assumed to default to the reach of the character as is likely determined by their size. This may however also be covered in the description of the feature ability.
    • It should likely be noted that the ozodrin can exchange the form points back for the tentacles normally granted by deepspawn (as in it is not a one way transaction). This is mainly relevant if they choose to not suppress their aberrant feats while in their worldly guise.

    Spoiler: Moving on to limbs:
    Show
    • Expeditious Leg should have its wording looked at.
    • Huh, I didn't even really know there were official trample rules. Also, not much to say for this feature.

    Spoiler: Now puppets:
    Show
    • Changing the feature to be usable without a complex figuring of other features to make it is likely a good idea. Will likely occur whenever I get around to trying a revamp of the ozodrin.
    • Making Lure Traps just count as an augment to the puppet is also rather sensible as they really just build on it. I may well do something similar with special eyes and basic eyes in a future version.
    • Puppet show likely could use some minor reworking, such as increasing the distance the puppets can be from each other. The basic idea was to make it easier to have a group of a few small puppets without having to deal with making a number of puppet features that could with the old version be rather more form point intensive. As it is the idea behind it still works fairly well with the new version.
    • I notice a number of the lure trap augments are lacking. While some are rendered invalid by the changes, others would still seem to fit.

    Spoiler: And now, Fins:
    Show
    • Right, so this is the feature where the lack of benefit from multiple applications is most noticeable (along with over reliance on the Many augment). As it is, the only way to get a swim (or fly, or dig) speed is to have the many augment, whereas the classic version allowed said movement types to be gained by having either two instances of the feature at default size, or a single instance of it at one size larger than normal. Personally, I feel that this should still be the case, as requiring 'many' wings instead of just two to fly seems somewhat strange. Similarly, using a single large one for propulsion could fit with an aberrant seeming being. While I could see a desire to adjust the speeds granted in this way, I see no reason to remove them entirely (also, 2 fins to gain 10 feet of swim speed is 4 fp, as is 1 fin with many, and each additional application of the swift augment).
    • The option to gain multiple attacks with the many and violent augments seems a bit cheap, and somewhat lessens the need for multiple features, which in turn detracts from the cost of adding/removing features so far as time concerns (it also results in multiple features with a number of matching augments being cheaper).
    • Having unearthly fin stack as it does similarly encourages less features rather than more. While I can see the benefit in the option One possibility would be splitting it into two features, one less expensive and only usable once which benefits based on number of features you have with it, while the other would be more expensive and stackable, possibly requiring the other first be taken.
    • Huh, I just noticed there is no augment in to grant longer than normal reach to fin features with attacks... Strange.

    Spoiler: Let us take a look at Special eyes:
    Show
    • I notice that special eyes no longer are applicable for basic eye augments, which looking at the classic version seem to have a typo in that it does not state they are either. Huh...
    • The consolidation of various ability score damage types works well.
    • I notice wide gaze was removed, which isn't particularly strange as it isn't really for everyone.

    Spoiler: Crawling on down to flesh:
    Show
    • First I'd note this is one of the features where I feel the increase in multiple application augments works better than the original need to apply multiple flesh features. Given the abundant use of the [Exclusive] tag it works well at still encouraging multiple flesh features, just limiting them to different types. Still, I feel that some benefit should be gained for multiple applications of generic flesh.
    • So far as the iron flesh giving a -1 penalty to escape artist checks, I'm not entirely sure it is warranted (though the augment does grant more benefit than it did previously seeing as the armour bonus has been removed from the default flesh feature and moved here). That said the original version simple resulted in the iron flesh not boosting escape artist rather than actively penalizing it. Given the flesh feature innately only grants +2 to escape artist, without adding in a second flesh with the slick augment to offset it, you can only have 2 iron flesh augments applied before you get a net penalty on escape artist checks. Mind given the general ease with which a single feature may be changed, that isn't too hard to deal with in the rare event an ozodrin needs to make an escape artist check, so is likely not a problem.
    • Magic eating flesh should likely note a similar non-stacking rule so far as how much food/drink counts as being consumed to the energy consuming flesh.
    • Pretending flesh being split to it and blending flesh works well.
    • I have no idea in retrospect why condensed flesh only goes down to tiny rather than fine.
    • Cystic flesh should note that it can be selected multiple times choosing a different energy each time. Though actually looking at the wording it may be the case that it would be read as one application covers all energy types the secreting augment of that flesh grants. Also, it should be noted that if you have multiple caustic flesh, that only one save is needed to avoid all of them (or fail to avoid all of them as the case may be). This is also true of the classic version.
    • Also while thinking on it a case similar to the one above with spitting mouths could be made here about giving the option for rare energy types later on at higher cost to the secreting flesh augment.
    • Nth Dimensional Flesh is quite interesting. It effectively grants a boost in reach and movement speed, with a minor bit of line of sight teleportation. That said, for 10 form points it's a rather hefty investment. The idea of a minor boost to ac or reflex saves occurs, by using it to 'be' in a different square more than you are in the one you're attacked in, but that kinda is stealing an ability from the everchanging. Perhaps shift granting the option to spend an AoO in response to attacks or reflex saves to shift like that might work (though again granting a bonus rather than dodging it outright). Hmm.

    Spoiler: Let's move on to spikes:
    Show
    • First thing I notice is that you leave out in the starting description that while you can't attack normally with them, they can act as armour spikes for the purpose of grappling.
    • Like tentacles and deepspawn, the special should likely note that you can exchange the form points back for the spike from the feat again.
    • Ah, I see you shifted the ability to use the spike in grapple to Many. Not particularly fond of the choice myself.
    • Piercing Rain seems like it would be more a reflex save (possibly for half if comboed with twisting spike) AoE than individual attacks, though I could see it either way.
    • Compiling the different venoms was a good choice.
    • Harpooning Spike seems like it should deal damage on removal. Also, it seems like there should be an augment that requires it and throwing spike and causes it to have a reel line so you can pull them in (or just keep them from getting further away) with opposed strength checks (would also allow the pumping augment to work on them even if they are at a distance). May allow the line to be cut if they specifically target it with slashing damage and deal some amount of damage. May grant an option to counter this with a further augment that lets it work akin to the missing strings puppet augment.
    • Pumping spike seems it could allow for some fun. The same is true for Rapid Venom and Deleterious Existence.

    Spoiler: And finally spawn:
    Show
    • So first thing I notice is that spawn are given a rather more solid base to build off of, including things like a natural attack and a solid base land speed without making use of features. Also it is unclear if spawn are blind without any eye features.
    • Also I notice you added a range limit on how far the ozodrin can command them from (along with the all must be flanked for any to be flanked trait). Not sure how much sense either of these makes, since to the first part, even separated to all appearance, the spawn is still a part of the ozodrin, while in the case of the latter, that ability frankly makes no sense in a hivemind (at least at those distances since it would only really make sense of the hive mind members were all keeping an eye on each other and sharing the image of what people on both side of the others are doing to avoid flanking benefits, and in that case all of them being flanked wouldn't make a difference). I also notice the ozodrin does not have access to features of the spawn when it is not separated, though that is an understandable change.
    • I also noticed that you made spawn share actions with ozodrin (though admittedly with the option to have a number of spawn act for one ozodrin action) rather than gaining actions of their own. It also seems you left them without any means non-movement/attacking actions such as picking up or manipulating objects. Actually, scrolling down I notice you added that under elite spawn. I suspect this is somewhat a difference of view, where in classic ozodrin I tended to view them as simply part of the ozodrin that seems physically separate from them, while this version portrays them as their own creatures made by the ozodrin that obey its orders.
    • I notice you changed how varied spawn works to make it fit in with the modified base feature, which on the whole seems to work.
    • You seem to have left out small and large spawn, though I suppose those can be done for somewhat higher cost via flesh features with condensed or engorged augments.
    • You simplified spawn swarm changing it to deadly twin, removing stack-ability and reduction in strength of individual spawn. Not entirely sure if it is worth it as is, given the deadly twin version is either rather over-costed (taking more fp than simply making a second spawn feature), or under-costed if you make particularly potent spawn.
    • Aberrant heritor is interesting. It should be noted if any fp gained from aberrant feats (such as farspawn) can be put toward augments for it, or are unusable. Also this seems like it could be stackable, possibly with increasing cost for each additional feat given how aberrant feat scale.
    • Why does famished spawn need to pick a primary stomach, given that mouths can lead to any stomach an ozodrin possesses. Also worth noting in the classic ozodrin, a spawns mouth could lead to any stomach the ozodrin possessed (including its primary one).
    • As mentioned above, I'm not particularly fond of the telepathic link aspect, though giving a cheap way to extend it is good.
    • Projection seems odd, given the spawn already can be directed just as well by the default commands. I'd suggest changing any limits to attacks to match that of the ozodrin rather than the spawn, given the ozodrin is giving up any attacks of its own or any other spawn it has made.
    • So, forgot to mention above that it seems a bit odd how the spawn's attacks count toward the total feature granted natural attacks an ozodrin can make. Admittedly it does have a degree of sense when looking at balance, but given that, the ozodrin is essentially paying more to have the option for its features to be separate from itself and killable without it. It may be worth having them not count in full toward the number of attacks such as having spawn attacks only count as half as many or some such.
    • Swarm child is a bit weird seeming at present. It may be worth allowing some of the normal feature granted natural attacks (at least a limited subset such as breath attacks), or some way to decrease the size to fine (even if it is rather expensive). Also should note how large the swarm is (as in what size space is occupied) I'd suggest it occupy an area equal to what a creature its size without the swarm augment would occupy (meaning by default a 5 by 5 area, but able to be made larger with engorged flesh). Also should note if secreting flesh modifies the swarm attack damage.
    • Lasting servant seems a nice addition.


    Anyway, those are my thoughts on the listed features. That took far longer to complete than it should have, in part as I suddenly became super popular to call, with people calling me and interrupting for hours at a time for pretty much each feature.

    owrtho
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    other hombrew

  21. - Top - End - #1161
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    Default Re: Tooth and Tentacle [base class PEACH]

    I'll make a much longer comment later, but for now I'm going to post a series of augments inspired by Owrtho's idea. I had considered some kind of 'reel' before, but I didn't have a good idea for it until something in Owrtho's post sparked a sudden moment of clarity.

    Spoiler
    Show

    This was added to Harpooning spike under 'special': "You may also embed spikes into damaged unattended objects; they do not get a reflex save."

    Unfolding Spike: Additional cost 3
    Requires level 16 and Harpooning Spike: The spike itself slightly unfolds itself when it becomes embedded in a target. This increases the strength check to remove the harpooning spike to 20 and causes it to deal three additional points of damage each round it is embedded. Furthermore, the creature takes damage as though it were hit by the spike again upon removing it.

    Mucus Reel: Additional cost 2
    Requires level 16 and Unfolding Spike: You may choose to have a thick slime trail from back of the harpooning spike that hardens into a rope-like substance upon a successful hit. The ‘rope’ has a 10hp, +10 HP per spike size above medium, and hardness 10. Pulling on the ‘rope’ only removes the spike if the strength check (minus any checks made to oppose it) exceeds 20. You may willingly lower your strength check to avoid pulling out the harpooning spike. The ‘rope’ detaches and disintegrates as soon as you regrow this spike, but otherwise cannot be removed from you by pulling. You may apply this augment to the same feature multiple times; each time beyond the first increases the rope’s HP by 5 and its hardness by 1.
    Special: You may instead choose to have the rope harden after a set amount of distance. Such a spike might not hit anything but is still a usable rope-with-a-spike-on-it that is attached to you.

    Frenzied Contraction: Additional cost 2
    Requires level 17 and Mucus Reel: The ‘rope’ created by the mucus real contains various chemicals and regents that allow it to contract with extreme force. The contraction rapidly pulls you to the harpooning spike without exerting force on the spike itself. Using this ability is a free action that destroys the ‘rope’, but not the embedded spike. Moreover, you may choose to have the embedded spike reattach to you upon being successfully reached (it is still embedded). If something successfully stops you from reaching the spike the rope snaps and disintegrates. If whatever is stopping you could be broken/escaped from free with a strength/grapple check you may immediately make such a check with a +20 circumstance bonus as a free action.


    At this point Spike has more augments than some classes have features. Although they are almost all combat-centric so that's less of an issue. Frenzied Contraction can let you move hundreds of feet as an attack action though; that's a bit nuts.

    A few more brief comments:

    Puppet: You are correct that that post hasn't been updated in awhile. Some of those features have been changed, like puppet getting a cheap +size augment again. Puppets can just be made smaller than medium size when formed.

    Fluctuating was added to mouth/tentacle/limb, yes. Limb has been massively changed, I'm glad you didn't spend much time talking about it. It's still the only movement feature whose speed is based only on quantity though.

    Reach and such will be covered at the start of the feature post (as in, features will have their own section like spells do in the WotC books). Making multi-augmenting a tag would be nice, but not all of the multi-applicable augments work the same way.

    Spawn: Yeah, still playing around from this. I drew a lot from the 3.p version. I liked how the limited action thing effectively prevented the Ozodrin from falling into the endless-combat-round rut summoners sometimes fall into and made spawn combat about as fast - maybe even faster - than attacking normally. I also thought making them out to be mostly-separate creatures better differentiated spawn from puppets. The bizarre flanked thing was mostly because hive minds get it, maybe just remove that. As for range, at one point I was considering a feat that would allow it to be picked up at level 12 or so... but I think I won't be doing that as Spawn itself might be moved to level 15-16. Once you hit sinister image the range is effectively infinite if you send them off with a feature-on-an-image, but it might be okay to just have it be infinite from the get-go.

    Spawn pick a primary stomach because the current rules for dying with stuff in your stomach don't cover lacking a primary stomach.

    --

    Fin: Hrm, you have a point about violent fin. It currently lets you spontaneously swap in a massive pile of attacks, which I had otherwise avoided. I felt it didn't make sense that someone with 'many' fins couldn't figure out how to use more than one of them, but this needs to be more expensive or something. Maybe cost more each time, yes.

    ------

    On eyes: The note on the usually stacking bit is only there because Eyes are the first feature someone reading the class will read, and I wanted to create more accurate expectations. It might not be necessary though.

    Will likely change the 'many' fluff to better imply that 'two' is definitely a valid option, since 'many' is intended to represent 2+.

    -------

    Wow, that was longer than I intended. Okay, one last thing for now:


    On stacking:

    Spoiler
    Show
    First, for feature-swapping: I intend to change feature swapping to be standard action only instead of standard+move. That makes it 2 combat rounds (usually) to swap them, which should limit mid-combat changes as 2 rounds is a long time. I don't know yet how that changes things in practice - the only times I've swapped features mid-combat it also only took two rounds or so to get what I needed, but I avoided doing so unless absolutely necessary lest someone jump over the table and strangle me for making them wait while I did feature math. I think the OOC complexity of handling feature swapping was more of a limitation than anything else.

    Second, aside from changing how fast abilities can be swapped, why is only needing 4 eyes features (at most) a bad thing? 'Many' still allows for any number of eyes IC, and the eye feature over all still supports dumping piles of FP into it. I suppose it limits Ozodrin that wanted to have more than 4 different types of eyes.. maybe relax the fluff on 'many' to allow for IC variety. Anyway, I'll admit paying FP for every single one of your massive number of eyes does have a bit of a gleeful rush to it. But I don't think that's worth adding another layer of complexity onto the system.

    I mean, what it does is prompt the player to pre-calculate any feature-augment combinations they think they'll need and basically add these 'combo features' to a word file or something. At which point they are able to spend FP based on the returned mechanical changes instead of being based on feature number. But then removing SOME of those features and the like remains a pain as they've surely tied a half-dozen different statistics to each of those features out of necessity. The features that give some bonuses in pairs and other bonuses solo also add another layer of calculations to it all.

    There are still features in this version that players will want a large number of (the attacking ones). There are still features that will need the player to sit down and work out a 'combo'. But its not all of them, which limits the sheer number of features they have to deal with while swapping. It also pre-sorts FP expenditure on base statistical changes (+Skill and such) without making the player sit down and do it themselves, leaving the fancy combo math for the fancy ability features.

    I suppose the big change is that the 1.0 feature mechanic is a way to simulate each body part while this version views a 'feature' as a mechanic that sometimes represents a single body part but in other cases represents groupings of them that have a shared effect. Typically that split is done as the rest of D&D does it - attacking limbs usually count separately while move speeds, senses, defensive abilities etc. are somewhat more abstract. If you are used to features simulating individual parts it could feel fundamentally wrong that this new version doesn't really reward you for making more than a few copies of most of the non-attacking features. I did feel a bit of that when reading the 3.P 'many' augments, but it was overshadowed with the fantasy of performing feature swapping that didn't involve a spreadsheet or a bunch of prep time translating the feature abilities into combos.


    Yeah, this was supposed to be a short post, honest.

    ----
    Edit: Although I don't want to stuff much more content into this post, I did want to show the new limb feature. It also includes a new trampling leg, 'cause I decided WotC's trample special ability is kinda... extremely clunky.

    Spoiler
    Show

    Limb [FLUCTUATING]: Cost - 4
    Appearance: You have an extra limb growing from somewhere. It need not look like one of your regular limbs, although a limb has more structure to it than a tentacle.
    Required Level: 6
    Benefits: You gain an extra limb. It has a hand capable of holding things such as weapons. If the limb is not carrying anything, it grants a +1 bonus to grapple checks made against creatures within its reach. This bonus stacks with other bonuses to grapple checks. The Ozodrin cannot wield the same weapon with more than four limbs at the same time.
    Special: An ozodrin of at least 6th level can take feats that require more than two arms or legs, such as the Multiweapon Fighting feat.
    Augments:
    Spoiler
    Show

    Large Limb: Additional cost 5
    The limb is a size category larger (maximum colossal). This allows it to wield weapons as if it were that size. You may add this multiple times to the same limb. The effects stack.

    Leg: Additional cost 0
    The limb is some kind of leg. It might have a foot as well, although not all kinds of legs do. As such it cannot be used to carry things and no longer grants a bonus to grapple checks. Each limb with the leg augment increases your base land speed by 5 ft. If this would increase your total number of legs to 4 or more (counting legs that are not features), you are counted as a quadruped. Possessing one or more limbs with the leg augment grants you a +2 bonus on bullrush checks.

    Claw: Additional cost 2
    The limb has a claw. This claw deals 1d6 damage for a medium-sized creature’s limb. The claw may only be used to attack if the limb is not holding something.
    Special: If the claw is applied to a Leg you instead gain a rake attack that deals 1d6 damage for a medium sized limb. This granted attack follows all the rules for rake attacks.

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

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

    Crawling Limb: Additional cost 1
    Required Level 8: Possessing one or more crawling limbs grants you a +2 bonus to climb checks. If you have at least two crawling limbs you gain a climb speed of 10’. Each additional crawling limb increases your climb speed by 5’. If your crawl speed would be higher than your base movement speed, you may choose to use it in place of your base movement speed (but not while using your crawling limbs to hold objects and the like).
    Special: If one or more of your crawling limbs possesses the Claw augment the bonus to climb checks is increased by 2.

    Clasping Claw [EXCLUSIVE]: Additional cost 3
    Required level 8 and Claw: This limb’s bonus to grapple checks increases by 2. If this claw is also a crawling limb, then your bonus to climb checks for having one or more Crawling Limbs is also increased by 2. You may apply this augment to the same limb multiple times, the effect stacks.

    Trampling Leg: Additional cost 6
    Requires level 8 and Leg augment: You gain the ability to trample over smaller enemies. As a full-round action you may move up to twice your base land speed in a straight line. Each creature whose square you pass though, whose size is less than that of this trampling leg, must make an opposed strength check or be knocked prone. Make one strength check and apply it to all creatures passed through this way; you receive a bonus to this check equal to your base land speed divided by 5. Each creature knocked prone by this ability takes damage equal to your strength check. You must be moving along the ground (or some other solid surface) to use this ability.

    Absent Limb: Additional cost 2
    Required Level 13: This limb is not there. It can't be used to attack or hold items. It can still be used to climb (if a crawling limb) or walk (If a leg). This inspires fear in creatures watching you move with it, forcing them to make a will save (DC 10 + ½ ozodrin class level + Charisma modifier) or become shaken for 1 round. If they fail, each round they see you using this limb to move they must try again until they pass. Creatures that pass their saves are unaffected by the sight for 24hrs.
    Special: If all your limbs being used to climb have this augment, you no longer take penalties for performing actions while climbing.


    I also made a feat out of "Claws that Catch", because I felt that name was too awesome to no longer be part of the Ozodrin (it just didn't fit the augment very well IMO, since 'claws' is plural):

    Claws that Catch (Aberrant)
    Your claws are warped with barbs and/or other bizarre features that aid in entrapping those who might otherwise run screaming from your presence.
    Prerequisite: Aberration Blood, Base attack bonus +4, possesses claws or the ability to form them.
    Benefit: You receive a +1 bonus to grapple checks for each claw you posses. Once per round, upon successfully hitting an opponent with a claw attack, you may immediately make a grapple check as a free action with a -10 penalty. If you succeed you grab the opponent with the attacking limb. (The opponent is considered to be grappled but you are not. You cannot use the limb for anything else while using it to hold an opponent). You may choose to instead conduct the grapple normally, but you still receive the -10 penalty.

    ------

    Also, at a 4fp:5ft ratio land speed + turbo jumping is as expensive as flight so I think that's okay.

    Last edited by Magikeeper; 2014-05-10 at 06:35 PM.

  22. - Top - End - #1162
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    Default Re: Tooth and Tentacle [base class PEACH]

    I like a lot of what I'm seeing, I'm seeing really good input, concepts and PEACHes.

    I would love for a PEACH some day Owrtho =]

    Unfolding Spike
    -I like this idea, Ozodrin 2.X's barbed tentacle except on a spike and has a bit of utility use perhaps?

    Mucus Reel
    It's a tether, state it as such and remove the mucus bit.
    You could note it could be made of mucus, spider-silk, intestines, ect. if you want to start the player's noggin brewing.
    Otherwise I like this idea.

    Spawn
    I can't actually find where Magi's Spawn are located.

    I can tell you that my spawn (the 3.P spawn magi mentioned) are modified from Selinia's minion system with permission, and while I don't see magi's spawn I can tell you that the system is intended to allow ozodrin to have a summoner feel from levels 3-14 comfortably (yes, starting at level 3), but perhaps augments, feats, different base classes, E6's, archetypes or PrC's need to be implemented to accomodate a full summoner or one who wants to take them as a main focus past 14. I had planned an actual hivemind baseclass that fusioned some Vitalist and Tactician psionics in there in kind of a swarmlord-esque way.

    I would love to give more input when I have the time. Looking good.

  23. - Top - End - #1163
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    Default Re: Tooth and Tentacle [base class PEACH]

    Okay, I might need to make multiple posts to fit this in. Below are:
    > Responses to all of Owrtho's responses that I had not yet responded too.
    > All updated features.
    > All updated class abilities, except the feature overview I have not yet written.
    > A number of the new/slightly altered feats.

    Responses to Owrtho's responses:
    Spoiler
    Show

    I sorta covered the reasoning behind the Exclusive stuff and self-stacking and the lack of a reason to mass, say, the eye feature instead of just having a few heavily augmented ones in my previous post. So this will be focusing on the more specific critiques.

    Fin feature does not allow trading of...
    Yeah, don't see much of a way to judge it. Particularly since Starspawn flight has its own restrictions.

    Spoiler: Now for more notable bits, starting with Basic Eyes:
    Show
    [list]

    The sightless eye augment should note that eyes with it do not count toward the one or more eyes normally providing a +2 to spot and lowlight vision (this is likely most easily noted in the feature description by mentioning eyes without the sightless augment).
    Good catch. Fixed!

    The wording of Many, and the ability to count the spot bonus to search checks should be clarified. Likely you should state that the eye provides a bonus to search checks equal to the bonus to spot checks provided by the eye (possibly with a note that the first one includes the bonus for having one or more eye features). Also a name change to something like aware, compound, or the like might work better.
    Name change would change the flavor, I think 'many' is direct and to the point. As for the different wording, that sounds like it would require a lot of extra text to avoid stacking. Currently it's like the abilities that let you add stat X to statistic Y, I didn't think it was very confusing?

    The telescopic eye augment should note that if you have the many augment it also applies to search checks.
    I forgot about search checks. I just added that in without needing the many augment; I can see it removing the penalty with just one eye and I'd rather people just be able to ignore visual penalties within X feet. I didn't consider it effecting Sightless Eye either.. I think it currently does not, and I might just leave it at that. Telescopic Eye is sorta the replacement for the incredible spot checks Ozodrin used to be able to toss on to their build. It's also the needed 1fp augment that's easy to dump any excess FP into (the role the feature itself used to serve). Telescopic will usually be the only modifier to visual distance penalties, making it easy to add/subtract.

    While this would result in having far more eyes to keep track of than the present version you have, it would not greatly increase the complexity of keeping track of the bonuses, as you could just check how many eyes with x augment you have
    .

    I went over this in the above post, but IME the complexity skyrockets when you start adding/removing features from a pre-existing ability set-up. I am hoping to reach the point where most removals:
    A) Remove one or more special actions/abilities/attacks.
    And one of the following:
    B) Alter one statistic on your character sheet.
    C) Alter multiple statistics... by the same amount.

    That's also why I cut down on the many features that give a tiny bonus to <X> for each copy of it you have, because then you have to subtract a tiny bonus to <X> every time you swap that feature out. The time spent on each of these tiny bonuses adds up.

    On eyes and special eyes: More on that in the special eyes section.


    Spoiler: Now lets look at mouths:
    Show

    For the spitting mouth, may be worth coming up with a mid/high level augment that lets them trade in one of their current energy types for a rarer energy type (such as sonic, positive, negative, hellfire, or force). Also occurs to me that a sonic breath weapon is essentially a shout.
    Most of the 1.0 feats, including "Strange Energies" will be retained. Even keeping the bizarre damaging positive energy. :P I changed Strange Energy to require Knowledge: The Planes 10 instead of an augment that has an energy choice, although that doesn't really change much as there are no energy-based features before level... 11? Might change that requirement back.


    Spoiler: Next, tentacles:
    Show


    Reach will be handled in the feature overview.

    On supression: Hrm, trying to think of a way to say that that is not incredibly wordy.


    Spoiler: Now puppets:
    Show
    [list]

    Puppet Show: Increased Distance, dunno if its okay.

    I notice a number of the lure trap augments are lacking. While some are rendered invalid by the changes, others would still seem to fit.
    Hrm, Lunging is there and Grappling/attacking were combined into one.
    That leaves:
    Maw Trap: Became the more general 'Frantic Consumption' feat as I felt it was odd for puppets to be the only ones to be able to gain this ability.
    Disturbing Release: This and a new augment ("Haunting Release") have been added to the Puppet Augments.
    That one feat that made them keep making saves at half DC: I think this one overlaps too much with the scary special eye.


    Spoiler: And now, Fins:
    Show


    (also, 2 fins to gain 10 feet of swim speed is 4 fp, as is 1 fin with many, and each additional application of the swift augment).
    Yes, this is intentional.

    The option to gain multiple attacks with the many and
    violent augments seems a bit cheap
    Agreed. The multiple attacks must now target a different creature each - there are still situations where it is a way to suddenly gain a bunch of attacks but it is much more niche now.

    Huh, I just noticed there is no augment in to grant longer than normal reach to fin features with attacks... Strange.
    That is true! But it helps keep Razor Fin in check, so I think that is okay. I also altered Razor Fin to not stack with other Razor Fins, because that would possibly overshadow any attack form that doesn't let you full attack everything within running distance...


    Spoiler: Let us take a look at Special eyes:
    Show

    I notice that special eyes no longer are applicable for basic eye augments, which looking at the classic version seem to have a typo in that it does not state they are either. Huh...
    I am fine with this, and recomend against combining eyes and special eyes. Lure traps build on puppets, while special eyes do their own thing.
    Basic Eyes: Self-effecting/sensory, Extraordinary.
    Special Eyes: Effects Others, Supernatural.

    They are quite distinct.

    I removed Wide Gaze because highlighting the inanity of certain reflex saves prompts questioning many, many other situations in D&D where you shouldn't realistically be able to make the save without moving. I.E. It borderline prompts house rules by forcing everyone to acknowledge the nimble tap-dancing elephant in the middle of the room. I try to avoid providing rules for things the game appears to prefer keeping abstract unless it is vital to the functioning of whatever I am doing. Helps integrate the class with the rest of the game IMO.


    Spoiler: Crawling on down to flesh:
    Show

    Still, I feel that some benefit should be gained for multiple applications of generic flesh.
    The issue is that, at least with the old flesh, most people would stack flesh for some specific benefit besides the base one. Which makes that benefit just extra bookkeeping more often than not.

    Iron Flesh: I don't like how I went about this either. I think I'll just remove the escape artist penalty. I only had it in because the old feature had it and it sorta made sense.

    Magic Flesh non-stacking food/drink: Good Catch, fixed!

    Condensed Flesh: Oh wow, I never noticed that. Now minimum Fine!

    Cystic Flesh: Noted to explicitly not stack, since one copy covers all secreting flesh damage. Unfortunately, it technically combos with ANY contact damage you possess. Might need to re-word this.

    Say, did you notice the change to Reality Warping Flesh? Namely, how it lets you exist in realities that couldn't contain you, such as a 2D world? Me imagining an Ozodrin in Flatland is where Nth Dimensional Flesh came from, and I agree that you could probably make an entire epic PRC based around it. I think it is complicated enough as it is for a single augment though, and Flowing Shape already does miss chance stuff. I agree 10fp was kinda expensive for 5ft though, so I made it 15fp for a base 10ft instead of 10fp for a base 5ft. 10ft is pretty nice, I think, without making the feature a must-have. I obviously haven't playtested it yet though. Extra augments are still x2 for +5, but that's okay IMO.


    Spoiler: Let's move on to spikes:
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    Ah, I see you shifted the ability to use the spike in grapple to Many. Not particularly fond of the choice myself.
    This was really just because spike has a very wordy feature description with a lot going on in it and I felt the armor spike thing was the most niche and also the easiest to move to a feature, particularly since a number of other features had 'many' augments, may as well keep up the pattern. It's only 1fp unlike the other 'many' augments though.

    Piercing Rain seems like it would be more a reflex save (possibly for half if comboed with twisting spike) AoE than individual attacks, though I could see it either way.
    I could also see it going either way, so I went with the more useful mechanic. :P
    Although, Ozodrin do eventually get several reflex AoOs so this also provides variety. It also helps Piercing Rain interact with the Harpooning/Tether/Contraction augments.


    Spoiler: And finally spawn:
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    I mostly talked about this in the previous post. I changed deadly twin and increased the telepathic range to 10 miles; which matches some other D&D hive minds. A tiny range is unneeded for a feature that is only acquired at high levels, I suppose. Also used their wording for handling flanking and such.

    Also, I think Spawn will indeed by moving to level 15, with the bonus feat moving to level 16, and a new ability filling the level 18 void.

    Aberrant Heritor stacks.

    Admittedly it does have a degree of sense when looking at balance, but given that, the ozodrin is essentially paying more to have the option for its features to be separate from itself and killable without it.
    Spawn still serve as scouts* and tanks (since they have triple or more HP than the amount spent to create them). I don't want to force Ozodrin that just want to personally beat face to go spawn to be optimal.
    *Well, now that the range has been greatly increased, anyway.


    Swarm child is clear..er. Apparently the size of a swarm is specifically stated in the subtype itself, so I think I'll just match that (which means 10ft on each side). The way it interacts with condensed flesh now gives it the ability to be even smaller. Not sure about the other stuff.



    NEO FEATURES (Stuff like extra lines in spoilers will be fixed)
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    Basic Eyes: Cost - 1
    Appearance: Basic eyes look like strange, usually inhuman eyes on various parts of the ozodrin's body or hair.
    Required Level: 1
    Benefits: Eyes are the simplest feature for an ozodrin. An Ozodrin with one or more eye features receives a +2 bonus on spot checks and gains lowlight vision. An Ozodrin with 6 or more eye features may also apply this bonus to search checks, and gains 360 degree vision (even if none of those eyes has the ‘many’ augment).
    Augments:
    (Unlike most features, eye augments may usually be applied multiple times. They are still noted, however)

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    Telescopic Eye: Additional cost 1
    An Eye with this augment allows you to ignore up to 10ft of distance when calculating its spot and search check penalties. This augment may be applied multiple times to the same eye, its effects stack.

    Sightless Eye: Additional cost 2
    Sightless eyes look more like odd membranes than eyes, and are unable to see. Instead they are developed to hear. An ozodrin with one or more sightless eyes receives a +2 bonus to listen checks. A sightless eye may not have the Darkvision Eye or Insightful Eye augments.
    Special: Any skill check bonuses granted by other augments on a sightless eye apply to listen checks instead of spot and/or search checks. Sightless Eyes don’t count as an eye feature for the purpose of receiving a bonus to spot checks for having one or more eyes, nor for gaining 360 degree vision or the ability to apply their spot check bonus to search checks.

    Darkvision Eye: Additional cost 2
    An Eye with this augment grants 10 ft. of darkvision. This augment may be taken multiple times, its effects stack with both itself and other sources of darkvision.

    Many: Additional cost 2
    An eye with this augment is actually a set of eyes. Their powers are identical, but they need not look the part. An eye with this augment grants you 360’ vision and allows you to apply your bonus to spot checks for having one or more eyes to search checks as well (even if you do not have 6 or more eye features).

    Perceptive Eye [EXCLUSIVE]: Additional cost 3
    An eye with this augment increases your bonus to spot checks for having one or more eyes by 1. This augment may be taken multiple times, its effects stack.

    Efficient Eye [EXCLUSIVE]: Additional cost 5
    An eye with this augment is more tightly entwined with your mind, reducing its response time. Each eye with this augment grants you a +2 dodge bonus to armor class. If you are wearing armor/carrying a heavy load/etc the dodge bonus to armor class plus the your dexterity modifier cannot exceed the maximum allowed dexterity bonus to AC. This augment may be applied to the same eye multiple times, its effects stack.
    Special: If the eye also has the ‘Many’ augment you also gain a 10% chance to not be flatfooted at the start of combat. Each additional instance of this augment increases this chance by 10%.

    Coordinated Eyes [EXCLUSIVE]: Additional cost 4
    Requires level 2 and Many:
    Your ability to use your sizable visual range improves. Each eye with this augment grants you a +1 bonus to reflex saves. If you would be flanked, there is a 10% chance that you do not count as being flanked instead. The augment may be applied to the same eye multiple times, the reflex save bonuses stack and the chance to not be flanked increases by 10% per additional instance of this augment.

    Insightful Eye [EXCLUSIVE]: Additional cost 3
    Requires Level 3: An eye with this augment is able to see invisibility as the spell within 10 ft. This augment may be taken multiple times, its effects stack with both itself and other sources of See invisibility.

    Acute Eye: Additional cost 3
    Requires Sightless Eyes augment and level 3: An eye with this augment grants blindsense to a range of 5ft. This augment may be taken multiple times, its effects stack with both itself and other sources of blindsense.

    Trembling Eye: Additional cost 2
    Requires Level 7 and Acute Eyes: An Eye with this augment grants Tremorsense to a range of 10ft. This augment may be taken multiple times, its effects stack with both itself and other sources of Tremorsense.

    Sonar Eye: Additional cost 2
    Requires Level 7 and Acute Eyes: An eye with this augment grants blindsight instead of blindsense. This stacks with any other sources of blindsight including other Sonar eyes.

    Spirit Eye: Additional Cost 4
    Requires Level 10 and Insightful Eyes: This glowing eye allows you to see magical auras within 10ft. This functions like Arcane Sight, except that it also detects psionic powers in addition to arcane and divine spells/spellcasters and that it also allows you to see ethereal creatures. This augment may be taken multiple times, its effects stack with both itself and other sources of arcane sight (Add the ranges together and apply all benefits of Spirit eye the arcane sight).


    Mouth [FLUCTUATING]: Cost - 2
    Appearance: An orifice used to eat things has appeared somewhere on the Ozodrin's hair or body. It might have lips, mandibles, etc. It seems to have a throat even if it seems physically impossible for the location.
    Required Level: 2
    Benefits: You gain a medium-sized mouth with a bite attack that deals 1d6 damage + strength modifier. It counts as a primary natural attack. If you have multiple mouths they may attack multiple targets. Mouths can only attack creatures in the same square as them (usually the same square as you), and have a reach of 0ft.
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    Augments:

    Large Mouth: Additional cost 2
    The mouth is a size category larger. You may add this multiple times to the same mouth. The effects stack, to a maximum size of colossal.

    Hooked Teeth: Additional cost 4
    The teeth of your mouth point inward, giving you a +5 bonus to grapple checks against opponents you bite with it. This bonus stacks with other bonuses to grapple and last for one round.

    Deceptive Mouth: Additional cost 2
    Requires Level 4: The mouth is capable of speaking and emulating other sounds. This grants a +2 bonus on Disguise and Bluff checks made to mimic a specific sound or voice as long as the listener doesn’t know the mouth’s nature. It is also able to perform verbal components of spells or abilities. You may add this multiple times to the same mouth. The bonus stacks.

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

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

    Razor Teeth: Additional cost 6
    Required Level 4: The ozodrin deals an additional point of con damage when using devour (if this mouth is in the same square as the target).

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

    Spitting Mouth[EXCLUSIVE]: Additional cost 5
    Requires Level 11: The mouth is capable of spitting an energy type (types are fire, acid, cold, and electricity) at targets as a ranged touch attack. The attack deals 1d6 damage of the chosen energy type +2 damage per size category above medium the mouth is. The spittle has a 30 foot range increment. This augment may be added to the same mouth multiple times. The effects do not stack, each time it gains the ability to spit a different energy type.

    Drooling Mouth: Additional cost 3
    Requires Level 11 and Spitting Mouth: If used for a bite attack, the mouth deals 2 points of additional damage of each type of energy it can spit. This may be suppressed or resumed as a free action.

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

    Concentrated Spit: Additional cost 3
    Requires Level 13 and Spitting Mouth: Chose an energy type (Fire, Cold, Acid, Electricity). Whenever the mouth deals that type of damage via spitting, increase that damage by 2. This augment may be added multiple times to the same mouth. The effects stack.
    Special: If the mouth also has the drooling mouth augment of the correct energy type, the bonus also applies to the bite damage of the chosen energy type.

    Pseudopodia[EXCLUSIVE]: Additional cost 4
    Requires Level 13: Instead on a conventional mouth, you have pseudopodia that can reach out and absorb something. The mouth loses its bite attack as well as the ability to be used for devouring or making noise. However, it gains a reach equal to that of a creature its size and can be used to make grapple attempts (for which it grants a +2 bonus). It also is able to smother up to one creature you are grappling within its reach preventing it from speaking and breathing.

    Spraying Mouth: Additional cost 3
    Requires Level 15 and Spitting Mouth: Upon adding this augment, choose line or cone and one of the spitting mouth energy types the mouth has. If you choose line, the mouth gains a breath attack that hits anything in a 5 foot wide five foot high line with a range equal to the spit attack's range increment, dealing damage as the spit attack. If you choose cone, the mouth gains a breath attack that hits anything in a cone range equal to half of spit attack's range increment, dealing damage as the spit attack. In either case creatures may attempt a reflex save (DC 10 + ½ class level + Cha Mod) for half damage. This augment may be added to the same mouth multiple times. The effects do not stack, each time it uses a different energy type or chooses the other option of line or cone. A mouth that is used to make a breath weapon must wait 1d4 rounds before using any of its breath weapons again.
    Special: A 15th level or higher Ozodrin may take feats that require a breath weapon even if it doesn’t have one. Such feats may be applied to breath weapons granted by this feature.

    Flowing Shape: Additional cost 4
    Requires Level 18 and Pseudopodia: This augment grants the Ozodrin a 5% miss chance against melee and ranged attacks as the Pseudopodia flows out of the way. For each size larger than medium the mouth is increase this chance by 5%. Multiple mouths with this augment stack, to a maximum miss chance of 25%. If the Pseudepodia is in a different square then the Ozodrin’s main body (such as if it was moved via sinister image), its benefit only applies to attacks made against parts of the Ozodrin’s body that are in the same square as it.


    Tentacle [FLUCTUATING]: Cost - 3
    Appearance: You have a tentacle somewhere on you. A tentacle’s appearance may vary – perhaps it is a mass of entwined hair – but it is definitely tentacle-shaped.
    Required Level: 3
    Benefits: You grow a tentacle, a medium-sized natural weapon that deals 1d4 damage. While capable of manipulating things, it is not capable of wielding a weapon.
    Special: If you have the Aberrant feat Deepspawn, you may choose to exchange the tentacles granted from it for 3 form points each. You may also use this feature before level 3 if you have the Deepspawn feat, but may not use its augments until reaching level 3.
    Augments:
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    Large Tentacle: Additional cost 3
    Tentacle counts as a size category larger. This does not increase its reach (which remains the same as the Ozodrin’s). You may add this multiple times to the same Tentacle. The effects stack.

    Tail [EXCLUSIVE]: Additional cost 0
    The tentacle is instead a tail. It may not be used to grapple unless you have an ability allowing you to grapple with tails. Its tentacle attack is replaced with a slam attack that deals the same amount of damage.
    Special: Augments applied to the same feature as this augment, that grant a bonus to grapple checks, grant no benefit when on a tail that can’t grapple.

    Hooked Tentacle: Additional cost 2
    The tentacle grants a +2 bonus to grapple attempts. In addition, this bonus increases by 2 for every 5 feet the tentacle could reach beyond the target. This bonus stacks with other bonuses to grapple. If the tentacle is being used to hold a specific target its bonus cannot be applied to any other targets at the same time.

    Serrated Tentacle: Additional cost 3
    The tentacle gets a +1 bonus to damage and has a critical threat range of 19-20. You may apply this augment multiple times to the same Tentacle. The bonus to damage stacks.

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

    Coiling Tentacle: Additional cost 4
    Required Level 5: When grappling with this tentacle, if the target is in another square, you may choose to pull them into your square (this movement does not provoke an attack of opportunity). In addition, this tentacle gains a constrict attack that deals damage equal to its tentacle attack.
    Special: A 5th level or higher Ozodrin may take feats that require it to have the constrict special attack, and apply them to this augment. It may also count as possessing improved grab, but only for the purpose of meeting the prerequisites of abilities that also require the constrict special attack.

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

    Blunt Tentacle[EXLCUSIVE]: Additional cost 4
    Required Level 6: This tentacle cannot be used to attack. It can however have a single mouth or an eye on it. If a mouth is put on it, the bite attack of the mouth gains a reach equal to that of the tentacle.

    Swiping Tail: Additional cost 2
    Requires Level 6 and Tail augment: The tail gains a tail sweep attack. This special attack allows you to sweep with your tail as a standard action. The sweep affects a half-circle with a radius equal to the tail's length, extending from an intersection on the edge of the tail's originating space in any direction. Creatures within the swept area are affected if they are one or more size categories smaller than the tail (fine for a medium creature). A tail sweep automatically deals 1d4 damage plus 1-1/2 times your Strength modifier (round down). Effected creatures can attempt Reflex saves (DC 10 + ½ class level + strength modifier) to take half damage. Creatures that fail the reflex save are knocked prone.

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

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


    Limb [FLUCTUATING]: Cost - 4
    Appearance: You have an extra limb growing from somewhere. It need not look like one of your regular limbs, although a limb has more structure to it than a tentacle.
    Required Level: 6
    Benefits: You gain an extra limb. It has a hand capable of holding things such as weapons. If the limb is not carrying anything, it grants a +1 bonus to grapple checks made against creatures within its reach. This bonus stacks with other bonuses to grapple checks. The Ozodrin cannot wield the same weapon with more than four limbs at the same time.
    Special: An ozodrin of at least 6th level can take feats that require more than two arms or legs, such as the Multiweapon Fighting feat.
    Augments:
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    Large Limb: Additional cost 5
    The limb is a size category larger (maximum colossal). This allows it to wield weapons as if it were that size. You may add this multiple times to the same limb. The effects stack.

    Leg: Additional cost 0
    The limb is some kind of leg. It might have a foot as well, although not all kinds of legs do. As such it cannot be used to carry things and no longer grants a bonus to grapple checks. Each limb with the leg augment increases your base land speed by 5 ft. If this would increase your total number of legs to 4 or more (counting legs that are not features), you are counted as a quadruped. Possessing one or more limbs with the leg augment grants you a +2 bonus one bullrush checks.

    Claw: Additional cost 2
    The limb has a claw. This claw deals 1d6 damage for a medium-sized creature’s limb. The claw may only be used to attack if the limb is not holding something.
    Special: If the claw is applied to a Leg you instead gain a rake attack that deals 1d6 damage for a medium sized limb. This granted attack follows all the rules for rake attacks.

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

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

    Crawling Limb: Additional cost 1
    Required Level 8: Possessing one or more crawling limbs grants you a +2 bonus to climb checks. If you have at least two crawling limbs you gain a climb speed of 10’. Each additional crawling limb increases your climb speed by 5’. If your crawl speed would be higher than your base movement speed, you may choose to use it in place of your base movement speed (but not while using your crawling limbs to hold objects and the like).
    Special: If one or more of your crawling limbs possesses the Claw augment the bonus to climb checks is increased by 2.

    Clasping Claw [EXCLUSIVE]: Additional cost 3
    Required level 8 and Claw: This limb’s bonus to grapple checks increases by 2. If this claw is also a crawling limb, then your bonus to climb checks for having one or more Crawling Limbs is also increased by 2. You may apply this augment to the same limb multiple times, the effect stacks.

    Trampling Leg: Additional cost 6
    Requires level 8 and Leg augment: You gain the ability to trample over smaller enemies. As a full-round action you may move up to twice your base land speed in a straight line. Each creature whose square you pass though, whose size is either less than that of this trampling leg, must make an opposed strength check or be knocked prone. Make one strength check and apply it to all creatures passed through this way; you receive a bonus to this check equal to your base land speed divided by 5. Each creature knocked prone by this ability takes damage equal to your strength check. You must be moving along the ground (or some other solid surface) to use this ability.

    Absent Limb: Additional cost 2
    Required Level 13: This limb is not there. It can't be used to attack or hold items. It can still be used to climb (if a crawling limb) or walk (If a leg). This inspires fear in creatures watching you move with it, forcing them to make a will save (DC 10 + ½ ozodrin class level + Charisma modifier) or become shaken for 1 round. If they fail, each round they see you using this limb to move they must try again until they pass. Creatures that pass their saves are unaffected by the sight for 24hrs.
    Special: If all your limbs being used to climb have this augment, you no longer take penalties for performing actions while climbing.


    Spike [FLUCTUATING]: Cost - 4
    Appearance: You have a spike growing out of you.
    Required Level: 7
    Benefits: You grow a spike somewhere on you. Spikes start out as medium sized and deal 1d6 points of piercing damage but cannot normally be used to attack on their own. Unlike most features, you may also apply the spike feature to tentacles, limbs, and fins (only one spike may be applied to a single such feature). If you do, that feature adds the spike's damage onto its own when it deals damage. If the feature lacks an attack it instead gains a secondary sting natural attack that deals the spike's damage. If a spike is added to a stomach, the stomach is treated as having caltrops that deal the spikes damage in one square (if the formed stomach augment is applied), or if the formed stomach augment is not applied it gains a secondary natural attack against a single creature inside it per spike.
    Special: If you have the Aberrant feat Darkspawn, you may choose to exchange the spikes granted from it to gain one additional form point + 1 per size category larger than fine they are. You may regain the Darkspawn-granted spikes by losing the FP gained by exchanging them. Either change requires an hour of meditation. You may also use this feature before level 7 if you have the Darkspawn feat, but you cannot use any augments that are restricted by level.
    Augments:

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    Large Spike: Additional cost 2
    The spike counts as a size category larger. You may apply this augment to the same spike multiple times. The effects stack.

    Many: Additional cost 1
    You spike is actually a multitude of them. Furthermore, whenever you make a grapple check to deal damage you may add the spike’s damage to the result. Only one ‘Many’ spike may add its damage to any given grapple check. This augment cannot be applied to a spike with the ‘Horn’ augment.

    Deadly Spike: Additional cost 5
    Required level 7: Your spike is deadlier in some way (Sharper /More dangerous shape/etc), causing it to deal an additional 2 points of damage. You may apply this augment to the same spike multiple times. The effect stacks.

    Horn: Additional cost 1
    Required level 7 and that the Spike is not placed on a feature: This spike is instead a horn, which grants a primary gore attack. A horn has a base damage of 1d8 at medium size. This augment cannot be applied to a spike with the ‘Many’ augment nor a spike with the 'Throwing Spike' augment.

    Enchanted Spike: Additional cost X
    Required Level 7: You may exchange an amount of the enhancement bonus to the spike's attack granted by the unearthly power ability for an enchantment that counts as an enhancement of that amount. This amount may not exceed 1/3 your class level rounded down - 1. This costs twice amount of the enhancement bonus being traded. You may add this multiple times to the same spike. The effects stack. If this is applied to a spike with the ‘Many’ augment, the entire group of spikes count as a single weapon for the purpose of determining how the enchantment works (For example, if the enchantment works 1/day it still only works 1/day).

    Throwing Spike: Additional cost 2
    Required Level 8: This spike is capable of being launched from your body, gaining a ranged natural attack that deals its normal damage. A throwing spike counts as a thrown natural weapon. They have a range increment of 40 feet. Once launched, the spike may no longer be used or deal damage until it is regrown, a process which automatically happens one round after it is fired unless you desire otherwise. You may regrow the spike immediately with a move action. This augment may not be applied to a spike with the 'Horn' augment.
    Special: Spikes embedded into other creatures via the harpooning spike augment do not count as being ‘used’, but another instance of the spike must be regrown to use it for any other purpose. Regrowing spikes is considered to be the equivalent of running for the purpose of tiring.
    Note: Readying another spike for launching (in the case of ‘Many’) is assumed to take as much time as regrowing the fired one.

    Longshot Spikes: Additional cost 2
    Requires Level 8 and Throwing Spike: Increase the range increment of the spikes by 10 feet. This augment may be added to the same spikes multiple times. The effects stack.

    Quickfire Spikes: Additional cost 2
    Requires Level 8 and Throwing Spike: This spike may be regrown as a swift action once per round.
    Special: If you possess multiple Quickfire spikes you may use the same swift action to regrow all of them. You may also regrow all of them with the same move action.

    Twisting Spike: Additional cost 3
    Required Level 9: This spike is able to twist or spin. This allows any attack benefiting from the spike’s damage to ignore an amount of DR or Hardness equal to 1 + spike size above fine (bonus for a medium spike is +4). If added to a digging fin this spike allows you to dig through material with a hardness of less than that which the spike can ignore as if it were normal ground. This augment may be added to the same spike multiple times. Each time it increases the amount of DR or hardness it can ignore by 2.

    Piercing Rain[Exclusive]: Additional cost 6
    Requires Level 10,Throwing Spike, and Many: As a full-round action you may make a single thrown spike attack and apply to all opponents within 10ft of yourself. Using this ability counts as a single attack for determining how many feature granted attacks you can use in a round. This augment may be applied to the same spike multiple times. Each time after the first increases the range of the effect by 10ft. If this augment is used with the hollow spike augment, the poison only applies to one of the effected creatures (your choice). Deleterious Existence, however, may be used on all spikes fired this way.
    Special: The cost of this augment increases by 4 for each time it applied to the same spike after the first (6->10->14->18, etc)

    Hollow Spike: Additional cost 5
    Requires level 10: Any time you would make an initial save against a disease poison, you may choose to make a second save at a -3 penalty, regardless of whether you passed the first save or not (you may not do this for more than one hollow spike at a time). If you fail this second save, you are affected even if you passed the first save. If you succeed, this spike gains a single dose of that disease or poison. If you are immune to the disease or poison, you are treated as passing both saves. This spike may only hold a single dose at a time. Any time you would deal damage with this spike while it contains a dose, you may choose to inject the dose into the target. If you do so they are treated as if the initial source that affected you were affecting them. Doing so uses up the dose. A hollow spike may hold a dose for any duration of time, even if the ozodrin changes its form, provided it does not remove the hollow spike feature from its build. You may eject the contents of a hollow spike harmlessly as a move action.

    Fillable Spike: Additional cost 2
    Requires level 10 and Hollow Spike: If you knowingly consume a poison or disease with the intent of using this ability, you may have it provide this spike with a dose without making saves. The consumed substance does not count as being eaten/drunk for other spells and effects (such as avoiding starvation).

    Debilitating Spike [EXCULSIVE]: Additional cost 2
    Requires level 11 and Hollow Spike: Your hollow spike is capable of producing its own venom. As a move action you may fill it with a dose of Disfiguring Venom. This venom requires a Fort save (DC = 10+ half class level + Con modifier) and has an initial and secondary damage of -2 penalty to all attacks and saves. This damage may be healed by anything that can heal ability damage, and recovers at a rate of 1 point per day. This penalty stacks with itself.

    Deteriorating Spike [EXCLUSIVE]: Additional cost 5
    Requires level 11 and Hollow Spike: Your hollow spike is capable of producing its own venom. Choose a stat (Str, Dex, Con, Int, Wis, or Cha) when forming this feature. As a move action you may fill this spike with a dose of Deteriorating Venom. This venom requires a Fort save (DC = 10+ half class level + Con modifier) and has an initial and secondary damage of 4 damage to the chosen stat.

    Brutal Venom: Additional cost 4
    Requires level 12 and Debilitating Spike or Deteriorating Spike: The initial damage of any venom produced by this spike is increased by 2. This augment may be added multiple times to the same spike.
    Special: The cost of this augment increases by 2 for every time it is applied to the same spike. (4->6->8, etc)

    Potent Venom: Additional cost 3
    Requires level 12: The secondary damage of any venom produced by this spike is increased by 2. This augment cannot increase the secondary damage to more than two times its initial damage. This augment may be added multiple times to the same spike. The effect stacks.

    Virulent Venom: Additional cost 1
    Requires level 12 and Debilitating Spike or Deteriorating Spike: The save DC of any venom produced by this spike is increased by 1. This augment may be added multiple times to the same spike. The effect stacks.

    Chambered Spike: Additional cost 3
    Requires level 13 and Hollow Spike: This spike has multiple chambers in which it can hold venoms and poisons. It can hold an additional dose at any given time. You may only eject one dose from this spike at a time. You may add this augment to the same spike multiple times. The effects stack.

    Obliterating Venom: Additional cost 4
    Requires level 14 and Deteriorating Venom: The body of any creature killed by your deteriorating venom, but not its possessions, crumbles into a cloud of dust or melts into a pile of faintly steaming ooze. Any creature reduced to 0 int, wis, or charisma by your deteriorating venom suffers from a non-magical version of the insanity spell. Any creature reduced to 0 strength or dexterity by your deteriorating venom becomes permanently paralyzed.

    Harpooning Spike: Additional cost 8
    Requires level 15 and Twisting Spike: Whenever the spike or an attack benefiting from it damages a creature, they must make a reflex save (DC 10 + Damage dealt) or have the spike become embedded in their flesh. A creature with an embedded spike is wracked with pain, causing them to act as though entangled. The spike can be removed by making a DC 10 strength check as a full round action. If the spike was still attached to you (your body, not just to a tether) both you and the target are considered entangled and held fast to the other (within the spike’s reach) until either you or the target makes the strength check or you otherwise disconnect the spike from yourself.
    Special: Embedded Harpooning Spikes do not benefit from the contact damage of secreting flesh. You may also embed spikes into damaged unattended objects; they do not get a reflex save.

    Unfolding Spike: Additional cost 3
    Requires level 16 and Throwing Spike and Harpooning Spike: The spike itself slightly unfolds itself when it becomes embedded in a target. This increases the strength check to remove the harpooning spike to 20 and causes it to deal three additional points of damage per round it is embedded. Furthermore, the creature takes damage as though it were hit by the spike again upon removing it.

    Tether: Additional cost 2
    Requires level 16 and Unfolding Spike: You may choose to have a thick slime (or similar material) trail from back of the harpooning spike that hardens into a rope-like substance upon a successful hit. The ‘rope’ has a 10hp, +10 HP per spike size above medium, and hardness 10. Pulling on the ‘rope’ only removes the spike if the strength check (minus any checks made to oppose it) exceeds 20. You may willingly lower your strength check to avoid pulling out the harpooning spike. The ‘rope’ detaches and disintegrates as soon as you regrow this spike, but otherwise cannot be removed from you by pulling. You may apply this augment to the same feature multiple times; each time beyond the first increases the rope’s HP by 5 and its hardness by 1.
    Special: If this spike has the ‘Many’ augment you may regrow the spike without disintegrating the rope (you may choose to latter destroy the rope with a different regrowing). If this spike has the Piercing Rain augment, using the ability granted by it destroys any preexisting ropes created by this augment but does create a separate ‘rope’ for each attacked target.
    Special: You may instead choose to have the rope harden after a set amount of distance. Such a spike might not hit anything but is still a usable rope-with-a-spike-on-it that is attached to you.

    Frenzied Contraction: Additional cost 2
    Requires level 17 and Tether: The ‘rope’ created by the Tether augment contains various chemicals and regents that allow it to contract with extreme force. The contraction rapidly pulls you to the harpooning spike without exerting force on the spike itself. Using this ability is a free action that destroys the ‘rope’, but not the embedded spike itself. Moreover, you may choose to have the embedded spike reattach to you upon being successfully reached (it is still embedded). If something successfully stops you from reaching the spike the rope snaps and disintegrates. If whatever is stopping you could be broken/escaped from free with a strength/grapple check you may immediately make such a check with a +20 circumstance bonus as a free action.

    Pumping Spike: Additional cost 2
    Requires level 17 and Harpooning Spike and a Spike that can create its own venom: Whenever a spike that is still attached to you is also attached to another creature, if the spike could be filled with more venom, you may use a move action once per round to immediately force the target to make a saving throw against any one venom the spike can create. Using this ability counts as one of your feature-granted attacks for the round.
    Special: If you possess more than one pumping spike you may have a single move action apply to any number of them. Using this ability counts as one of your feature-granted attacks for each saving throw that has to be made.

    Rapid Venom: Additional cost 3
    Requires level 18 and a Spike that can create its own venom: You may refill this spike with any venom it could produce as a free action once per round. If this spike was a pumping spike then it may use its pumping spike ability as a free action instead of as a move action (it can still only be used once per round).

    Deleterious Existence: Additional cost 3
    Requires level 19 and Pumping Spike and Rapid Venom: You may use your Pumping Spike augment whenever this spike is embedded into a creature’s flesh, even if the spike is no longer attached to you.






  24. - Top - End - #1164
    Bugbear in the Playground
     
    Magikeeper's Avatar

    Join Date
    Dec 2009
    Location
    IL, USA
    Gender
    Male

    Default Re: Tooth and Tentacle [base class PEACH]

    MOAR FEATURES

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    Fin [FLUCTUATING]: Cost - 2
    Appearance: You have a fin somewhere on your body.
    Required Level: 9
    Benefits: An ozodrin with one or more fins receives a +4 bonus to swim checks. A fin is medium-sized. An ozodrin with at least two fins gains a swim speed of 10’ if they did not already have one (this does not stack with the ‘Many’ augment). Fins that grant a different kind of movement do not count towards this swim speed.
    Special: An ozodrin with access to this feature can take feats that require a swim, burrow, or fly speed of any maneuverability as though they possessed such a speed. If you have the aberrant feat waterspawn you may use this ability but not its augments (except ‘Many’ and ‘Swift Fin’) before level 9. If you have the aberrant feat starspawn, you may use this feature with the wing augment before level 9, but may not use any other augments besides ‘Many’ and ‘Swift Fin’. You also may not use it without the wing augment before level 9 unless you also have the waterspawn aberrant feat.
    Augments:
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    Many: Additional cost 2
    Your fin is instead a set of some arbitrary number of them. You gain a swim speed of 10ft. This swim speed does not stack with the bonus for having two or more fin features, but stacks with all other granted swim speeds (including those from other Many augments).

    Swift Fin: Additional cost 4
    Requires ‘Many’ augment: The swim speed granted by your fins increases by 10ft. If these fins grant some other kind of movement (such as flight), that movement speed is increased by 5ft instead. This augment may be applied to the same fin multiple times. The effect stacks.

    Violent Fin: Additional cost 3
    You can make a slam attack this fin as a secondary natural weapon (a medium fin deals 1d6 damage + one half strength modifier). A digging fin is instead treated as a secondary claw attack (same damage).
    Special: If this fin has the ‘Many’ augment this augment may be applied multiple times. Each time it lets you make an additional slam attack with one of your fins as a secondary natural weapon as part of a full attack action. However, each additional attack made this way must be against a different creature.

    Wide Fin: Additional cost 2
    Your fin becomes a size category larger. This augment may be applied to the same fin multiple times. Its effects stack.

    Skillful Fin: Additional cost 3
    A fin with this augment increases the Ozodrin’s bonus to swim checks for having one or more fins by 2. This augment may be taken multiple times, its effects stack.
    Special: If this fin grants a bonus to a different kind of skill, this augment increases that bonus instead.

    Wing [EXCLUSIVE]: Additional cost 6
    Your fin is instead a wing. Possessing one or more wings grants the Ozodrin a +4 bonus to jump checks instead of swim checks. If the wing would grant a swim speed, it grants a fly speed instead (Clumsy maneuverability).
    Special: Your fly speed stacks with any flight speed you already posses. Use the better maneuverability of the two.

    Razor Fin: Additional cost 6
    Requires Violent Fin Augment: This fin is razor sharp. Whenever you move you may make a single attack with this fin and apply it against any creature whose square you moved through (that is within reach of the fin). A razor fin may only attack the same creature once each round. A razor fin deals slashing damage instead of bludgeoning damage. Each attack made with a razor fin counts as only one attack for the purposes of how many feature-granted attacks an Ozodrin can make per round, regardless of how many creatures it is applied to.
    Special: If you possess multiple Razor fins, no more than one of them can attack any given creature.

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

    Unearthly Fin: Additional cost 4
    Required Level 12: If your fin is a wing, your flight maneuverability improves by one category. If your fin is a digging fin, then up to 5ft of your burrowing speed can be applied to any material with hardness of 10 or less. This augment may be applied to the same feature multiple times, its effects stack.

    Digging Fin [EXLCUSIVE]: Additional cost 8
    Required Level 12: Your fin gains claws suitable for shoveling soil and dirt. Having one or more digging fins grants the Ozodrin a +4 bonus to climb checks instead of swim checks. If your digging fin would grant you a swim speed, it grants you a burrow speed instead.
    Special: The burrow speed stacks with any burrow speed you already posses.

    Absent Fin: Additional cost 2
    Requires level 16 and ‘Many’. You do not actually have these fins. Despite this you are able to move as if you did. A fin with this augment may not be used to attack. While moving with it, you inspire fear in creatures watching your unnatural movement. They must make a will save (DC 10 + ½ ozodrin class level + Charisma modifier) or become shaken for 1 round. If they fail, each round they see you swimming/flying/burrowing they must try again until they pass.
    Special: If all fins being used for a movement type have this augment, it has the following effect based on the movement type: flying - you don't disturb the air and are treated as being on the ground for heavy wind such as that caused by the gust spell; swimming - you do not disturb the water as you move, you automatically pass all swim checks to resist current; burrowing - you do not disturb the earth and leave no hole as you pass through.

    Special Eyes: Cost - 6
    Appearance: Special eyes look like strange, clearly inhuman eyes on various parts of the ozodrin's body or hair.
    Required Level: 11
    Benefits: You gain a supernatural gaze attack originating from the eye. This attack deals 1d6 + Charisma modifier damage and has a range of 60'. Creatures may make a Reflex Save (DC=10+1/2 Ozodrin level + Cha modifier) to avoid the damage. Creatures may only be effected by one special eye per 6 points of charisma modifier (rounded down minimum 1) each round. If a creature would at be affected by more special eyes than that in a single round, then only the first eyes affect them, or in the case of it being simultaneous, you choose which ones before saves are rolled.
    Special: All special eye augments, even ones that are not attacks, are supernatural.

    Augments:

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    Farsight:Additional cost 2
    The range of your gaze attack increases by 10'. You may add this multiple times to the same eye. The effects stack.

    Rending Gaze: Additional cost 8
    The gaze attack deals an additional 2d6 damage. If the eye deals ability damage, then the damage is increased by one instead. If the eye has an effect with a duration rather than dealing damage, the base duration is increased by four rounds. This augment does not affect dazzling gaze. You may add this multiple times to the same eye. The effects stack.

    Beckoning Gaze: Additional cost 4
    Creatures that avert their eyes only have a 25% chance of being immune to this eye’s gaze attack instead of the normal 50% chance.

    Penetrating Gaze [EXCLUSIVE]: Additional cost 5
    The gaze attack’s save DC increases by two. You may add this multiple times to the same eye. The effects stack.

    Frightful Gaze [EXLCUSIVE]: Additional cost 2
    Creatures that meet the gaze of this eye become shaken rather than harmed. The save for this eye is a Will save rather than a reflex save. For every 5 points they fail the save by they are increased an additional step in fear. They remain shaken for 1d4 rounds. This is a mind-affecting fear effect.

    Silencing Gaze [EXCLUSIVE]: Additional cost 2
    Creatures that meet the gaze of this eye become silenced rather than harmed. Creatures that fail the save are silenced for 1d4 rounds.

    Disorienting Gaze [EXCLUSIVE]: Additional cost 4
    Creatures that meet the gaze of this eye become disoriented rather than harmed. This gaze treats the target as the confusion spell cast at a caster level equal to 1/2 the ozodrin's class level (rounded up). The exception is that the DC of the save is the same as that of other special eyes.

    Charming Gaze [EXCLUSIVE]: Additional cost 6
    Creatures that meet the gaze of this eye become charmed rather than harmed. This gaze treats the target as the charm person or charm monster spell cast at a caster level equal to 1/2 the ozodrin's class level (rounded up). The exception is that the DC of the save is the same as that of other special eyes.

    Proclaiming Gaze: Additional cost 6
    Required Level 12: You may communicate telepathically with creatures that meet your gaze. Using this ability does not count towards the number of special eyes a creature can be effected by per round. Furthermore, you may suppress or resume any of this eye’s other abilities as a free action (these other abilities still count towards the maximum).

    Wasting Gaze [EXCLUSIVE]: Additional cost 6
    Required level 14: Choose a physical stat (Str, Dex, or Con) when forming this feature. Creatures that fail the save take 2 points of ability damage to the chosen stat instead of taking regular damage. The save for this eye is a Fortitude save rather than a reflex save.

    Unraveling Gaze [EXCLUSIVE]: Additional cost 6
    Required level 14: Choose a mental stat (Int, Wis, or Cha) when forming this feature. Creatures that fail the save take 2 points of ability damage to the chosen stat instead of taking regular damage. The save for this eye is a will save rather than a reflex save.

    Devouring Gaze: Additional cost 6
    Required level 15: Whenever this eye’s gaze attack deals damage the ozodrin heals up to half the damage dealt as bits and pieces of their foes’ essence seemingly flows into the sensory organ. If this eye deals ability damage, this augment heals damage of the same type.

    Dazzling Gaze [EXCLUSIVE]: Additional cost 8
    Requires level 16. Creatures that meet the gaze of this eye become dazed rather than harmed. Creatures that fail the save are dazed for 1 round.


    Flesh: Cost - 2
    Appearance: Your flesh takes on a strange texture or colouration. It may have various growths, colors, and/or other unusual textures.
    Required Level: 12
    Benefits: Having one or more flesh features grants you a +2 bonus to escape artist checks.
    Special: Flesh can be used on any puppets without altering their appearance granting the puppet the same abilities as if you applied it to yourself. Puppets otherwise do not gain the benefits of flesh you apply to yourself.
    Augments:
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    Luminous Flesh: Additional cost 1
    Parts of the flesh give off light. The colour, intensity, pattern, and placement of the light is up to you. The light may produce up to 5 feet of illumination per class level (including levels in other classes that advance the flesh feature). This causes a -10 penalty to hide checks when in the dark. This penalty increases by -5 for every 5 feet of illumination after the first 15 feet. If used in the stomach with the Duplicitous Appearance or Pretending Flesh augments it may be used to mimic the appearance of the sky, or other light sources. The glow may be suppressed or resumed as a move action. This augment may be added multiple times to the same flesh. The effects do not stack. Each time it creates a separate set of glowing spots, each set of which may be suppressed or resumed separately.

    Filtering Flesh: Additional cost 2
    Your flesh is able to filter out a harmful substance of your choice from the environment. This allows you to breathe a gas or liquid that would normally require you to hold your breath, or to eat food tainted by the chosen substance without harm (immunity to the chosen poison or disease). This allows you to survive in materials that are usually poisonous, but it does not allow you to ignore other effects (the heat of lava, exploding methane, etc). Even if there is no normal air, you may still breath if the chosen substance is available. This augment may be applied multiple times to the same flesh. Its effects do not stack. Each time you choose a different substance.

    Fragrant Flesh: Additional cost 2
    Your flesh gives off a different smell from normal. Upon applying this augment, select a smell and taste. Your flesh smells and tastes as decided, and grants a +4 bonus to disguise checks as a result (if trying to disguise yourself as what you smell like). You may choose to smell like nothing, in which case the flesh instead grants a +2 bonus to hide checks. Note that while this alters your smell, it does not change the smell of what is on you, thus if you just waded through a swamp, you will still smell like a swamp.

    Slick Flesh [EXCLUSIVE]: Additional cost 2
    This flesh is especially slick and malleable, increasing the bonus to escape artist checks for having one or more flesh by 1. This augment may be taken multiple times, its effects stack.

    Iron Flesh [EXCLUSIVE]: Additional cost 4
    The flesh is tough and neigh impenetrable, granting DR 1/adamantine, +1 natural armor, and -1 to escape artist checks. This augment may be added to the same flesh multiple times, its effect stacks with any other source of DR/adamantine, natural armor, and escape artist penalties.
    Special: If Byshek exists in your campaign world you may gain DR 1/Byshek instead of adamantine by paying an additional form point per instance of this augment.

    Energy Consuming Flesh [EXCLUSIVE]: Additional cost 4
    Your flesh grants resistance 5 to the elemental energy type of your choice (Fire, Cold, Acid, Electricity, or Sonic), or increases your preexisting resistance to the chosen energy type by 5. Multiple flesh with the Energy Consuming Flesh augment for the same energy type stack. This augment may be added to the same flesh multiple times. The effects stack, but the same energy type must be chosen for any given flesh.
    Special: Every 50 points of energy damage negated counts as both eating a pound of food and drinking a gallon of water for the purposes of avoiding starvation and dehydration, regardless of how many additional times you have applied this augment to your flesh. A fire consuming skin renders you immune to heat-based environmental effects that deal nonlethal damage, and a cold consuming skin renders you immune to cold-based environmental effects that deal nonlethal damage.

    Magic Eating Flesh [EXCLUSIVE]: Additional cost 5
    Required Level 13: Your flesh can absorb magic itself. You gain Spell resistance 13, or increase your preexisting spell resistance by 3. This augment may be added to the same flesh multiple times. The effects stack.
    Special: If a spell fails to overcome the spell resistance of an Ozodrin with this feature, the Ozodrin gains 5 x spell level temporary hit points. These temporary hit points do not stack with themselves. Eating 3 levels worth of spells counts as eating a pound of food and drinking a gallon of water for the purposes of avoiding starvation and dehydration, regardless of how many additional times you have applied this augment to your flesh.

    Pretending Flesh: Additional cost 6
    Required Level 14: Your flesh changes color and stiffness in order to mimic the effects of the disguise self spell. Unlike the spell you cannot appear to be something smaller than you are, the Pretending Flesh counts as a mundane disguise once formed (it is not defeated by true seeing), and you can fake a body type other than your own by accepting a -10 penalty to the disguise check [extra bits are non-functional unless you use other features to mimic them].
    Special: You may only have one Pretending Flesh active at a time. You can switch between multiple Pretending Flesh as a swift action. Other abilities possessed by the flesh are not effected. You may ignore disguise penalties from possessing aberrant feats while using this augment.

    Blending Flesh: Additional cost 6
    Required Level 14: You can create a skin that blends into your surroundings like a chameleon. This augment grants you a racial bonus to hide checks equal to your character level. You can choose for only part of your body to be hidden. This flesh does not effect objects you are holding such as a sword, although it can cover stationary objects on your person such as clothing or jewelry.

    Condensed Flesh: Additional cost 8
    Required Level 15: Your flesh is more condensed than normal. Due to this you are a size category smaller. Your ability scores and the size of other features are not modified, but all other modifiers apply. This stacks with other Condensed Flesh. You may apply this augment to the same flesh multiple times. The effects stack to a minimum size of fine.
    Special: An ozodrin with at least one instance of this augment is immune to atmospheric pressure effects. You may choose to create a version of this skin that does not change your size category for only 4 form points.

    Engorged Flesh: Additional cost 8
    Required Level 15: Your flesh is more engorged than normal. Due to this you are a size category larger. Your ability scores and the size of your other features are not modified, but all other modifiers apply. This stacks with other Engorged Flesh. You may apply this augment to the same flesh multiple times. The effects stack to a maximum size of colossal.
    Special: An ozodrin with at least one instance of this augment is immune to atmospheric pressure effects.

    Secreting Flesh [EXCLUSIVE]: Additional cost 2
    Required Level 16: Your flesh secretes a deadly liquid that dissolves, ignites, electrocutes, or freezes your foes. This flesh adds 1 point of acid, fire, electric, or cold damage to all of your natural attacks (choose one when forming the skin). This damage is also dealt to any creature that comes into contact with your flesh, either by grappling or by using a natural weapon. This damage does not effect nonliving material, but it does effect undead. This damage does not apply to spike features. You may suppress or resume the effects as a free action, however it takes one round for the effect to stop. You can add this augment to the same flesh multiple times. The effects stack.

    Supernatural Consuming Flesh [EXCLUSIVE]: Additional cost 5
    Required Level 16: This acts as the Energy Consuming Flesh augment except you may choose from the Positive, Negative, and Hellfire energy types.

    Cystic Flesh: Additional cost 5
    Requires Level 17 and Secreting Flesh augment: Flesh with this augment is filled with cysts containing the concentrated secretion from your Secreting Flesh augments. Any time you are dealt piercing or slashing damage, the cysts are ruptured causing them to spray out the secretion in 5 ft. cone in the direction the attack came from. Creatures in the area take damage as though they had come into contact with you. A reflex save (10 + ½ the ozodrin’s Class level + the ozodrin’s Charisma modifier) negates the damage. Multiple Cystic Flesh augments do not stack.

    Regenerative Flesh: Additional cost 3
    Required Level 17: This flesh uses your nourishment to rapidly repair itself. You heal 10 hit points per pound of food consumed, up to a maximum of 10 hit points healed per round. Living creatures that you devour count towards this ability. If the weight of an enemy is unknown, assume that a medium bipedal creature contains 100lbs of meat and use carrying capacity modifiers to determine the weight of larger or smaller creatures. Multiple Regenerative Flesh do not stack with each other, except that the maximum number of hit points healed per round is equal to 5 + 5 * the number of Regenerative Flesh the Ozodrin has formed (You do not gain additional hit points per pound of food consumed). You may apply this augment to the same flesh multiple times.

    Force Consuming Flesh [EXCLUSIVE]: Additional cost 5
    Required Level 18: This acts as the Energy Consuming Flesh augment except it is only for the force energy type.

    Reality Warping Flesh: Additional cost 10
    Required Level 18: This flesh slightly alters reality around itself, creating 1 inch emanation around yourself. This emanation allows you to selectively ignore the alignment and magic traits of various planes, but only within one inch of your body. For example, a special eye used in a dead magic zone would fail to function as normal unless the target was within 1 inch of it. This ability also applies to antimagic fields, energy transformation fields, and similar phenomena. Creatures inside your stomach also receive this benefit. This augment does not stack with other reality warping flesh.
    Special: This flesh allows you to survive in non-Euclidean realities and allows you to exist in dimensions that are not large enough to contain you by effectively expanding them – this does not effect fitting into tight spots outside of literally being in a plane/dimension that is too small to contain you. The denizens of certain worlds/realities may not be able to comprehend your size (for example, if you found yourself in a 2-dimensional world).

    Nth Dimensional Flesh: Additional cost 15
    Required Level 19 and Reality Warping Flesh: Your body possesses a sort of incomprehensible vastness to it. Whenever you perform an action (such as attacking), you may act as though you were actually standing at some other location within 10’ of your current one. You do not actually appear at the chosen location, unless your action involved changing your location (at which point you end up wherever you moved too). For example, if you wanted to walk 30ft away you could begin your trek by ‘leaving’ the square next to you. You must be able to see the location you are acting from, but may otherwise ignore barriers. You may apply this augment to the same flesh multiple times. Each time after first increases the distance from which you can ‘act’ from by 5ft. This augment only stacks with other Nth Dimensional Flesh augments applied to the same flesh.
    Special: The cost of this augment doubles each additional time it is taken (15->30->60->120, etc). Having at least one instance of this augment grants you a bonus equal to your class level on sleight of hand checks, bluff checks made to feint, and tumble checks.


    Puppet: Cost - special see below
    Appearance: You create a fake version of another creature using your features. with a thin tendril trailing back to you.
    Required Level: 13
    Calculating cost: A puppet costs 4 form points plus the cost of any other features used in its construction.
    Benefits: A puppet is a hollow shell of a creature that can contain any features of your choosing. A puppet can superficially look like whatever you want, but any parts that need to be functional (such as legs, or a mouth that can speak) must use the appropriate features. The puppet is connected to you by a 15’ thin cord (it may be fleshy, hair-like, etc). The puppet may be targeted as though it were a separate creature, but it is actually a part of the Ozodrin.

    A puppet has a +20 bonus to disguise checks to appear as its intended creature type, if it looks like any creature type at all. If it is designed to look like a specific individual, it has a +15 bonus to disguise checks to appear as that individual (or +20 if you know the individual well). Puppets do not suffer from the Ozodrin’s racial or aberrant feat penalties to disguise checks.

    As a part of the Ozodrin, the puppets do not get their own actions. Puppets do have their own space, but they move/attack/etc as part of the Ozodrin’s own actions. Each attack made by each puppet counts towards the number of feature-granted attacks an Ozodrin can make.

    A puppet’s base size is medium, but the Ozodrin may choose to make it smaller upon first forming the feature.

    Special: A puppet counts as a single feature for the purpose of adding/removing it, regardless of how many features were used in its creation. Features that grant a passive ability only grant that ability to the puppet, if they are applicable at all.

    Augments:
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    Massive Puppet: Additional cost 2
    The puppet is a size category larger (maximum of colossal). This does not change the puppet’s reach. This augment may be added to the same feature multiple times. Its effects stack.

    Extended Cord: Additional cost 4
    The puppet’s cord is 5’ longer than usual. This augment may be added to the same feature multiple times. Its effect stacks.

    Hidden Puppeteer: Additional cost 2
    When using the strange movement feature to hide, the ozodrin may leave this puppet in the normal plane. For the purposes of how far the puppet can move, it acts as if the ozodrin is where it would be if it stopped using strange movement. As long as the puppet is out, time the ozodrin spends hidden using strange movement does not count toward their number of uses per day.

    Jerk the Line: Additional cost 4
    The tentacle leading back to you is strong enough to jerk the puppet out of danger. As an immediate action you may jerk the puppet granting it a +6 bonus to dexterity and reflex saves against effects that target it directly / effect its but not the Ozodrn’s main body’s area. This reduces the disguise bonus against those who saw the puppet be jerked by 10. It can also invoke fear in those who see it, prompting a will save (DC 5 + Charisma modifier), to avoid becoming shaken. You may also choose to move the puppet 5' in any direction when using this ability, the movement does not provoke an attack of opportunity. You may not use this on the same puppet more than once per round.

    Appealing: Additional cost 5
    The puppet gives off an aura that makes others want to protect or otherwise help it. Creatures seeing the puppet must make a will save (DC 10 + 1/2 class level + charisma modifier) or treat the puppet as friendly and desire to help and protect it. Creatures that know the puppet for what it is gain a +4 bonus to this save. If the puppet takes recognizably hostile actions against a creature or group, the effects of this ability toward that creature or group end. The puppet may choose to exclude creatures from the effects of this aura. This effect does not function if the puppet has a triggered lure trap.

    Missing Strings: Additional cost 3
    Required Level 14: The tentacle connecting you to the puppet is capable of passing through the extra-dimensional pocket that your stomach is in. If you choose to have it do so, it takes up 5 feet of your Strange Movement for the day (this is only when you have the tentacle enter the extra-dimensional pocket and has no time limit on how long you may have it remain so), but makes the tentacle impossible to see. This adds an additional +5 bonus to the puppets disguise check as well as increasing the distance the puppet can move from you by 10'.

    Puppet Show: Additional cost 8
    Required Level 15: The puppet is instead two puppets. While they have the same general shape and the same added features, they may look like different individuals (does not need to be specific individuals). This may be added multiple times to the same puppet, creating an additional puppet each time. Each puppet must remain within 30' of every other puppet created by this augment. All puppets created by this augment are formed/unformed at the same time, and their individual features cannot otherwise be modified.

    Lure Trap: Additional cost 4
    Required Level 15: The puppet gains its own version of the manifest form ability. When the puppet is created, select any number of features to be ‘hidden’ features. The ozodrin may then choose a triggering condition that will cause these features to be ‘released’. Alternately, the ozodrin may forcibly cause any number of lure traps to be released as a swift action. Any creatures that view the release must make a will save (DC 10 + ½ class level + charisma modifier) or be shaken for one minute. The released features may be re-hidden as a fullround action. Any creature that sees the release receives a +20 bonus on spot checks made against the puppet’s disguise checks and may immediately make a new roll against it. This augment may be applied to the same feature multiple times, with each Lure Trap hiding different features.

    Deadly Lure: Additional cost 2
    Required Level 15 and Lure Trap: The puppet may immediately make a single attack or grapple attempt whenever its lure trap is released. A puppet may only use this ability once per round, even if it has multiple Lure Traps. Each attack made this way counts against the number of attacks granted by features the ozodrin may make per round.

    Lunging Trap: Additional cost 2
    Required Level 15 and Lure Trap: The puppet may immediately move 5’ when its lure trap released, before or after attacking if it is also a deadly lure. A puppet may only use this ability once per round, even if it has multiple lure traps.

    Disturbing Release: Additional cost 2
    Required Level 16 and Lure Trap: The will save to avoid being shaken upon witnessing the release of this puppet’s lure trap is increased by 2. This augment may be applied to the same puppet multiple times, the effects stack.

    Haunting Release: Additional cost 2
    Required Level 16 and Lure Trap: Creatures that fail their will saves against a puppet’s release are shaken for the entire encounter. Furthermore, if they see the puppet or whoever it was mimicking in a later encounter they must immediately make another will save at the same DC as before or become shaken for the rest of that encounter. This affliction continues, forcing them to make the save once every qualifying encounter, until they pass their saving throw.


    Stomach: Cost - 4
    Appearance: You have a secondary stomach inside your body.
    Required Level: 14
    Benefits: You gain a secondary stomach in addition to your primary one. A secondary stomach is automatically large enough for a single huge creature (or 64 small ones). Any mouth can lead to any stomach. A secondary stomach has all the benefits of your primary stomach as described in Swallow Whole. Anything in a secondary stomach that is removed is either pushed through an opening into another stomach or is placed into a square next to the Ozodrin.
    Special: You may apply or remove augments to a stomach after it has been created as a move action. You may apply augments to your primary stomach as if it were a secondary stomach.
    Any other classes that advance the stomach feature also count as ozodrin levels for the purpose of calculating the size of the ozodrin's primary stomach (unless otherwise specified).
    Augments:
    Spoiler
    Show
    Large Stomach: Additional cost 2
    Increases the capacity of the stomach by 2 large creatures (or 16 small creatures). You can add this augment multiple times to the same stomach. Its effects stack.

    Resistant Innards: Additional cost 3
    The walls of your stomach gain energy resistance 10 to the energy type of your choice. You can add this augment multiple times to the same stomach. Its effects stack.

    Dimensional Trap: Additional cost 4
    Teleportation effects do not function within the stomach. This includes plane shift and similar effects.

    Stomach of Steel: Additional cost 3
    Required level 14: The hardness of this stomach is increased by 5. You can add this augment multiple times to the same stomach. The effects stack.

    Formed Stomach: Additional cost 5
    Required level 15: The stomach can keep a defined form. It acts like a room. The volume of the room may not exceed 5'x5'x10' per medium sized creature able to fit in the stomach, but may otherwise be arranged how you like. Unlike a regular stomach, creatures in a formed stomach cease to be grappled when expelled into the stomach via swallow whole.

    Membranous Construction: Additional cost 3
    Requires Level 15 and Formed Stomach: You can create object(s) in your stomach. This augment functions like several castings of wall of stone, except that the object(s) are made out of your flesh instead of stone, fuses with surrounding flesh, and only 20 cubic feet worth of material is formed. This flesh has the same hardness and energy resistances as the rest of the stomach. This augment can be added to the same stomach multiple times. The effects don't stack, each time it creates additional object(s). However, it may be used multiple times to create a single object using more than 20 cubic feet worth of material. Unlike wall of stone, the object(s) can be finely shaped with successful craft checks of the appropriate type.

    Duplicitous Appearance: Additional cost 2
    Requires Level 15 and Formed Stomach: You may make the material of your stomach the colour, texture and scent of the material of your choice. You may have different portions mimic different materials. While appearance, texture, and scent are mimicked, other properties are not gained. Recognizing that the material is not what it seems requires a DC 25 Search or Spot check. This augment may be added to the same stomach multiple times. Each time it increases the DC by 5.

    Doorway: Additional cost 1
    Requires Level 15, Formed Stomach and at least 2 stomachs (one of which may be your primary stomach): You create an entryway between two stomachs of the size of your choice. Either a mouth feature or the Membranous Construction augment may be used to create a door for it, in which case you are able to open or close the door as a move action. If a mouth is used, closing the door counts as a bite attack against all creatures in the entryway. This augment can be added to the same stomach multiple times. The effects don't stack, each time it creates a different doorway.

    Entryway: Additional cost 2
    Requires Level 15, Formed Stomach, and a Mouth feature: The mouth leading to the stomach no longer is capable of a bite attack, but is able to expand to accommodate creatures up to one size larger than itself. It also no longer has a throat, instead leading directly into a single chosen stomach; allowing one to walk in or out as long as it is open. Another mouth may be added to it to allow a bite attack, or a Membranous Construction may be used to mimic the appearance of a door or similar. This augment can be added to the same stomach multiple times. The effects don't stack, each time it creates a different entryway. The entryway can only lead to the augmented stomach (unlike a regular mouth).

    Rapid Furnishing: Additional cost 2
    Required Level 16 and Formed Stomach: Whenever you spend a standard action to regurgitate a stomach’s worth of objects from any stomach (not necessarily this one), you may instead have them expelled into this stomach. The walls stretch to and fro, each regurgitated object being placed at whatever spot you desire. Any regurgitated creatures are unceremoniously dumped into the stomach at a spot of your choosing.

    Still Stomach: Additional cost 3
    Required Level 16: Flight, both magical and mundane, does not work within the stomach.

    Slick Stomach [EXCLUSIVE]: Additional cost 4
    Required Level 16: The inside of the stomach is covered with a slick coating. Treat all surfaces of this stomach as if under the effects of a nonmagical grease spell with a reflex save DC of 10 + ½ your class level + your charisma modifier to avoid falling. The creatures within the stomach receive a +6 bonus to escape artist checks and a -6 penalty on grapple checks made to escape the stomach. This augment can be added to the same stomach multiple times. Each time after the first the save DC, bonuses, and penalties increase by 2.

    Sticky Stomach [EXCLUSIVE]: Additional cost 4
    Required Level 16: Creatures that come into contact with the stomach's wall, floor, or ceiling must succeed on a Strength check (DC 10 + your charisma modifier) or become entangled and held in place. A creature that passes its strength check is entangled for one round, but is not held in place. A creature that is held in place can break free as a full-round action by making a successful strength check, at which point it is merely entangled for 1 round per sticky stomach augment applied to the stomach. This augment can be added to the same stomach multiple times. Each time after the first, the DC for the strength check increases by 2.

    Digesting Liquid: Additional cost 3
    Required Level 18: All creatures and objects inside your stomach take 5 damage of the energy type of your choice (Fire, Acid, Electricity, or Cold), chosen when you add this augment, per round spent in the stomach. A creature that is in a Formed Stomach may make a reflex save against a DC of 10 + ½ your class level + your charisma modifier to take half damage, but otherwise there is no saving throw. You may suppress or resume this affect as a free action. You may apply this augment to the same stomach multiple times, its effect stacks. Each creature only makes one saving throw per energy type (for example, if you applied this augment twice to deal 10 fire damage each creature would only make one saving throw in an attempt to take 5 damage instead).

    Inner Universe: Additional cost 10
    Required Level 19: You may apply any one elemental or magic planar trait to the stomach, except for the enhanced magic trait. This trait does not effect you, but it does effect any other creatures in your stomach. It costs an additional 10 form points (on top of the normal 10 meaning 20 total for this augment) to apply the major positive, major negative, limited magic, or dead magic planar traits. You may apply this augment to the same stomach multiple times, but only once for each kind of trait (Elemental and Magical).

    Monster Within: Additional cost 10
    Required Level 20: The walls of your stomach function as though they were a mirror of opposition. You may choose to suppress or resume this ability as a free action, although you have no control over any created duplicates. You may also limit the portions of the walls that trigger this affect within the stomach. The duplicate ceases to exist if either they or the original leave the stomach, unless entering another stomach that also has this augment. This augment functions any number of times per day, but only one duplicate can be in existence at a time for any given opponent (including those made by other stomachs you possess). You are immune to this effect unless you desire otherwise. Creatures looking into your stomach from outside of it are not effected.


    Spawn: Cost – 4 form points and 20hp (See below)
    Appearance: Creates a monster hidden inside a small object.
    Required Level: 16
    Benefits: You create a “spawn seed”, which resembles a small container such as a membrane, shell, eggsack, etc. As a move action you can cause the spawn (see description below) to erupt from the object, at which point it can be given any of the commands listed below. The HP lost when the spawn was created cannot be healed until the spawn is slain or the ozodrin unmakes the feature, at which point they begin to heal at the normal rate. If the ozodrin enters their worldly guise all active spawn seemingly disintegrate, only to emerge from their master upon the next manifestation of the ozodrin’s true nature. Spawn have all ordinary senses (Sight, smell, etc), a mouth, and some way to represent their base land speed without needing to be specifically given such features via varied spawn, although they do not receive the additional benefits of those features without actually being given them. A spawn may be insect-like, fleshy, furry, etc.

    Spoiler: Basic Spawn
    Show


    Commands:
    Actions use both the Spawn's and the Ozodrin's actions and effect all of their spawn unless they are incapable of acting.
    • None - No Actions - Spawn cannot act on their own, so they take no actions by default.
    • Follow - Part of any movement - Your minions follow you to the best of their ability.
    • Maneuver - Move Action - You may move each spawn individually.
    • Slay - Standard Action - Each spawn may make a single attack. Make one attack roll [BAB + Cha] and use that result for all your spawn's attacks. If a creature is targeted by multiple spawn those spawn gain a bonus to attacking the creature equal to the number of spawn attacking it. Attacks made by spawn count against the total number of feature-granted attacks an Ozodrin can make per round (if a spawn would go past this limit, it simply looses the will to attack).
    • Rampage - Full Round Action – All spawn move towards the nearest creature it is aware of and attacks it as though given the ‘Maneuver’ and ‘Slay’ commands. The ozodrin need not be aware of the target(s).
    • Consume - Standard Action - Your spawn attempt to consume digestible unattended matter within 5' of them, and continue to do so until the matter is gone or commanded to do otherwise. Eating heals the spawn of five hp per round’s worth of consumption.


    Base Stats
    • Small Aberration:
    • HD: As creator
    • Hit Points: 60hp
    • Attack: Bite +X (See ‘Slay’ command ^)
    • Damage: (1 + Str Modifier).
    • AC: 10 + HD Natural Armor.
    • Saves: A spawn uses its creator’s saving throws in place of its own.
    • Speed: 30ft
    • Ability Scores: Dex 10, Con 10, Int --, Wis 10, Cha 10. A spawn uses its creator’s charisma score in place of its strength.
    • Skills: A Spawn uses its creator’s skills in place of its own.
    • Feats: --
    • Alignment: A spawn uses its creator’s alignment.


    Special Abilities

    Shared Mind (Ex):
    Spawn are effectively a hive mind controlled by the ozodrin. The ozodrin may mentally communicate with the spawn up to a distance of 10 miles, and each member of the hive shares the senses of each other member of the hive. If one is aware of a particular danger, they all are. If one in a group is not flat-footed, none of them are. No member of the hive in a group is considered flanked unless all of them are.

    Collective (Ex):
    When multiple spawn are exposed to the same effect, make one saving throw for the entire group.

    Artificial Existence (Ex):
    Spawn are destroyed at 0HP, dissolving into nothingness upon destruction.

    Evasion (Ex):
    Spawn have the Evasion (Ex) special ability, as a monk.


    Augments:
    Spoiler
    Show


    Varied Spawn: Additional cost X
    You may add a feature, possibly augmented, to the spawn. X is equal to the cost of the feature. You can only add eye, mouth, tentacle, limb, fin, spike, special eye, flesh, and stomach features in this way. A spawn does not gain the ability to make additional attacks if given features that grant natural weapons, although it may choose to use one of those features instead of its slam attack when attacking. The limitation on how many special eye gaze attacks may effect a given creature include all special eyes possessed by both the spawn and its creator.

    Robust Spawn: Additional cost 2 and 10HP
    Increases the max hp of the spawn by 30. This augment may be added multiple times to the same spawn. The effects stack.
    Special: Regaining the lost HP follows all of the rules for the hp spent to add the feature itself.

    Aberrant Heritor: Additional cost 1
    Required level 16: The spawn gains a bonus aberrant feat. The feat must be one known by its creator, but the spawn does not need meet the feat’s requirements. The augment may be applied to the same spawn feature multiple times, but a different feat must be chosen each time unless the feat can normally be taken multiple times.

    Elite Spawn: Additional cost 5
    Required Level 16: The spawn may follow simple instructions, similar to a golem or homunculus. The spawn still gains the benefits of the ‘slay’ command when attacking.

    Deadly Twin: Additional cost X
    Required Level 17: An additional spawn hatches from the seed. This spawn does not require any more HP to create, and is otherwise identical to the first. This augment costs a number of form points equal to the cost of the spawn minus this or any other Deadly Twin augment. This augment may be applied to the same spawn multiple times, the effects stack.
    Special: This augment costs 10 more form points each time beyond the first that it is applied to the same spawn. (X -> X + 10 -> X + 20, etc)

    Famished Spawn[EXCLUSIVE]: Additional cost 5
    Required level 17 and Elite Spawn and Stomach Feature (Via Varied Spawn): The spawn gains the Swallow Whole, Bizarre Grappler, and Devour ozodrin class abilities. The spawn picks one of its stomachs to count as its primary stomach for the purposes of Swallow Whole.

    Distant Child: Additional cost 1
    Required Level 17: The telepathic link between the creator and this spawn is increased by one mile.

    Projection: Additional cost 1
    Required Level 18: The ozodrin may spend their actions to direct this spawn as though they were the spawn itself. Such a spawn is not limited to a single attack per round. Only one spawn at a time may be controlled in this manner.

    Rapid Assault [EXCLUSIVE]: Additional cost 3
    Required Level 18: Whenever the spawn makes an attack, it makes two attacks instead. Both attacks count against the maximum number of feature-granted attacks an ozodrin can make per round. A spawn being controlled via the Projection augment does not receive this benefit.

    Swarm Child [EXCLUSIVE]: Additional cost 10
    Required Level 19: The spawn is instead a swarm of tiny-sized spawn, granting it the [Swarm] subtype. A swarm child loses all of its natural attacks and instead gains a swarm attack that automatically deals (1 + Str modifier) damage. Living creatures that begin their turn in the same square as the swarm child must make a fortitude save (DC 10 + ½ creator’s level + creator’s cha modifier) or be nauseated for one round. These replace the Swarm attack and Distraction abilities granted by the subtype. The spawn takes up as much space as is normal for the subtype (10ft on each side).
    Special: If the spawn was smaller than tiny, it instead becomes a swarm of the same category it was. I.E., a fine-sized spawn created via Varied Spawn(Condensed Flesh) x 3 would become a swarm of fine-sized creatures.

    Lasting Servant: Additional cost 2
    Required Level 20: The spawn may remain formed when its creator enters their worldly guise.

    Last edited by Magikeeper; 2014-05-13 at 07:18 PM.

  25. - Top - End - #1165
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    Default Re: Tooth and Tentacle [base class PEACH]

    Class abilities, minus section explaining how features work.
    Spoiler
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    Manifest Form (Ex): As a swift action, an ozodrin may manifest or suppress its true nature. The suppressed form is often referred to as the ozodrin's worldly guise. While its nature is manifested, all features that it possesses are revealed (see below) but it may not add or remove new features (but see Aberrant Nature, below). When the ozodrin manifests its true nature, all creatures possessing a line of sight with it that the ozodrin doesn't choose to exclude must make a Will save (DC 10 + 1/2 class level + Charisma modifier) or become shaken for one minute or until the end of the encounter, whichever comes last. Creatures that succeed on this saving throw are immune to this effect when used by that particular ozodrin for 24 hours.
    Special:An ozodrin may choose to suppress the effects (and visual components) of its aberrant feats when in its worldly guise but it must suppress all or none of such effects.

    Aberrant Affinity (Ex): An ozodrin gains Aberrant Blood (Lords of Madness) as a bonus feat at first level and may take aberrant feats even if it isn't humanoid. In addition, an ozodrin gains a bonus equal to its class level on will saves made against the natural abilities of aberrations (but not abilities gained from class levels). Classes which advance the Manifest Form ability advance this ability as well.
    The ozodrin may choose to gain Mourning Mutate (Dragon #359 p. 110) instead of Aberrant Blood with DM's permission.

    Menacing Demeanor (Ex): An Ozodrin’s presence is unsettling, its nature inherently personifying the fear of the unknown. An ozodrin gains a bonus to Intimidate checks equal to its class level. Classes which advance the Manifest Form ability advance this ability as well.

    Form Points (Ex): An ozodrin has a number of form points equal to its Charisma modifier + the number of Aberrant feats it’s taken + four times its class level. These points may be used to apply different features to the ozodrin’s manifested form. All features cost form points. If you remove a feature, you regain the form points spent on it. The total cost of all features added cannot be more than the total number of form points you have.

    Features (Ex): Stuff goes here! And in the feature overview section!

    Devour (Ex): Ozodrin of second level or higher are capable of consuming pinned opponents. Bite attacks made against an opponent the ozodrin has pinned do not take the usual -4 penalty to attack rolls and the ozodrin may make as many bite attacks as they would normally be able to (normally you cannot attack a pinned opponent with your own weapon, nor can you usually attack a grappled opponent with multiple light weapons). The ozodrin may choose to have a successful bite attack against a pinned opponent deal 1 point of con damage instead of its normal damage. For each point of con damage dealt this way, the ozodrin heals 2 points of damage.

    Strange Anatomy (Ex): At 4th level, an ozodrin’s body no longer functions exactly like other living creatures. When a critical hit, sneak attack, or similar effect requiring a discernible anatomy is scored on an ozodrin manifesting its true nature, there is a 5% chance per class level that the critical hit or sneak attack is negated and damage is instead rolled normally. In addition the ozodrin ignores penalties due to size for grappling and gains a +5 bonus to escape artist checks.
    Finally, this ability allows the ozodrin to ignore size requirements for feats. However, it only gains the benefits of those feats with features that meet the size requirements.

    Bizarre Grappler (Ex): At fourth level, an ozodrin gains improved grapple as a bonus feat, even if it doesn't meet the prerequisites. If it already has improved grapple it gains a bonus aberrant feat.
    In addition, it is treated as though it had the monstrous feat Snatch (Monster Manual p. 304), with the exception that it also counts tentacle attacks (instead of just bite and claw attacks) and features need not be huge or larger to benefit from it. The ozodrin may take feats that require snatch as a prerequisite and apply them to this ability.

    Jaws that Bite (Ex): A 5th level ozodrin that successfully opposes a grapple attempt made to pin or swallow it may choose to automatically pin or swallow its opponent instead. An ozodrin that does not have the swallow whole special attack, or who does not have large enough mouth, cannot choose to swallow its opponent. This ability only functions while the ozodrin is manifesting its true nature.

    Unearthly Power (Su): A 5th level or higher ozodrin’s natural weapons receive an enhancement bonus equal to half its class level to attack rolls. Any attack effected by this ability bypasses damage reduction as though it were a magic weapon.

    Strange Movement (Ex): An ozodrin of at least 7th level, that is currently manifesting its true nature, is able to pull itself into the extra-dimensional pocket that its digestive system occupies and return at a nearby spot. This allows the Ozodrin to non-magically teleport as a standard action. An ozodrin may only teleport up to 5ft per class level per day, and it must have line of sight to its destination.

    Rather than instantly reappearing, it may instead choose to wait inside the extra-dimensional pocket, but each round it does so counts as 5ft of movement for the day’s limit. While so hidden, the ozodrin may act normally, but may not effect anything outside the pocket dimension. If it tries to reappear within a solid object the Ozodrin is shunted to the nearest open space, taking 1d6 damage per 10ft of movement.

    At level 10, dimensional anchor and similar spells or effects do not prevent strange movement.


    Swallow Whole (Ex): Whenever an 8th level or higher ozodrin would successfully pin a creature it may choose to swallow it instead. The ozodrin must have a mouth within reach of the creature to use this ability, and the mouth must be at least as large as the creature. A swallowed creature is quickly expelled into the Ozodrin’s stomach. If the Ozodrin has multiple stomachs, it may choose which one the creature is expelled into. The Ozodrin may choose to regurgitate any given stomach’s worth of swallowed objects and creatures as a standard action. The Ozodrin may also choose to leave its throat passageway open, allowing the creature to climb out using its own actions. Air permeates the stomach dimension through the fleshy walls of the Ozodrin, although the throat passageway itself is closed while the Ozodrin is in its worldly guise.

    The walls have an AC of 15 + the ozodrin’s class level, hardness equal to 1/2 the ozodrin’s class levels (rounded down), and require 5 times the ozodrin’s class level in damage to make a hole large enough for a medium sized creature to escape (a hole for a large creature requires twice as much damage as a medium, a huge requires twice as much as a large etc. A hole large enough for a small creature requires only 4x the ozodrin‘s class level damage to create a hole large enough, and a tiny or smaller hole requires only 3x the ozodrin‘s level in damage). Holes reseal in 1d4 rounds if no further damage is done and the ozodrin is still alive. The ozodrin takes 1 point of damage for every 10 points of damage dealt to the walls of its stomach.

    The swallowed creature is still considered to be grappled, as is normal for swallow whole abilities. Unlike normal, the Ozodrin may choose to automatically fail opposed grapple checks made to escape its stomach. If the throat passageway is closed the creature cannot break free of the grapple and must cut its way out.

    If a non-primary stomach ceases to exist the swallowed creatures are expelled into the Ozodrin’s primary stomach.

    Primary Stomach (Ex): An ozodrin's stomach can hold a number of small creatures equal to its class level squared times two (at level 8 this would be 128). Four small creatures equal 1 medium, 4 medium equal 1 large, 4 large equal 1 huge, etc.

    Unlike most creatures with a swallow whole ability, an ozodrin has no natural hazards in its stomach. Instead it is able to place features in its stomach, allowing it to see and attack creatures it swallows. If it has no eyes inside its stomach creatures in contact with the stomach have partial concealment (as it can feel them but not see them), while creatures that are somehow avoiding contact with the stomach have total concealment. Unattended objects and willing creatures can be absorbed into the walls as a free action, where they are digested over time as though in a regular stomach.

    If the ozodrin dies, creatures in its stomach(s) have 1d6 rounds to escape before they are forcefully ejected (along with all the other contents of the stomach not a part of the ozodrin) as the pocket dimension collapses, dealing 1d8 damage per 4 ozodrin levels. Creatures ejected this way show up at the location of the ozodrin’s corpse or as close to it as possible if other ejected contents are in the way.
    If another class would advance the stomach feature, it advances this ability as well.

    Aberrant Feat (Ex): At level 8, an ozodrin gains a bonus aberrant feat of its choice. It gains another at level 16.

    Aberrant Nature (Ex): At level 10, an ozodrin's type changes to aberration. It is no longer affected by spells and abilities that can only affect humanoids. It gains darkvision out to 60ft (this stacks with darkvision from other sources). The ozodrin stops aging and can no longer die of old age. Despite the type change, the ozodrin may still count as its previous type to qualify for feats and PRCs. It also does not gain the need to eat, breathe, or sleep if it previously lacked any of them. The ozodrin's ability to change its features is no longer limited to its worldly guise (see the feature ability for details on changing features). Furthermore, the Ozodrin gains an additional form point per class level it possesses (5/level instead of 4/level).

    Budding Body (Ex): At level 10, an ozodrin is able to place any feature on a tentacle or limb feature. Such features may count any point within the tentacle/limb’s reach as their current location (for determining the starting point of breath weapons and the like), although they can only be at one place at a time. Tentacles and limbs with other features on them no longer grant natural attacks, and instead grant a cumulative -2 penalty to melee attack roles made by any feature they connect to the main body (So a tentacle on a tentacle on a tentacle receives a -4 penalty on attacks).

    Twisted Mind (Ex): The mind of an ozodrin of 11th level or higher begins to become as twisted as the body that houses it. This improves the Ozodrin’s ability to understand its fellow aberrations, granting it a bonus to bluff, diplomacy, and sense motive checks against aberrations equal to half its class level (rounded down). It may also ignore the diplomacy penalty from possessing aberrant feats, but only when dealing with aberrations.

    If a non-aberration creature attempts direct mental contact with the ozodrin (such as by telepathy, suggestion, or domination), before saves are made, the creature takes wisdom damage equal to 1/5 the ozodrin’s class level (rounded down, minimum 1) and the ozodrin gains an equivalent bonus on any will saves against the ability that triggered the effect. If this reduces the creatures’s wisdom below 5, the creature is affected as if by the insanity spell until their wisdom is again above 5 (or to full, if the creature‘s base wisdom is normally lower). Abilities originating from the ozodrin itself (such as its own telepathy, should it acquire such a power) do not trigger this effect.

    The ozodrin may begin suppressing this ability as a standard action, and resume it again as a free action. This suppresses both the skill bonuses and mental contact abilities – the ozodrin is either keeping its thoughts mundane or it isn’t!

    Rapid Form (Ex): An ozodrin of 14th level or higher that uses a standard action to add or remove a feature may add/remove two features instead (or perform one of each action). The form points spent on a removed feature do not count against the point limit of a feature added at the same time. Furthermore, the oxidation may use a full-round action to add or remove three features, plus one feature per four class levels beyond 14.

    Otherworldly Guise (Ex): An ozodrin of 16th level or higher can force aspects of its true nature onto its worldly guise. By meditating for ten minutes an ozodrin may swap the features of its worldly guise for different features. Calculate the worldly guise features as if you were a puppet of your race, do not count features from aberrant feats. The form points need to form such a puppet + 1/5 of your form points may be redistributed into new features and augments. No more than the starting number of features+ 1 per 5 ozodrin level may be present. Basic eyes count for 1/2. You may not add shifting features, Puppets, or Spawn. A form without eyes is blind, and a form without a mouth can‘s speak. A form without limbs or tentacles has a land speed of 0. A form without a mouth may not use devour or Swallow whole. You may not add puppet augments to your worldly guise.

    Shifting Shape (Ex): An ozodrin of 17th level or higher is able to makes its body mutable. This allows the Ozodrin to reposition its features from one part of its body to another as a move action. The Ozodrin may reposition a number of features equal to its charisma modifier (minimum one) at the same time.

    Naught Morality (Ex): A 17th level or higher ozodrin's mind has been warped to the point that it no longer has morals as they are perceived anywhere but the Far Realms. The ozodrin no longer has an alignment. Spells or effects that detect alignment have no effect. The ozodrin is always treated as having the most favorable alignment for the purposes of alignment-based effects (i.e., being treated as lawful for dictum, as good for a magic circle against evil, etc.). Note that this does not necessarily change how the ozodrin acts. Many cling to vestiges of their former ways of thinking, causing them to act much the same, if not always for the same reasons.
    Special: An ozodrin with this ability may instead choose to define itself using an alternate alignment system, such as the 5 colors of Magic The Gathering™. If it does so this ability works as before, except that any spells and effects that reveal the ozodrin’s alignment reveal its chosen alignment without any explanation of what it means (In the MTG example a spellcaster might find out the ozodrin’s alignment is “Green-Black”). It still counts as having the most favorable alignment for alignment-based effects.

    Uninhibited Existence (Ex): Whenever an Ozodrin of 18th level or higher would be magically transported to a location, such as by Planeshift, Dismissal, or Wish, it may choose to not be transported instead. If it possesses the Sinister Image ability it may count such attempts to call it as an image depicting itself for one round. Furthermore, an Ozodrin with this ability is immune to [Charm] effects, [Compulsion] effects, and effects that would magically change its form against its will.

    Sinister Image (Su): An ozodrin of at least 19th level has a special connection with depictions of itself. As such it is aware of any pictures, illusions, or other images depicting itself and the nature of the image in question. Distance is irrelevant, although the ozodrin does not inherently know each image’s location. This even extends to other beings attempting to scry it or view it through similar magical means.

    An ozodrin may treat such images as part of its own body for the purpose of forming features on it and/repositioning features to its location – although each feature formed/moved in this fashion uses up 5ft of its strange movement for the day. If the image lacks a physical form (such as a mental scrying image), then the ozodrin may create/move features to any object within 5ft of the image. An ozodrin can tell if the image is being viewed, but it must form sensory features (like eyes) if it desires more information on the image’s surroundings.

    This ability only applies to images depicting the ozodrin itself, not images that just happen to look like it. Thus changing its form to look like someone in a painting would not allow the ozodrin to use this ability with the painting.

    Horror (Ex): An ozodrin of 20th level achieves a mastery over its existence that lesser beings can only imagine. The Ozodrin gains an additional 3 form points per class level it possess (8/level instead of 5/level). Furthermore, the ozodrin may choose to have its soul linger when it dies; remaining in its own corpse or any other solid object affected by its Sinister Image ability. Such an ozodrin may revive itself in a year’s time, budding off of the object/corpse, unless the image is destroyed (or the Ozodrin is revived by other means). An Ozodrin whose soul lingers in its own corpse takes only a week to revive. The revival otherwise functions like True Resurrection. Objects that are only near an image (such as with mental scrying sensors) do not count for this ability. Objects containing the Ozodrin’s soul bleed when struck. The soul may mentally communicate with any creature in contact with the image but is otherwise powerless.

    Distorted Mind (Ex): An ozodrin of 20th level or higher is capable warping its mind in a way that protects it from other influences. This can be done in two ways: by either portioning off a small part of its brain where the knowledge is (acting as an extraordinary schism) or by clearing its mind (acting as extraordinary mind blank). The ozodrin can switch between the two with one hour of mental focusing. The distortion effect also causes it to be able to hide more mundane truths from itself, essentially allowing the ozodrin to fool magical/psionic lie detection in addition to mundane methods of lie detection, since as far as everybody (ozodrin included) is concerned, it's technically not lying.
    An Ozodrin with this ability always receives the skill check benefits of the Twisted Mind class feature, even while suppressing it.
    Last edited by Magikeeper; 2014-05-14 at 06:51 PM.

  26. - Top - End - #1166
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    Default Re: Tooth and Tentacle [base class PEACH]

    FEATS. Most 1.0 feats will be repeated as-is, so I'm not going to re-note them here. But new feats and slightly altered ones are below.

    Feats
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    Farspawn (Aberrant)
    Your true nature is quite strong.
    Prerequisite: Aberration Blood, ability to use form points, Charisma 13
    Benefit: Your effective Ozodrin level is increased by two when calculating any ability based on it. This benefit can’t increase your effective Ozodrin level to higher than your hit dice, nor does it grant you access to class abilities you do not already have access to (it may grant access to higher-level augments, however).
    You gain an additional form point for each aberrant feat you possess.

    Darkspawn (Aberrant)
    The abnormalities of your aberration-tainted heritage grow more pronounced. Bone-like spikes jut out from your flesh.
    Prerequisite: Aberration Blood, one other aberrant feat.
    Benefit: You grow spikes. They count as fine sized armor spikes (but not as armor). You are considered to be proficient with them even if you are not proficient with actual armor spikes. They are considered to be a size category larger for every 3 aberrant feats you possess.
    Special: If you are an ozodrin, you gain early access to the Spike feature and any of its augments that are not restricted by level.

    Living Dungeon (Aberrant)
    The abnormalities of your aberration-tainted heritage warp your throat and stomach, disorienting those trapped within.
    Prerequisite: Aberration Blood, Swallow Whole special ability.
    Benefit: Any creature that tries to break free of your stomach via an opposed grapple check and fails is dazed for one round. If they succeed they are instead shaken for one round.
    The amount of damage needed to cut one’s way out of any of your stomachs increases by 2 for each aberrant feat you possess.
    Special: If you possess the primary stomach ozodrin class feature, you gain early access to the stomach feature and any of its augments that are not restricted by level.
    Note to Hanuman: I will eventually respond to your critique of this feat.

    Frantic Consumption (Aberrant)
    You feast like only an aberrant horror can.
    Prerequisite: Aberration Blood, Swallow Whole special ability.
    Benefit: Whenever you successfully grapple a foe you may immediately make a swallow whole attempt as a free action. Furthermore, you may now consume food as quickly as three hungry creatures of your type. You likewise require three times as much food as normal to avoid starvation.

    Claws that Catch (Aberrant)
    Your claws are warped with barbs and/or other bizarre features that aid in entrapping those who might otherwise run screaming from your presence.
    Prerequisite: Aberration Blood, Base attack bonus +4, possesses claws or the ability to form them.
    Benefit: You receive a +1 bonus to grapple checks for each claw you posses. Once per round, upon successfully hitting an opponent with a claw attack, you may immediately make a grapple check as a free action with a -10 penalty. If you succeed you grab the opponent with the attacking limb. (The opponent is considered to be grappled but you are not. You cannot use the limb for anything else while using it to hold an opponent). You may choose to instead conduct the grapple normally, but you still receive the -10 penalty.

    Biorupture Cannonade (Aberrant) (NEEDS A BETTER NAME)
    Prerequisite: Aberration Blood, Spike Feature, Throwing Spike Augment
    Benefit: Whenever you attack with a throwing spike you may pay 10 life, plus 2 life per size category of the spike above medium, to expel it with extreme force. Such a spike’s range increment is doubled. If the spike was at least gargantuan at the time of firing it counts as a siege weapon as well.
    ^ Had played around with some sort of siege augment, decided to make it a feat instead.

    Corrupting Land (Aberrant)
    You may shift your features to the ground and land around you.
    Prerequisite: Aberration Blood, Shifting Shape, Charisma 22
    Benefit: Your features are not limited to your body. You may move them to any place you can see, provided they are placed no farther from you than 5' per two aberrant feats you have. If you would move outside this range they immediately reform somewhere on your body. They may be attacked as if they were creatures using your stats and their size (unless they are spawn or puppets, in which case follow the normal rules for them.) and any damage dealt to them is dealt to you.
    Normal: You can only reposition features to other portions of your own body.
    Did I alter this one? Don't remember.

    Strange Energies (Aberrant)
    You may generate energies not normally possible.
    Prerequisite: Aberration Blood, 10 ranks in Knowledge(The Planes), Augment allowing a choice of energy for damage.
    Benefit: For any augment other than Enchanted X augments that allow the selection of an energy type for a damage dealing attack or ability, you may also select sonic, positive, negative, hellfire, or force in addition to the normal choices. However, if you do so, the damage dealt is reduced by 1 (to a minimum of 1), or in the case of force divided by 2 (minimum 1).
    Normal: You can only choose from the mentioned energy types.
    Note: Positive energy is actually damaging unless it notes otherwise. Which virtually every source of it does, but there are a few damaging spells that don’t.
    Might revert requirements back to their 1.0 version.

    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 automatically administer the contents of a spike to a willing individual within reach of your spike. Or within one range increment, if the spike is a throwing spike.
    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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    Regenerative Spike[EXCLUSIVE]☨: 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 your charisma modifier, the target gains 3 temporary hp each round. This hp lasts a number of minutes equal to your charisma modifier. The temporary HP stacks with itself, but not with any other source of temporary hp (including other doses of lesser regenerative).

    Enhancing Restorative[EXCLUSIVE] ☨: Additional cost 6
    Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. Choose a base stat (Str/Dex/Con/Int/Wis/Cha) when forming this feature. As a move action you may fill it with a dose of Enhancing 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 the chosen stat for a number of minutes equal to your charisma modifier.

    Rapid Restorative: Additional cost 3
    Requires Medicine Maker feat and Regenerative Spike: The restorative the spike can produce is quick acting. Each round counts as an additional round for the purposes of the restorative’s effects. This augment may be added multiple times to the same spike. Its effects stack.

    Great Enhancement: Additional cost 8
    Requires Medicine Maker feat and Enhancing Restorative : The restorative the spike can produce is more potent than usual. The stat bonus granted by the restorative increases by 2. This augment may be added multiple times to the same spike. Its effects stack. The cost of this augment doubles every time it is applied to the same restorative (8->16->32->64, etc).

    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. This augment may be added multiple times to the same spike. Its effects stack.

    Lasting Restorative: Additional cost 2
    Requires Medicine Maker feat and one of the ☨ Spike augments: The ozodrin’s effective charisma modifier is considered 1 higher than normal for the purposes of determining the restorative’s effects. This augment may be added multiple times to the same spike. Its effects stack.



    I also altered Hole in Time (no speeding up time).

  27. - Top - End - #1167
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    Default Re: Tooth and Tentacle [base class PEACH]

    I ask that you kindly make your own thread, with owrtho linking to it if necessary.

  28. - Top - End - #1168
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    Default Re: Tooth and Tentacle [base class PEACH]

    Quote Originally Posted by NineThePuma View Post
    I ask that you kindly make your own thread, with owrtho linking to it if necessary.
    Yeah, doing that next. I need a name for the thread though. :/

  29. - Top - End - #1169
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    Default Re: Tooth and Tentacle [base class PEACH]

    "The Ozodrin" is a perfectly valid thread title.

  30. - Top - End - #1170
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    Default Re: Tooth and Tentacle [base class PEACH]

    Quote Originally Posted by NineThePuma View Post
    "The Ozodrin" is a perfectly valid thread title.
    Well "The" might be a bit presumptuous, since besides this original, there is already one variant. Perhaps "Magikeeper's Ozodrin"?
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