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  1. - Top - End - #1
    Bugbear in the Playground
     
    Hanuman's Avatar

    Join Date
    Nov 2010
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    Vancouver BC Canada
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    Default Tooth and Tentacle Remix [3.P] [PEACH]

    Ozodrin


    Index


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    What Is An Ozodrin?
    Spoiler
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    True Ozodrin

    "Like a madman groping in a dark room
    Seek the light to burn away the gloom
    I’ve lost my mind but my feelings are true
    Everything I do, I offer to you

    Now I’ve found you
    We can make our own luck
    Devour me first, or I shall eat you up
    Come close your eyes, wake yourself from these dreams
    Reality is ripping at the seams"
    -

    [ Grooveshark Playlist ]

    [ Ozoi Gallery ] [ Ozodrin Gallery ]


    True Ozodrin is lovecraftian shapeshifter class based loosely on the Far Realms.

    Taking levels in Ozodrin represents a physical descent into viciousness and madness manifest, warping the mind in ways that logical or sane words cannot describe; and yet the original soul may remain true to the individual.


    Abilities: Charisma is an ozodrin's primary attribute, look the class over and see what options appeal to you before deciding other attributes.

    Role: An Ozodrin makes a great frontliner, but may be played as a ranged character or summoner.

    Background: The nature of transformation can come from many sources, it may be magical but is likely tied to the Far Realms.

    Organization: Ozodrin are almost always solitary.

    Alignment: Ozodrin tend towards Chaotic Neutral or Chaotic Evil, their nature makes relating to or having respect for life difficult at times.

    Races: Any race may become an Ozodrin, but it's more likely for easily corrupted races or races that dabble in planar cosmology or interact with the far realms specifically.

    Religion: Ozodrin tend towards concepts such as hunting, slaughter, aberrations, far realm, deception, freedom and madness.

    Other Classes: A subtle anxiety is present around other classes, ozodrins are easily misunderstood as evil or unstable.

    Adaptation: Ozodrin work best in campaigns with a more grey moraity scale and with less focus on righteousness.

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    How does an Ozodrin manipulate her form?: True Ozodrin are amorphous creatures that hide within solid or contained forms, they embody spacial anomalies both inside and outside, creating extra-dimensional spaces, folding space for teleportation and distorting space to create her guise and otherwise containing her potential.

    What is the nature of an Ozodrin's abilities?: True Ozodrin use a broad combination of sources to create their effects, they are innately magical, psionic and are capable of consuming a creature's "vitality" itself. Ozodrin also make use of stranger powers from the far realms, ley lines of the universe that have been forgotten, rivers of energy flowing from the past and future, dormant energy in their bodies or the bodies they have consumed and otherwise being a snare or sinkhole for the cosmic ebb and flow that creatures do not notice, including perhaps the Ozodrin.

    Is the Ozodrin an Aberration?: True Ozodrin are flavored in an aberrant way, but an Ozodrin's nature is an internal discovery or choice for the Ozodrin to make for herself.

    What existing characters or concepts are relevant to the Ozodrin?: Ozodrin is based on the images of Ozoi, a Nijuira Maid, her powers and physics are directly related to this character. Additionally the Ozodrin draws inspiration from the Homunculi in Full Metal Alchemist, primarily Gluttony and Pride (spoilers), it also draws inspiration from HP Lovecraft's Shoggoths, Hellsing's Alucard, Nico Robin's Hana Hana no Mi ability from One Piece, Skullgirl's Double, and various other shapeshifters and horror influences.
    Mechanically Ozodrin are derived from the Limit Freak class and during the remix they also took mechanics from Selinia's minion management system and make good use of the aegis' Aberrant archetype for conceptual balance points and worth equivalencies.

    More to come



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    Updates
    The Workshop section is now fleshed out, it will show the most immediate projects being worked on and updates in real time.

    Changes Made from Owrtho's Ozodrin:


    Spoiler: Implemented as of Dec 16 2013, see later posts for more changes.
    Show
    • 3.5 Core -> Pathfinder Core
    • EVERYTHING reformatted, cleaned, paraphrased and made more concise.
    • Features have a maximum features/level cap to balance and round the class out.
    • Manifest Form, Form Points and Feature Class features combined into a single Manifest (Ex)
    • The duration of the shaken effect post-combat has been made DM-Subjective.
    • The number of features the ozodrin is able to change is now based on FP, not feature amount.
    • Added a natural attacks sidebar, detailing how natural attacks work and how the ozodrin differs from normal.
    • Added the Organ feature, replacing the Flesh and Special Eye feature and taking on other feature's augments such as the Spit special attack.
    • Core features (Eyes, Mouth, Tentacles, Limb and Organ) are granted one at a time from levels 1 to 5, but may be purchased with feats to gain more sooner.
    • Puppet feature and Lure Trap have been merged into one feature.
    • Spike, Fin, Stomach, Puppet and Spawn are all readily available as feats, granted earlier.
    • Aberrant Affinity has been changed to also reduce the effectiveness of aberrant feat stacking, instead it encourages off-optimized attribute arrays and will be further encouraged with a feat for those who like passive strength.
    • Menacing demeanor has been changed to Unnerving Grace now adds an additional bonus to Diplomacy checks.
    • Added a grappling sidebar image.
    • Both primary stomach and Swallow Whole have been radically simplified in favor of complicating them with augments later.
    • Hiding within strange movement has been changed to more easily allow the ozodrin to get around unnoticed, enhancing puppet play as if it were the character itself.
    • The bonus to escape artist checks has been removed from Strange Anatomy, in favor of an optional rule allowing ozodrin to potentially avoid being targeted as if they were a living being.
    • Jaws That Bite has been removed.
    • Strange Physiology has been added.
    • Twisted Mind now has a potent single target illusion effect, the wisdom damage has been made into a flat number and the insanity effect has been replaced with sanity damage.
    • Budding Body (Ex) The main rules have been moved to the tentacle feature, this also allows limbs to carry features in case an ozodrin is using extra long limbs.
    • Rapid form's feature cap has been changed to FP.
    • Otherworldly guise simplified and redirected to new puppet rules.
    • Horror changed to Infinite Horror, allowing a similar gain to FP within levels 19-23 but accelerating afterwards (just incase the ozodrin wanted to be a god).
    • Distorted mind changed to be more of a concept, it allows the player perfect control over the same effect.
    • Many features have their stacking passive bonuses removed or toned down and replaced with lump bonuses from the Many augment.
    • Furthermore, an ozodrin can choose the Strike augment to add extra attacks with the same feature if she wishes.
    • Many many changes to features and augments, creating more balanced play and simpler bookkeeping.
    • The Spawn feature has been COMPLETELY changed, it now allows early level multiple summons at the same time, these are highly simplified and easy to keep track of.
    • Spike's default has been fundamentally changed, it also has the noteworthy Impale augment which allows the ozodrin to pin a creature and exit the grappled condition without swallowing it.
    • Puppet has been radically changed.
    • Tentacle object manipulation has been changed to a standard action.
    • The Ozodrin has been lined up with several Archetypes (Alternative Class Feature Options), this will allow radically different ways of play, such as psionic grappling with a creature's mind, features made of non-organic matter (machine, tether), adventuretime's Jake The Dog, and many more.



    Spoiler: Ratio Remake AKA Ozodrin Version 2.1 (April 18 2014)
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    Ratio Remake (Ozodrin Version 2.1)


    Important Changes


    Form Point Ratio

    Spoiler: Form Point Ratio
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    Highly reduced math and bookkeeping.


    • Form Point Per Level Gain changed from 3FP to 1FP.
    • Bonus FP changed from [+1FP/ChaMod and +1FP/Ab.Feat] to [+(3:1)FP/2ChaMod]
    • Features and Augments adjusted and uniformed to cost 1FP each under the new ratio.


    Rationale
    This new balance gives incentive to high charisma ozodrins, and reduces optimization with aberrant feats.
    It also makes FP dumping a non-issue, as there is no excess to be had.
    It's now easier to gain maximum FP balance range but it does not require the previous complications of feat stacking and archetype funneling.



    Organ Casting

    Spoiler: Organ Casting
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    The Bio system was intended to be a small utility and an overcharge, Organ Casting will replace that intention by introducting a modular and variable ability to cast limited spells.

    • "Bio" Pool has been removed.
    • Casting will first use the ozodrin's Strange Movement and when that runs out it will consume the ozodrin's hitpoints.
    • Most organ augments and all bio effects have been removed.
    • Each organ bought will improve the ozodrin's hitpoints by +3.
    • Each organ grants 1 spell, chosen from a list of spells. Spells and domains can be unlocked further with feats, and other such things.
    • Consuming a freshly slain corpse now regains 1HP per Hit Die of the creature, granting a scaling sustain mechanic to balance HP casting.
    • Spells used by the ozodrin are very limited, with a maximum spell level of 6 and range and target limitations to narrow the utility potential.


    Rationale
    Because the ozodrin now runs on hitpoints rather than Bio it has highly improved utility at the cost of a more risky combat experience. Fast healing and other sources of infinite healing potential grant amazing utility options to the ozodrin out of combat.



    Fin Remake

    Spoiler: Fin Remake
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    I've done an overhaul on fin and it's working really well now.

    • Fin augment has been changed to grant +6 to swim. (Changing the ozodrin's profile to become more aquatic.)
    • Augment to give the ozodrin a swim speed equal to it's land speed.
    • Augment to give the ozodrin Sky Swim nonmagically.


    Rationale
    "Fin" grants a general physical profile, one feature is enough to give as many fins or aquatic looking things to the ozodrin as she wishes, granting a cheap aesthetic flavoring.
    The options to gain fly and swim are now cheaper to gain the minimal A to B effect.
    Because of the way that these augments are worded it grants the DM the ability to resolve flight either by reflex save or fly checks, and it grants perfect maneuverability which takes a lot of the pain out of aerial combat.


    Smaller Changes


    A few of the countless changes:

    Spoiler: Change List
    Show

    Some of the class feature changes:
    • Some class feature names have changed.
    • Aberration type has been removed, opening the ozodrin's flavor options a bit.
    • Primary Stomach has been changed to Portable Hole physics.
    • Ozodrin bonus feats have been switched to the Unlock system.
    • Twisted Mind now allows the ozodrin to grapple with gaze attacks.
    • Sinister Image now has increased flavor options utilizing Enter Image.
    • Infinite Horror replaced by Awakening, solving the unitilized FP issue and adding a tonne of flavor.
    • "Super lying" removed and replaced by Unspeakable Presence, and while this does not have the same flavor potential it better advances the twisted mind intention at an appropriate level.



    Feature/Augment Changes:
    Honestly there are too many to make it worth listing, please take a look.




    Changelog:

    June 23 2010: Owrtho's Ozodrin Posted
    July 23 2012: Owrtho's Ozodrin Discontinued
    Dec 16 2013: Ozodrin Remix Posted - Thanks to Draken and NecroticPlague for endless feedback!
    Apr 18 2014: Ratio Remake (Ozo 2.1) Posted - Thanks to Draken and Magikeeper for the constant feedback! Seriously!
    June 01 2014: Ozodrin 2.2 Posted - Thanks everyone offline, especially Qazzquimby for the relentless torrent of feedback!
    Sept 19 2014: Ozodrin 2.3 Posted - Thanks Jiopaba, Draken, Milo, Zale, Necroticplague, Qazzquimby, Quarian Rex, Spike, Maroko, Dr. Orpheus and the rest of the offline team!

    Readers are free to use and edit this material as long as credits are provided and this class/Owrtho's class are linked.
    Last edited by Hanuman; 2014-10-08 at 10:42 PM.

  2. - Top - End - #2
    Bugbear in the Playground
     
    Hanuman's Avatar

    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
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    Default Game Rules

    Game Rules

    Level BAB Fort Save Ref Save Will Save Special
    1st +0 +0 +0 +2 Manifest, Features, Nightmare, Unlock, Unnerving Grace
    2nd +1 +0 +0 +3 Devour, Primary stomach
    3rd +2 +1 +1 +3 Strange Anatomy
    4th +3 +1 +1 +4 Bizarre Grappler
    5th +3 +1 +1 +4 Unearthly Power
    6th +4 +2 +2 +5 Unlock
    7th +5 +2 +2 +5 Strange Movement
    8th +6/+1 +2 +2 +6 Swallow Whole
    9th +6/+1 +3 +3 +6 Budding Body
    10th +7/+2 +3 +3 +7 Anomalism, Strange Physiology
    11th +8/+3 +3 +3 +7 Twisted Mind
    12th +9/+4 +4 +4 +8 Uncertain Shape
    13th +9/+4 +4 +4 +8 Unlock
    14th +10/+5 +4 +4 +9 Rapid Form
    15th +11/+6/+1 +5 +5 +9 Unlock
    16th +12/+7/+2 +5 +5 +10 Otherworldly Guise
    17th +12/+7/+2 +5 +5 +10 Naught Morality
    18th +13/+8/+3 +6 +6 +11 Flowing Shape
    19th +14/+9/+4 +6 +6 +11 Sinister Image
    20th +15/+10/+5 +6 +6 +12 Awakening, Unspeakable Presence


    Class Benefits
    Spoiler
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    Hit Die: D8

    Starting Gold: 3d4x10 (75gp)

    Skillpoints: 4


    Class Skills:
    • Acrobatics (Dex)
    • Bluff (Cha)
    • Climb (Str)
    • Craft (Int)
    • Disguise (Cha)
    • Escape Artist (Dex)
    • Intimidate (Cha)
    • Knowledge (dungeoneering) (Int)
    • Knowledge (the planes) (Int)
    • Perception (Wis)
    • Stealth (Dex)
    • Survival (Wis)
    • Swim (Str)


    Becoming an Ozodrin only grants you proficiency with armor or weapons created by Ozodrin Class Features, Aberrant Feats, Ozodrin Spells, and weapon abilities otherwise introduced with the class and it's directly associated homebrew.




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    2.1 Class Features

    Manifest (Ex) ι 1 ι You are a disguise for an ever-changing terror within.

    When a creature becomes an ozodrin all they held previously becomes a form known as a "Guise", this is a disguise that contains her true self.
    An ozodrin's true self however can be reformed and enhanced by using a pool of "Form Points" to create "Features".

    • As a swift action, an ozodrin may Manifest its true nature, revealing all of it's features and as a swift action can switch back again.
    • When manifesting her true form all creatures the ozodrin wants to affect that have a line of sight to her must make a Will save (DC 10 + 1/2 class level + Charisma modifier) or become Shaken until the end of the encounter or longer at the DM's discretion.
    • If a creature succeeds their save against the ozodrin's Manifest they become immune to it for 24 hours.
    • An ozodrin may choose to suppress any visual effects of feats, bloodlines or features, doing so also disables it's mechanical effect.


    Features (Ex) ι 1 ι You may change your physical components.
    • You may add or remove features and augments to your true form only when in your guise.
    • The ozodrin gains a list of features, by default an ozodrin may use the Eye, Mouth, Tentacle, Limb and Organ features.
    • All non-epic features and augments cost 1 Form Point each.
    • Adding Features or Augments may be done as either a Standard or Move Action once per round, adding up to 1 + 1/4 Total FP.
    • Removing Features/Augments is a physical Free Action, effects and conditions that disable all your physical actions also disable your ability to remove features.


    Form Points [Class Level + 1/2 Charisma Modifier]
    • An ozodrin has a number of form points equal to it's ozodrin class level plus half it's Charisma modifier rounded down.
    • Form points spent on features and their augments are regained when those features are removed.
    • Ozodrin that are racially larger than medium gain a bonus to FP equal to it's special size modifier.


    Natural Attacks Sidebar
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    The ozodrin uses the following rules for Natural Attacks:



    Natural Attacks follow special rules for an Ozodrin:
    • An ozodrin cannot make more attacks with its natural attacks granted by features per round than half the sum of its class level + its Charisma modifier.
    • If a feature grants a natural attack that is considered Primary on this table she may always treat it as Primary.
    • Tentacles are always considered Primary for the ozodrin.
    • If the ozodrin has natural attacks from sources other than its Ozodrin class levels, she may choose to use natural attacks from that source as primary natural attacks instead.
    • If an ozodrin makes natural attacks and attacks with a weapon, the natural attacks are considered secondary.
    • All of your natural weapons may be treated as any other type of natural weapon for the purposes of being effected by beneficial spells or powers.


    How Natural Weapons Make Multiple Attacks By KRyan
    Spoiler
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    Quote Originally Posted by https://rpg.stackexchange.com/questions/22047/how-do-multiple-attacks-with-natural-weapons-work
    You almost always need a Full-round Action to take multiple attacks
    Natural Weapons are not an exception


    As a standard action, you can use any of your natural weapons to make a single attack. You cannot make attacks with multiple natural weapons, not even paired weapons like claws. If a weapon is “secondary” (it will say so in its description), it makes the attack at −5 even if it’s you’re only attack.

    As a full-round action, you may attack once with each weapon. Only one weapon or pair of weapons can be “primary;” even if you have more than one weapon or pair of weapons that claim to be “primary” in their description, you must pick one or one pair to be primary, and all others are secondary. Secondary natural weapon attacks are taken at a −5 penalty.

    This means your attack routine with two claws (primary pair) and a tail attack (secondary) is +0/+0/−5 at BAB +0.

    There are some (rare) ways to attack more than once as a standard action, and some of them are compatible with natural weapons. These will explicitly state this exception to the usual, however.

    Natural Weapons and Manufactured Weapons use totally separate rules

    Natural weapons never receive iterative attacks, and there are no cumulative −5 penalties, only a single −5 penalty applied to all secondary natural attacks. If you have the Multiattack feat, all secondary natural weapons attack at a −2 penalty instead of a −5 penalty.

    None of the rules about manufactured weapon attacks (iteratives, two-weapon fighting, Flurry of Blows, etc.) apply to natural weapons.

    Thus at BAB +20, that same pair of primary claws and secondary tail slap attacks at +20/+20/+15, or +20/+20/+18 with Multiattack. If you added a pair of secondary Tentacle attacks, that would be +20/+20/+15/+15/+15 without Multiattack, or +20/+20/+18/+18/+18 with.

    Unless otherwise specified by the natural weapon, primary natural weapons add your Strength modifier to damage, while secondary natural weapons add half your Strength modifier to damage.

    You can mix manufactured weapons and natural weapons.

    When you do so, you gain all your normal manufactured-weapon attacks (including iteratives), plus any natural weapons you have, each as a secondary weapon, with the caveat that you cannot use any natural weapons that are being use to hold a manufactured weapon. I.e. if you hold your sword in one hand and attack with it, you cannot use the Claw attack from that hand. If you instead two-hand a Great Axe, then you cannot use either Claw attack.

    When you do this, you can mix natural weapons with full-attacks that use the two-weapon fighting combat option or Flurry of Blows class feature.

    Example: Longsword, pair of claws, and tail slap

    Thus if you had a Longsword, a pair of Claws, and a Tail Slap, your attack routine would be +0/−5/−5 (sword, claw, tail) for BAB +0. Multiattack improves this to +0/−2/−2. At BAB +20, it’s instead +20/+15/+10/+5/+15/+15 (sword, sword, sword, sword, claw, tail) or +20/+15/+10/+5/+18/+18 if you have Multiattack.

    Same character with dual kukris and the Two-Weapon Fighting feat

    If you instead have the Two-Weapon Fighting feat, and use that option with a pair of light weapons (call it a pair of Kukris), you attack at −2/−2/−7 (kukri, kukri, tail), since both hands with Claws are being used to attack with Kukris, and the Tail is always secondary when used with manufactured weapons (hence another −5 on top of the −2 from Two-Weapon Fighting). The Multiattack feat would reduce the penalty, so the tail would be at −4 (+3 attack for one out of three attacks is not a great use of a feat, but just for completion’s sake).

    At BAB +15 and with the Improved and Greater Two-Weapon Fighting feats, you get +13/+13/+8/+8/+3/+3/+8 (left kukri, right kukri, left kukri (2nd), right kukri (2nd), left kukri (3rd), right kukri (3rd), tail).

    Order of attacks is always up to you

    Attacks are usually listed from highest bonus to lowest, but you are not actually required to use them in that order. Most of the time people do just because it’s easier to keep track, but especially for natural weapons you might want to use those first (particularly if they have an innate poison or something).


    How Fighting With Natural Weapons Works By Solo
    Spoiler
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    Quote Originally Posted by http://brilliantgameologists.com/boards/index.php?topic=10994.0
    Main hand weapons are weapons you get your iterative attacks with. This is NOT required to be a single weapon. You could make main hand attacks with 3 different weapons, so long as you have enough BAB to make 3 attacks. Main hand attacks typically get 1x +str, unless you wield them in both hands. Note: You don't actually have to wield a weapon in any hands, provided its description allows it.

    Offhand weapons are weapons who's attacks are derived from the two weapon fighting (henceforth to be referred to as TWFing) combat option, or through the higher tier TWFing feats. You don't need TWFing to TWF, but it helps reduce the penalties. You DO need Improved TWF and Greater TWF to make more than one offhand attack. All offhand attacks have to be with the same weapon, and it can't be with any weapon you used as part of your iterative attacks. Offhand attacks only ever recieve .5x +str damage, regardless of how many hands you wield them with. If you aren't TWFing, you don't have an offhand.

    Primary natural attacks are a creature's main mode of attack. This is typically an attack with either the highest damage, or a combat ability such as Improved Grab. Its also typically the attack a creature makes AoOs and standard action attacks with. Primary natural attacks almost always get 1x Str, although some creatures, especially those with only a single natural weapon, may get 1.5x. There is no hard rule for this though, so consult a stat block for more details. In the presence of a weapon capable of making iteratives (manufactured weapon or UAS), all primary weapons are converted to secondary natural weapons. A natural attack that is full (such as carrying gear or a manufactured weapon) can not make attacks.

    Secondary natural attacks are a creature's alternate modes of attack. During a full attack, each other natural weapon the creature possesses may make 1 attack at -5 from highest AB (-2 with Multiattack). Secondary natural weapons always only receive .5x+Str regardless of whether or not they dealt 1x or 1.5x as primary weapons. A natural attack that is full (such as carrying gear or a manufactured weapon) can not make attacks.



    Unnerving Grace (Ex) ι 1 ι You inspire abstract beauty as well as subtle anxiety.
    • You gain a bonus to both intimidate and diplomacy checks equal to half your ozodrin levels.


    Nightmare (Ex) ι 1 ι You can feel yourself becoming a monster.
    • As a Free Action while in your Guise you may change the color, texture and physique of your True Form.
    • Gain the Shapechanger subtype.
    • Gain a bonus to will saves against fear effects equal to your class level.


    Unlock (Ex) ι 1/6/13/15 ι Choose your destiny.
    • Gain one unlock. Every time you gain an Unlock you may choose between one option listed in Unlocks.
    • You may spend a feat to gain one Unlock.


    Devour (Ex) ι 2 ι Viciously consume pinned foes.
    • When using bite attacks on a pinned opponent you may ignore the attack roll penalty, the limitation on weapon number, and the limitation on attacking that all arise from pinning an opponent.
    • Whenever you successfully bite a pinned opponent you may deal 1 point of con damage and regain 2 hitpoints, this option replaces your bite damage.
    • Whenever you consume a freshly slain corpse you gain 1HP per hit die of the creature.


    Grappling Sidebar
    Spoiler
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    When playing an ozodrin please reference the Pathfinder (aka DnD3.75e) Grapple Rules, the Grappled Condition and the Pinned Condition.


    Full Size Chart


    Primary Stomach (Ex) ι 2 ι Your stomach is a living plane.
    • An ozodrin's stomach functions as an extra-dimensional space. Any or all of an ozodrin's mouths can be considered an opening.
    • Ozodrin's primary stomachs are 20' long per level whether this be a cube or sphere and whenever the ozodrin enters it's guise the oxygen is cut off.
    • The stomach is never significantly larger than its contents; it shrinks to minimize empty space. Creatures inside your stomach are considered to have the Grappled condition.
    • An ozodrin must put an eye inside her stomach to see creatures inside. Creatures touching walls gain only partial concealment.
    • An ozodrin's stomachs counts as separate from her body and have their own AC, DR and Resistances but she may add any feature to it as if it were her body.
    • A primary stomach may be augmented with the Stomach feature augments or the Hide, Iron Flesh or Elemental Organ feature augments.
    • Any object holding a semiplane or extradimensional space put into the ozodrin's stomach takes on the physics of a secondary stomach, but it may not be augmented.
    • Objects, including ones that hold extradimensional spaces may be retrieved from your primary stomach as a Full-Round action.


    Strange Anatomy (Ex) ι 3 ι Your body no longer works like it used to.
    • Gain a 5% chance per ozodrin level to ignore [Critical Hits / Sneak Attacks], [Effects that target your Anatomy (Decapitation, Bone Subsumption, Blood Drain, Ect)], and [Falling Damage], roll to determine upon each instance or attack.
    • Ignore size requirements for gaining feats but only gain their benefits when the size requirements are met.
    • All of your natural weapons may be treated as any other type of natural weapon for the purposes of qualifying for beneficial spells or powers.


    Bizarre Grappler (Ex) ι 4 ι You are adept at grappling with creatures of any size.
    • You gain the Improved Grapple and Snatch feats, even if you do not have the prerequisites.
    • If you already had Improved Grapple, you instead gain a bonus Aberrant feat.
    • If you already had Snatch, you instead gain a +2 untyped bonus to grapple checks.
    • Your Snatch feat works regardless of your size for attacks made against creatures smaller than you.
    • Additionally, you may use Tentacle, Wing, Pincer, Talon and Pseudopodia attacks as if they were Claw attacks for the purposes of the Snatch feat.
    • You ignore your negative size modifiers to grapple checks.


    Unearthly Power (Ex) ι 5 ι Your body holds an eldrich strength.
    • Natural weapons granted by your features gain an enchantment bonus to attack rolls equal to 1/2 your class level.
    • For the purposes of bypassing damage reduction your natural weapons count as magic weapons attuned to your alignment, and at level 15 bypass any damage reduction that has a weakness, including Epic.


    Strange Movement (Ex) ι 7 ι You may disappear one place and re-appear another.
    • As a standard action you may non-magically teleport to a location you can see when in your true form.
      The total distance you can move with Strange Movement per day is equal to [5' Per Level], you may split this distance up however you want.
    • If you try to teleport to a location already occupied by a solid object or creature, you are shunted automatically to the nearest open space. This uses Strange Movement distance as normal, and deals 1d4 damage per 5' beyond your daily limit.
    • At level 10: Effects that block teleportation do not prevent strange movement.
    • When teleporting you may choose to disappear into an extra-dimensional space, using of 5' of movement per round you remain there.


    Swallow Whole (Ex) ι 8 ι You may consume a creature of any size.
    • You gain the Swallow Whole special attack, following these rules:
    • To swallow a creature you must be larger than it.
    • Your stomach walls gains a bonus to AC equal to your charisma modifier.
    • In order to create an opening for escape damage must be dealt equal to [ 5 * Ozodrin Level * Creature's Special Size Modifier ], these wounds close 1d4 rounds after no damage is dealt to the stomach.
    • A creature may choose to escape by climbing out, this requires two successful opposed grapple checks using the creature's CMD and then a DC20 climb check.


    Budding Body (Ex) ι 9 ι Your tentacles may blossom into features.
    • You may put features on Tentacles and True Limbs.
    • Any one Tentacle or True Limb can have up to 1/3 your level in form points of features and augments.


    Anomalism (Ex) ι 10 ι What you truly are becomes vague.
    • You may Add or Remove your features while in your True Form.
    • Gain the ability to change your creature type as a free action, you may also have no creature type.
    • Changing your creature type does not make any changes except how you are detected and identified as that type.
    • You may consider yourself your previous types for meeting requisites.
    • Gain the ability to navigate and survive in subjective gravity, non-linear time and non-euclidean space.
    • Gain an additional 60' of darkvision.
    • You no longer age.


    Strange Physiology (Ex) ι 10 ι Your physiology no longer works the same.
    • You become immune to all Afflictions except curses.
    • You may digest any mundane object.
    • You become immune to the effects of heal checks.


    Twisted Mind (Ex) ι 11 ι Your mind becomes a living nightmare.
    • You gain an aberrant bonus to bluff checks equal to half your ozodrin level.
    • Creatures who willingly attempt to mentally connect to you take wisdom damage equal to 1/6th your level, healing at a rate of 1/day.
    • You may now initiate a grapple with a gaze attack, using the gaze as if it were somehow connected to the opposing creature. You may also use your gaze to Drag a creature.
    • You gain immunity to fear effects.


    Uncertain Shape (Ex) ι 12 ι Your body becomes a spacial distortion.
    • You gain a bonus to Acrobatics, Climb, Disguise and Perform checks equal to half your ozodrin level.
    • As an immediate action you may interfere with an observer's ability to discern your identity, this counts as a disguise check against an observer's perception check. An observer failing this perception check causes her to not see and/or recall the exact details of the ozodrin, though the observer does retain generalized observations.
    • You may fool any divinitation or clairsentience effects for the first round they observe you, making the effect seem uneventful and providing no contextual or mechanical advantage.
    • You are considered to have the Greater Grapple feat even if you don't meet the prerequisites.


    Rapid Form (Ex) ι 14 ι Your ability to change your body becomes faster and easier.
    • While resting for 8 hours you may devise a number of "Quick Forms" equal to your [Charisma modifier].
    • To construct a Quick Form choose an assortment of features and augments that have a total cost of equal or less than 1/2 your total FP.
    • As a Move Action you may add all of the features and augments of your Quick Form to your true form, any feature or augment in excess of your form point limit or that does not have it's prerequisite met is not added.


    Otherworldly Guise (Ex) ι 16 ι Your Guise can be just as strange.

    • As a full round action you may add or remove features and augments from your Guise.


    Beyond Morality (Ex) ι 17 ι Your morality transcends the material plane.



    Flowing Shape (Ex) ι 18 ι Your body becomes stranger still.
    • You become immune to precision damage such as critical hits or sneak attack.
    • You gain a nonmagical Permeable Form effect that you may use at-will.
    • At any time you may choose whether your true form appears to be made up of a liquid, solid or gas.
    • While performing a Full-Defense the chance to ignore damage increases to 100%.


    Sinister Image (Ex) ι 19 ι Any depiction of you becomes you.
    • You are able to discern the location of any depiction made of you, this includes magical depictions such as a scry of it, illusions, ect.
    • You may move any of your features onto your image using the Shifting augment.
    • If the depiction is magical in nature and does not have an actual image the feature can be placed 5' from the source.
    • Depictions are qualified by the intent of depicting you, not by the circumstance of likeness.
    • Furthermore, you may use a non-magical Enter Image effect at will with any of your qualified depictions and does not require concentration. Entering a depiction with your consciousness does not cause your shifting features to become helpless.


    Awakening (Ex) ι 20 ι Transcend mortality.

    • Gain the Great Old One subtype, gaining the benefits of the subtype except for Mythic (Su).


    Unspeakable Presence (Su) ι 20 ι You are not meant to be seen.
    • When in your guise you suppress this ability.
    • Failing a will save causes a creature to momentarily mentally connect to you, triggering your subtype's Insanity (Ex) ability.
    • You may exempt creatures from being effected by your Unspeakable Presence ability whenever you wish.
    Last edited by Hanuman; 2015-04-18 at 12:09 AM.

  3. - Top - End - #3
    Bugbear in the Playground
     
    Hanuman's Avatar

    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male

    Default Core Features

    Core Features

    Spoiler
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    Eye
    Appearance
    The eye feature usually looks like multiple strange looking eyes on various parts of the ozodrin's body or hair.
    Benefits
    Gain all-around vision.
    Special
    Having the Eye feature on your natural body or a feature allows you to see from it and look around corners while maintaining cover.

    Augment Benefit Requires Maximum
    Darkvision +60' DV Eye Once
    Perceptive +4 Perception Eye 1 + 1/3Levels
    Hardened +1NAC, +1Dmg Eye Once / Feature
    Watchful +1 Perc/Ref/AC Eye 1/3 Levels
    Insightful +10' See Invisible Eye 1/Level
    Warning +4 Initiative Eye 1 + 1/4Levels
    Precise Weapon Finesse +1 Eye Once
    Spirit Aura Sight Eye, Level 8 Once
    Shifting Move Feature Level 17 Once / Feature

    Spoiler: Augment List
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    Darkvision Eye
    Grants your eyes 60' of Darkvision.

    Perceptive Eye
    Grants an eye a +4 bonus to visual perception checks which stacks with other bonuses.

    Hardened
    • Gain an additional +1 Natural Armor.
    • Putting a Hardened Eye on a feature grants all of it's natural attacks +1 damage.


    Watchful Eye
    You gain a +1 bonus to visual perception checks, to dodge AC, and reflex saves.

    Insightful
    Your eyes gain the ability to see invisible creatures within 10', you may apply this augment multiple times adding an additional +10' of sight.

    Warning
    You gain +4 to initiative checks.

    Precise
    For the purposes of wielding manufactured weapons you are considered to have weapon finesse and +1 to attack rolls.

    Spirit
    Your eyes may see auras as if you were effected by the Aura Sight power.

    Shifting
    As a move action you may move this feature from it's current location to anywhere else it could otherwise be placed.


    Mouth
    Appearance
    The mouth feature appears to be a mouth somewhere on the hair or body, it may contain a throat leading to the ozodrin's stomach even if it would appear impossible.
    Benefits
    You gain a mouth with a Small Bite Attack [1D4 S/B/P Damage]. Your mouth must be in the same square as a creature to attack it.
    Special
    An ozodrin can add augments to increase the size of a mouth when the mouth is already formed.

    Augment Benefit Requires Maximum
    Small +2FP, Lose Bite Mouth Once
    Large +2 Damage, +1 Size Mouth 1 + 1/4 Levels
    Long +5' Reach Mouth 1/Level
    Hooked Bleeding1, +1CMB Mouth 1/4 Levels
    Deceptive +4 Speech Disguise Mouth 1/4 Levels
    Many +1 Attack, +1Grap Dmg Mouth Once
    Strike Additional Bite Many Mouth 1/4 Levels
    Air Tasting Gain Scent Mouth Once
    Trail Tasting +6 Survival (Track) Scent 1/4 Levels
    Razor Teeth +1 Devour Damage Devour 1/4 Levels
    Enchanted Magic Bite Unearthly Power Once / Feature
    Shifting Move Feature Level 17 Once / Feature

    Spoiler: Augment List
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    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.


    Large
    Your mouth feature's damage increases by +2.
    You are considered one size larger when attempting to use the Snatch feat or Swallow Whole class feature with your mouth feature.

    Long
    Your mouth becomes 5' longer.

    Hooked
    Your mouth feature gains Bleeding1 on it's damage.
    After biting or devouring an opponent you gain a +1CMB for 1 round.

    Deceptive
    This mouth can attempt to imitate another's speech with a +4 bonus to bluff, disguise, Perform [Sing] or Perform [Act].

    Many Mouth
    Your mouth changes to appear as if it were many mouths, giving you a +1 to bite attacks with it and dealing 1 slashing/piercing/bludgeoning damage per round you grapple with a creature.

    Strike
    Gain a bite attack, as if your base mouth feature granted one.

    Air Tasting
    Gain Scent.

    Trail Taste
    Gain a +6 bonus to tracking with survival.

    Razor Teeth
    When devouring gain +1 to your constitution damage.

    Enchanted
    • Trade your Unearthly Power (Ex)'s enchanted bonus for one or more other enchantments of equivalent worth.
    • The total bonus you may trade is up to 1/3 your class level rounded down minus one.
    • Your feature gains that enchantment and the FP cost for this augment becomes double that bonus.
    • The save DC for the enchantment's effects are equal to 8 + [1/2 Ozodrin Level] + [Charisma Modifier]


    Shifting
    As a move action you may move this feature from it's current location to anywhere else it could otherwise be placed.


    Tentacle
    Appearance
    A tentacle feature is a tentacle-like bodypart, it can look like a squid or octopus tentacle but it can have stranger appearances like being comprised of hair.
    Benefits
    You gain a tentacle with a Medium Tentacle Attack [1D4 Bludgeoning Damage].
    Special
    Tentacles may carry objects but may not wield weapons.Manipulating Items takes a Standard Action instead of a Move Action and cannot make fine movements that would require fingers or any Dexterity Skill.

    Augment Benefit Requires Maximum
    Small +2FP, Lose Benefits Tentacle Once
    Large +2 Damage, +1 Size Tentacle 1 + 1/4 Levels
    Tail +4 Acrobatics Tentacle 1 + 1/4 Levels
    Serrated Bleeding1, ConfirmCrit1 Tentacle 1/4 Levels
    Barbed 1+1/10'Grap, +1D4 Release Tentacle Once
    Many +1CMB/+1CMD Tentacle Once
    Strike Additional Attack Many Tentacle 1/4 Levels
    Long +5' Reach Tentacle 1/Level
    Coiling Drag, Constrict Long Tentacle Once
    Blunt Add Mouth or Eye Tentacle Once / Tentacle
    Budding Object Use, Weapons -2 Tentacle Once / Feature
    Traveling 5' Strange Move Tentacle Once / Feature
    Enchanted Magic Tentacle Unearthly Power Once / Feature
    Shifting Move Feature Level 17 Once / Feature

    Spoiler: Augment List
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    Small
    • Your tentacle feature no longer grants a tentacle attack and cannot manipulate or carry items.
    • You may make a feature with this augment appear smaller than it really is at-will.
    • Gain 2 Form Points.


    Large
    Your tentacle feature's damage increases by +2.
    You are considered one size larger when attempting to use the Snatch feat with your tentacle feature.

    Tail
    Your tentacle doubles as a tail granting you +4 to acrobatics checks.

    Serrated
    • Your tentacle gains Bleeding1 and +1 to confirming critical hits.
    • You may treat this tentacle's damage as slashing whenever you choose.


    Barbed
    • Gain a +1 bonus to grapple and an additional +1 bonus to a single grapple for every 10' the tentacle reaches beyond the target.
    • When a creature manages to escape from a maintained grapple they take 1d4 piercing damage.
    • You may treat this tentacle's damage as piercing whenever you choose.


    Many Tentacle
    You gain a +1 to your CMB to creatures within your tentacle range.

    Strike
    Gain a tentacle attack, as if your base tentacle feature granted one.

    Long
    Your tentacle becomes 5' longer.

    Coiling
    Instead of your regular grapple damage you may drag your foe as if you had the greater drag feat, but you may move the opponent closer to you (all the way to on your square) without having to move backwards.
    Your tentacle gains a constrict special attack, 1d6 bludgeoning damage for a medium tentacle.

    Blunt
    Blunt Tentacles are not capable of making Tentacle Attacks.
    This tentacle can hold an Eye Feature, allowing you to see from the tentacle's perspective.
    This tentacle can hold a Mouth Feature on a tentacle without the Small Augment, allowing the tentacle to bite/devour at a distance of it's total length.

    Budding
    This tentacle may carry and manipulate objects at the same dexterity as a hand, gaining a bonus to Slight of Hand check equal to your Charisma Modifier and it may wield light weapons with a -2 attack roll.
    Budding tentacles cannot make tentacle attacks while holding objects or wielding weapons.

    Traveling
    As a Move Action you may move to any square you could reach with your tentacle or 25' (whichever is longer), to a maximum of 100'. This movement expends 5' of strange movement.
    While traveling in this way you do not require line of sight to move, you may fit through any space your tentacles could and you are considered flying to the destination for the purposes of provoking attacks of opportunity.

    Enchanted
    • Trade your Unearthly Power (Ex)'s enchanted bonus for one or more other enchantments of equivalent worth.
    • The total bonus you may trade is up to 1/3 your class level rounded down minus one.
    • Your feature gains that enchantment and the FP cost for this augment becomes double that bonus.
    • The save DC for the enchantment's effects are equal to 8 + [1/2 Ozodrin Level] + [Charisma Modifier]


    Shifting
    As a move action you may move this feature from it's current location to anywhere else it could otherwise be placed.


    Limb
    Appearance
    Limb features appear to be one or two limbs and their appearances are not limited by your creature type.
    Benefits
    You are treated as if you had 2 extra arms that can carry but not attack or make use of objects.
    Special
    You may treat a pair of limbs granted by your race as an unaugmented limb feature for the purpose of augmenting them.
    You are considered to have the Multiweapon Fighting feat and ignore the prerequisites.

    Augment Benefit Requires Maximum
    Minor +1CMB, Use Objects, One Handed Weapons Limb Once / Feature
    True 2 Slams (1D4), Two Handed Weapons Minor Limb Once / Feature
    Small +2FP, Lose Benefits Non-Minor/True Limb Once / Feature
    Large +2 Damage, +1 Size True Limb 1 + 1/4 Levels
    Long +5' Reach Limb 1/Level
    Many +1CMB/+1CMD Limb Once
    Strike +1 Limb / Slam Attack Many Limb 1/4 Levels
    Crawling 30' Climb Speed Long Once
    Claw Large Claw Minor Limb Twice
    Powerful +1 Wield Size True Limb 1/5 Levels
    Armory Graft Weapon True Limb Once / Feature
    Leg +15' Land Speed Limb Once / Feature
    Trampling Modified Trample Limb Once
    Horrifying Manifest with DC+2 Limb Once
    Enchanted Magic Limb Unearthly Power Once / Feature
    Shifting Move Feature Level 17 Once / Feature

    Spoiler: Augment List
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    Minor
    This feature's sub-limbs become minor limbs, allowing them to:
    • Use Objects.
    • Wield One-handed and Light weapons and make attacks with them.
    • Assist non-feature limbs or True Limbs in wielding two-handed weapons with two hands.
    • Gain +1 to your Combat Maneuver Bonus.


    True
    This feature's minor limbs become true limbs, allowing them to:
    • Wield and make attacks with any manufactured weapon, this does not make you proficient in it.
    • Use up to four hands to control a single two-handed weapon, adding +0.5* strength modifier per hand past the second.
    • Gain two Medium Slam Attacks [1D4 Bludgeoning Damage]


    Small
    • Your limb feature loses it's Benefits and Special and therefore cannot be used for a mechanical benefit.
    • You may make a feature with this augment appear smaller than it really is at-will.
    • Gain 2 Form Points unless used on a non-feature limb, a minor limb or a true limb.


    Large
    Your True Limb's Slam damage increases by +2.
    Your Limb's Claw damage increases by +2.
    You are considered one size larger when attempting to use the Snatch feat with your True Limbs.

    Long
    Your feature's limbs becomes 5' longer.

    Many Limb
    Your limbs are made up of many smaller limbs that work together to produce the effects of the whole.
    You gain a +1 Bonus to CMB and CMD.

    Strike
    Gain one additional limb as if your default Limb Feature granted it.
    This extra limb is subject to all augments of your limb feature and grants an additional Slam Attack.
    If you have the Claw augment you may instead grant one additional Medium Claw attack instead.

    Crawling
    Gain a 30' climb speed.

    Claw
    One of your limb feature's limbs grows a Large Claw Attack [1D6 B/S Damage], usable only when not holding anything with that limb.

    Powerful
    You may consider yourself one size larger for using weapons with this feature's limbs.

    Armory
    • Your limb feature gains the ability to use Graft Weapon on itself and a weapon your limb feature's limb(s) are holding for free as a Move Action.
    • All limbs holding the weapon are grafted to it, and wield it together until you remove the armory augment.
    • When augmenting your limb you may choose to instead emulate a weapon. Your chosen limb feature's limbs acts as if they were grafted to a single mundane weapon they can wield.
    • Manufactured or Emulated weapons benefit from your Unearthly Power (Ex) bonus.
    • Your Enchanted Limb augment does not effect grafted weapons but does effect emulated weapons.
    • In addition to melee weapons your armory may graft single handed ranged weapons or emulate a single or two handed ranged weapon, with mundane ammunition made of fragile bone appearing out the limbs as needed.


    Leg
    You may now use your feature's limbs for ground movement.
    Increase your land speed by 15'.

    Trampling
    Grants Trample (Ex) but with the following changes:
    • You may also trample creatures of the same size if they are shaken.
    • You deal 1d4+Str damage by default and increase the damage die by 1 stage for each trampling leg you have to a maximum of 4.
    • For each size you are larger than the creature you gain +3 to your trample damage.


    Horrifying
    This feature's limbs are some brand of disturbing, it may appear to be missing (not invisible).
    Witnessing your limb working now counts as seeing your Manifest for the purposes of the fear effect with a +2 increased DC.

    Enchanted
    • Trade your Unearthly Power (Ex)'s enchanted bonus for one or more other enchantments of equivalent worth.
    • The total bonus you may trade is up to 1/3 your class level rounded down minus one.
    • Your feature gains that enchantment and the FP cost for this augment becomes double that bonus.
    • The save DC for the enchantment's effects are equal to 8 + [1/2 Ozodrin Level] + [Charisma Modifier]


    Shifting
    As a move action you may move this feature from it's current location to anywhere else it could otherwise be placed.


    Organ
    Appearance
    Organs have extremely varied or unique appearances, inside and outside the body.
    Multiple organs may appear to be a single organ, and a single organ may appear to be many.
    Benefits
    Your hitpoints improve by +3
    Each organ grants either a Spell-Like Ability or Psionic-Like Ability (See Magic And Psionics)
    Special
    Adding Organ Features or Augments with your Feature (Ex) ability requires an additional Move Action.

    Augment Benefit Requires Maximum
    Amplify +3 Cast/Psi Level Organ 1 / Level
    Battery +HP = Con Organ 1 / Level
    Insidious Invisible Spell Organ Once / Organ
    Adrenal +2 Str or Dex or Con Organ 1/4 Levels
    Listening +6 Audio Perception Organ 1 + 1/6 Levels
    Hide +2 Natural Armor Organ 1 + 1/4 Levels
    Iron Flesh +1DR/Adamantime Organ 1 + 1/4 Levels
    Cohesion +10 Escape Artist Organ 1/4 Levels
    Engorge Expansion1 Organ 1/6 Levels
    Compress Compression1 Organ 1/6 Levels
    Channeling Gaze or Spit Organ 1/2 Levels
    Harming +1 Attribute Damage or +2 Dmg Organ 1/4 Levels
    Elemental Resist = Level Organ 1/4 Levels
    Conversion Added Energy Types Elemental, Organ Once
    Rail Double Range Organ Once
    Haunting Untouchable Aura Organ Once
    Pseudopodia Touch Attack Organ 1/2 Levels
    Exhaling Cloud, +3 Damage Organ, Level 5 1/2 Levels
    Shifting Move Feature Level 17 Once / Feature

    Spoiler: Augment List
    Show

    Amplify
    The caster/manifestor level for all your organ spell-like and psi-like abilities improves by 3, to a maximum of your ozodrin level.

    Battery
    Gain maximum hit points equal to your constitution modifier.

    Insidious
    This Organ's Spell or Power functions as if effected by the Invisible Spell metamagic effect.

    Adrenal
    Gain +2 to Str or Dex or Con and unlock use of the Rage spell for your organs.

    Listening
    Gain +6 to audible Perception checks (Listen).

    Hide
    Your natural armor increases by 2, this stacks with other natural armor.

    Iron Flesh
    You gain Damage Reduction 1/Adamantine or improve your existing damage reduction by 1 each time you take this augment.

    Cohesion
    Your body may move as though it were made of smaller parts such as swarm or elemental and gain +10 to Escape Artist checks per Cohesion augment. You may fit into spaces 1/2 the size of your head and half again per cohesion augment.

    Engorge
    You non-psionically grow in size similar to the Expansion power's effect, this effect stacks as if augment to the expansion power. Features, Augments and form points are not effected by this size change.

    Compress
    You non-psionically shrink in size similar to the Compression power's effect, this effect stacks as if adding an additional size augment to the compression power. Features, Augments and form points are not effected by this size change.

    Channeling
    You gain either gain a gaze special attack or a spit attack as detailed below. These attacks count as natural attacks.

    Gaze Attack [60' Range] [Ranged Natural Special Attack] [Reflex DC 10 + 1/2 Ozodrin Level + Cha]
    • Basic Gaze - Creatures that fail their save take damage equal to 1D4 + Cha.


    Spit Attack [30' Range] [Ranged Natural Touch Attack]
    • Basic Spit - Deal 1D4 + Cha damage.


    Harming
    • You may improve your Gaze, Sting, Spit, Pseudopodia or Radiation Attack in the following ways:
    • When selecting this augment you must either choose untyped damage or choose one attribute to damage.
    • Selecting Untyped damage improves your attack's damage by 2 for each harming augment.
    • Selecting an attribute grants your attack the ability to deal 1 point of damage to that attribute on hit for each harming augment, to a maximum of 1 damage per 4 ozodrin levels per round.
    • Attribute damage heals at the rate of 1 point per 2 rounds that have transpired without taking ability point damage from the harming augment. If this attribute was constitution then the lost hitpoints are also restored.


    Elemental
    • When using this augment choose one element: Acid, Fire, Cold, Electric or Sonic
    • Gain Resist to the chosen element equal to your ozodrin level.
    • Gaining this augment again applies resistance to a different element.
    • You may choose to change any untyped damage you deal to instead deal your Element Augment's chosen element at any time.


    Conversion
    • When using this augment choose one elemental damage type: Acid, Fire, Cold, Electric or Sonic
    • Whenever you deal damage of your chosen type you may instead choose to deal Hellfire, Positive, Negative or Force damage types instead.
    • When dealing damage to creatures or objects your chosen element and it's converted damage counterparts spread across them as if Catching on Fire, dealing your chosen damage type instead of fire damage.
    • This positive energy damage does not heal creatures.


    Rail
    Once per round as a free action you may double the maximum range or range increments of all one of your feature's natural attacks, grafted weapons and special attacks.

    Haunting
    You gain a nonmagical Untouchable Aura effect.
    This only effects shaken creatures who have not yet succeeded against your manifest's fear effect DC.
    Instead of using your psionic manifester level for this effect, use your manifest class feature's DC.

    Pseudopodia
    A "Pseudopodia" organ grants a melee touch attack, delivered by any one of your features to an object or creature up to 5' away. The damage caused may be due to biological subsumption, spacial anomaly, concentrated psionic nightmare, or any other such fluxuation or instability. You may create a visual effect around you or on your body that illustrates being capable of this attack.

    Pseudopodia [5'] [Touch Attack]
    • Basic Pseudopodia - Successfully touched creatures take damage equal to 1D6 + Cha.


    Exhaling
    • Gain a nonmagical Fire Eyes effect, you are always immune to your exhaling damage.
    • As a Free Action you may fill your square and adjacent squares with a cloud that does not grant concealment, it can be comprised of smoke, fog, fire, energy or similar aesthetic options. This effect lasts for 1 round.
    • As a Move Action or Swift Action you may spread a mundane 50' cloud centered on yourself that grants total concealment to creatures within it, it can be comprised of smoke, fog, fire, energy or similar aesthetic options. This effect lasts for 1 round.
    • Each additional Exhaling Augment past the first deals +3 damage to creatures within the cloud at the start of your turn who fail a [DC 10 + 1/2 Level + Cha] Fortitude save.


    Shifting
    As a move action you may move this feature from it's current location to anywhere else it could otherwise be placed.



    Last edited by Hanuman; 2014-11-03 at 07:12 PM.

  4. - Top - End - #4
    Bugbear in the Playground
     
    Hanuman's Avatar

    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male

    Default Unlocks

    Unlocks

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    Aberrant Power (Ex)
    Requires: Ozodrin Level 1
    • Upon unlocking Aberrant Power choose one Aberrant feat.
    • Whenever you meet the requirements of this feat you gain it's mechanical benefits as if you had the feat.
    • These benefits do not count as having the feat itself.


    Spike (Ex)
    Requires: Ozodrin Level 1
    • You gain access to the Ozodrin's Spike feature.


    Fin (Ex)
    Requires: Ozodrin Level 1
    • You gain access to the Ozodrin's Fin feature.


    Spawn (Ex)
    Requires: Ozodrin Level 3
    • You gain access to the Ozodrin's Spawn feature.


    Stomach - (Ex)
    Requires: Ozodrin Level 3
    • You gain access to the Ozodrin's Stomach feature.


    Puppet - (Ex)
    Requires: Ozodrin Level 3
    • You gain access to the Ozodrin's Puppet feature.



    Feature Unlocks
    Spoiler: Feature Unlocks
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    Spike
    Appearance
    One or more sharp bones protrude from your body.
    Benefits
    You gain armor spikes one size smaller than you are and gain proficiency with them. These spikes deal 1d6 piercing damage for a medium creature.
    Special
    • In place of armor spike damage you may instead increase an existing natural attack's damage by 2 and include piercing damage in it's damage types.
    • In place of armor spike damage you may instead gain a Large Sting Attack [1D6 Piercing Damage], you may place this on existing natural attacks, retaining it's range but not it's damage.
    • You may detach your spikes and regrow them at-will, detached spikes do not retain their augments. Spikes used as a ranged attack count as detached after the attack is resolved. Unattended detached spikes disappear when the ozodrin is in her guise.


    Augment Benefit Requires Maximum
    Small +2FP, Lose Benefits/Special Spike Once
    Large +2Dmg Spike 1 + 1/4 Levels
    Impale Pin w/ Spike Spike Once
    Harpoon Ectoplasmic Grapnel Spike Once
    Throwing Ranged Spikes Spike Once
    Longshot +100' Spike Range Spike Once
    Slug +5 Damage, *2 Inc Penalty Spike 1/3 Levels
    Plating Armor AC +3 Spike 1/4 Levels
    Enchanted Magic Spike Unearthly Power Once / Feature
    Shifting Move Feature Level 17 Once / Feature

    Spoiler: Augment List
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    Small
    • Your spike feature loses it's Benefits and Special and therefore cannot be used for a mechanical benefit.
    • You may make a feature with this augment appear smaller than it really is at-will.
    • Gain 2 Form Points.


    Large
    Your spike feature's damage increases by +2.
    You are considered one size larger when attempting to use the Impale Spike Augment

    Impale
    For the purposes of Rack and Stake your spikes have a break DC of 25 + 2 per Augment on the spike.
    You may use one of these special attacks on a creature one size smaller than you:
    • Rack (Ex) - When using Grapple's "Tie Up" option you may use your Spike Feature's armor spikes instead of a rope, upon a successful tie you deal your armor spike damage and are considered to have them "racked", a combination of carrying the creature and having them tied. You may remove a creature from the rack as a swift action, or all racked creatures on a spike by removing the feature.
    • Stake (Ex) - When using Grapple's "Tie Up" option you may use your Spike Feature's sting attack instead of a rope, upon a successful tie you deal your sting attack damage and the creature is considered to be "staked", a combination of fastening a creature to their square and having them tied. If there is no solid surface to stake them to the creature may remove the Stake as a Standard action.


    Harpoon
    • As a Move Action you may manifest Ectoplastic Grapnel on a harpoon spike, giving it a nonmagical effect identical to the power, except that it lasts until the end of your turn and that you effect a creature who is damaged with your spike attack rather than a ranged touch attack.


    Throwing
    You may use your spike's sting attack as if it were a throwing weapon with a range increment of 60'.

    Longshot
    Your spike's range increment increases to 100'.

    Slug
    • As a Standard action you may ready your next thrown spike to deal an additional 5 damage.
    • The penalty for range increments are doubled each time you take this augment.
    • You may choose whether this spike deals bludgeoning, piercing or slashing damage.


    Plating
    • One of your spikes loses it's benefits and special.
    • Your spike counts as wearing armor that grants Armor with 3AC with no armor penalty, speed decrease, weight or maximum dexterity.
    • Every time you take this augment the armor's AC bonus increases by 3.


    Enchanted
    • Trade your Unearthly Power (Ex)'s enchanted bonus for one or more other enchantments of equivalent worth.
    • The total bonus you may trade is up to 1/3 your class level rounded down minus one.
    • Your feature gains that enchantment and the FP cost for this augment becomes double that bonus.
    • The save DC for the enchantment's effects are equal to 8 + [1/2 Ozodrin Level] + [Charisma Modifier]


    Shifting [1FP]
    As a move action you may move this feature from it's current location to anywhere else it could otherwise be placed.


    Fin
    Appearance
    This feature creates fins and modifies the body for aquatic, aerial or vulcan travel.
    Benefits
    You gain +6 to swim.
    Special
    An ozodrin of level 15 with the Run Feat may use it to increase her swim speed instead of land speed, gaining a +4 to swim checks and retaining her dexterity bonus.


    Augment Benefit Requires Maximum
    Aquatic Gain Swim = Land, Waterbreathing Fin Once
    Aerial Sky Swim Fin, Level 9 Once
    Vulcan Gain Burrow = Land Fin, Level 12 Once
    Large +1Size +2Dmg Fin, Strike 1 + 1/4 Levels
    Mobile Flyby, Swimby Fin Once
    Razor Crit1 x3, Autocrit Fin, Level 8 Once / Feature
    Grace +10', +5Swim, +5Burrow Fin 1/4 Level
    Deadly Gain One Attack Fin 1 + 1/4 Levels
    Eldritch No Disturb, On-Land Fin, Level 9 Once
    Platform Carry Options 5 & 10 Fin Once
    Enchanted Magic Talon Unearthly Power, Strike Once / Feature
    Shifting Move Feature Level 17 Once / Feature


    Spoiler: Augment List
    Show

    Aquatic
    Gain a swim speed equal to your land speed and the ability to breathe water.

    Aerial
    Gain a non-magical Sky Swim effect.

    Vulcan
    Gain a burrow speed equal to your land speed.

    Large
    Your fin's claw or talon attack granted by strike becomes one size larger, it's damage is increased by one stage.

    Mobile
    You gain an effect identical to the Fly-By Attack and Swim-By Attack feats.

    Razor
    Your critical threat range for all of your fins natural attacks increase by 1 and critical multiplier improves to *3.
    When a creature takes damage from your fin's natural attack and their hitpoints drop below 1hp per Ozodrin Level you may automatically critical hit them.

    Grace
    Improve your base land speed by 10', gain +5 to swim checks and ignore 5 points of hardness while burrowing.

    Deadly
    Your fin forms more pronounced shapes around your body, despite how many points on your body you could attack with you gain one of the following per Deadly augment:

    • Gain a Medium Pincer Attack [1D6 Bludgeoning Damage] as if your fin feature granted one.
    • Gain a Large Talon Attack [1D6 Slashing Damage] as if your fin feature granted one.
    • Gain a Large Wing Attack [1D6 Slashing Damage] as if your fin feature granted one.
    • All of these attacks are considered to be primary.


    Eldritch
    You no longer disturb the air, water or ground you pass through.
    You may act as through on solid ground when in the air or water if you have a fly or swim speed, this does not allow using your land speed in water or air.

    Platform
    • Your carrying capacity on land increases by 5 times or while in liquid by 10 times.
    • You may allow any object that falls in your occupied squares to instead land on your body, it remains there and is considered occupied though this does not allow you to physically make use of it except for carrying or dropping the object.
    • Creatures that move into your occupied squares may have you carry them with your body, you may oppose this with a free grapple check. The climber may oppose this with a climb, ride, escape artist or opposed grapple check.


    Enchanted
    • Trade your Unearthly Power (Ex)'s enchanted bonus for one or more other enchantments of equivalent worth.
    • The total bonus you may trade is up to 1/3 your class level rounded down minus one.
    • Your feature gains that enchantment and the FP cost for this augment becomes double that bonus.
    • The save DC for the enchantment's effects are equal to 8 + [1/2 Ozodrin Level] + [Charisma Modifier]


    Shifting
    As a move action you may move this feature from it's current location to anywhere else it could otherwise be placed.


    Spawn
    Appearance
    Create a monster hidden within an object.
    Benefits
    • Each spawn feature creates a "Spawn Seed", resembling a small container such as a membrane, shell, eggsack, bag or jar.
    • A spawn immediately dies if the ozodrin no longer has a spawn feature (or equivalent) that could produce it.
    • You may never control more 1 spawn per level the same 2 hour period.
    • Spawn remain active while within 100' of the ozodrin, otherwise they fall inactive.

    Special
    • By spending 5 Hitpoints as a full-round action an ozodrin may transform a touched spawn seed into a basic spawn with all of the augments on it's feature, appearing into the nearest unoccupied square.
    • Alternatively an ozodrin may "ready" a spawn, keeping it suspended in it's container and releasing it later as a move action.
    • As a move action you may end your spawn's life.


    Spoiler: Basic Spawn
    Show


    When using your Con/Int modifier use 1/3 of your class level instead if it's lower.

    Actions:
    Actions use both the Spawn's and the Ozodrin's actions and effect all your 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 for one turn.
    • Maneuver - Move Action - You may move each spawn individually.
    • Slay - Standard Action - Your spawn may make a single attack against one target each. 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.
    • 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 your spawn 1Hp /2 Levels each round.



    Base Stats
    • Hit Points: (3 + Con/Int modifier) * 1/2 Class Level
    • Damage: (1 + Con/Int)
    • AC: (10 + Con/Int + 1/2 Level)
    • Saves: (Equal to Ozodrin's Saves -2)
    • Speed: (30' Land Speed, Swim/Climb/Fly if Ozodrin has them.)
    • Ability Scores: (Spawn do not have ability scores, assume Str 13 for carry capacity and Str checks.)
    • Size: (Small Size, not modifying other stats than carry capacity and size mod.)


    Special Abilities

    Collective (Ex):
    When multiple spawn are exposed to the same effect, make one saving throw for the entire group.
    Spawn gain the same mundane and extraordinary senses as the Ozodrin.

    Construct (Ex):
    Spawn are destroyed at 0HP and never leave a corpse otherwise stated.
    Close to mindless, spawn don't think without command.

    Evasion (Ex):
    Spawn have the monk's Evasion (Ex).

    Mortal (Ex):
    Each spawn must eat at least one 1HD creature every 24 hours or they die.



    Augment Benefit Requires Maximum
    Vicious +1 Spawn Damage Spawn 1/3 Levels
    Delicious Eat Spawn To Regain 5HP Spawn Once
    Nightmare Manifest Effect Spawn Once
    Elite Upgrade Spawn Spawn Once
    Disguised Object Form Spawn Once
    Hive 1/2Dmg-Single, *2Dmg-AoE Spawn Once
    Shifting Move Feature Level 17 Once / Feature

    Spoiler: Augment List
    Show

    Vicious
    Your basic spawn damage increases by +1.

    Delicious
    Eating any of your spawn causes a creature to regain 5HP, you may eat one spawn within reach as a Move Action.

    Nightmare
    When a creature first observes any your spawn it's effected as if observing your Manifest (Ex) fear effect.

    Elite
    You may create elite spawn, each time you take the elite augment you may choose an upgrade for a single seed:
    • Brute - Base hitpoints change from 3 to 8, act as though they have 15 strength, are medium sized and gain fast healing equal to 1/4 Ozodrin level.
    • Sly - Gain Sneak Attack (1D4) and Hide in Plain Sight (Su) and an automatic stealth skill of +4/Level when not moving. You may ready a slay action with Sly to gain a +2 to initiative.
    • Master - Spawn can follow simple commands similar to a construct.
    • Dredge - This spawn is actually 4 tiny dredge and replace Slay with Work. Dredge act as though they have 10 strength.

    Additional Actions:
    Spoiler
    Show
    • Work - Move Action - Dredge may be commanded to do any unskilled manual labor equal to a single commoner, all four dredge work at a single specified task until ordered otherwise.



    Disguised
    • Your spawn may appear to be tiny objects about the size of a breadbox, any round they do not move they appear to be normal mundane objects. On a DC25 perception check a creature realizes there's something deeply wrong about the object.
    • Elite spawn may appear to be a medium sized object such as a table instead.



    Hive
    Your spawn are actually collections of much smaller creatures.
    • All of your spawn take 1/2 Dmg from single target attacks, spells and effects and take *2 damage from spells that effect an area or multiple targets.


    Shifting
    As a move action you may move this feature from it's current location to anywhere else it could otherwise be placed.


    Puppet
    Appearance
    This feature creates what looks like a medium creature of your design, even though it's just a hollow shell and has no actual body parts.
    Benefits
    • Puppets are created with their own pool of 5 Hit Points.
    • Puppets occupy squares, are detected, targeted and lose hitpoints as if they were a seperate creature, though they are features and use your actions normally.
    • Effects other than the damage they cause effect you normally.
    • You may add and remove features onto your puppet as you would onto your self.
    • Puppets may not attack if more than 100' away from you, and are removed beyond 1000'.
    • When a puppet reaches 0 Hit Points it is removed along with any feature placed on it.
    • You or any creature your puppet is carrying may not make a full attack if the puppet moves more than 5' in the same round.

    Special
    • At any time you may sacrifice a number of hitpoints to prevent your puppet from losing an equal amount of hitpoints.
    • As a Free Action once per round your puppet may move up to your land, swim, burrow, climb or fly speed, otherwise it cannot move.
    • Effects targeting the puppet that physically force movement (such as Bull Rush) or that inhibit it (such as the grappled condition) only applies to the puppet, the rest of the ozodrin moves normally.


    Augment Benefit Requires Maximum
    Spellward Spell Protection Puppet Once
    Inhabit Control Creature/Corpse Puppet Once / Feature
    Ghost Ethereal Puppet Once / Feature
    Disguise Disguise Self +10 Puppet Once / Feature
    Strings +2 Dodge/Ref, Lift5/Drag10 Puppet Once / Feature
    Big 20% Cover Puppet Once / Feature
    Little Stealth +10 Puppet Once / Feature
    Trap +1D6 vs. Shaken Puppet 1 / 3 Levels
    Spring Gain Spring(Ex) Puppet 1 / 3 Levels
    Shifting Move Feature Level 17 Once / Feature

    Spoiler: Augment List
    Show

    Spellward
    • Whenever a spell, power, spell-like ability or psi-like ability effecting your puppet requires a save you may consider the save automatically successful by lowering the puppet's hitpoints by 2 per spell or power level. Puppets who reach 0 maximum hitpoints are removed.
    • As an Immediate Action you may consider yourself to have a +4 bonus to all saves and touch AC versus spells, spell-like effects, powers and psi-like effects, you may add this bonus after you fail a save or after being hit with a touch attack. By using this effect you destroy your puppet.


    Inhabit
    • As a Full Round Action that provokes an attack of opportunity you may move your puppet inside a helpless creature or corpse.
    • As a Move Action you may remove your puppet from the creature or corpse.
    • When a puppet enters a living host the host is considered to be under the effects of a Dominate Monster spell with a caster level equal to your Ozodrin level.
    • While a puppet is inside a host it's maximum hitpoints improve by 1 per hit die of the inhabited creature.
    • If a puppet reaches 0 hitpoints it destroys the body it is inhabiting.
    • An inhabited creature is treated as it's puppet for all checks, rolls, saves, AC and hitpoints.
    • A puppet inside of a living creature is considered an infestation for the purposes of forcibly removing it.


    Ghost
    • Your puppet becomes Ethereal with the exception that it remains visible and may use Gaze Special Attacks as normal.
    • You gain a persistent mundane Unseen Servant effect which is always considered in the same square as your puppet.


    Disguise
    Your puppet appears to have the colors physique and textures of a creature of your choice and gains a non-magical and persistent Disguise Self effect.

    Strings
    • Your puppet is actually controlled by intangible strings that only you can see, while you control the strings they do not have to appear to be attached to you.
    • Both you and your puppet gain a +2 bonus to Dodge AC and Reflex saves.
    • As a Standard, Move or Swift action you may have your puppet rise 5' off the ground or you may drag your puppet 10' towards you, you may do so even while attempting to lift or drag objects or while your puppet is grappling.
    • Lifting or dragging an object or creature in this way counts as you lifting or dragging it.


    Big
    Your puppet appears to be much larger than you granting creatures behind it or that it is carrying 20% cover, effects that hit this cover instead hit the puppet.
    This cover does not stack with other sources of cover.

    Little
    Your puppet appears to be much smaller than you, granting you +10 to Stealth whenever determining whether a creature detects your puppet.

    Trap
    As a swift action you may use your manifest's fear effect from your trap once per encounter,
    Once a round as a swift or move action you may empower a single natural attack in your puppet for one round adding an additional 1D6 precision damage a single shaken creature.

    Spring
    • Gain Spring (Ex)
    • Spring (Ex): Feint a creature and move your puppet 5' as a move action, if that feint is successful the creature may not gain an attack of opportunity for moving into it's threatened area.
    • Instead of bluff you may make Spring (Ex)'s feint with a disguise check.




    Shifting
    As a move action you may move this feature from it's current location to anywhere else it could otherwise be placed.



    Stomach
    Appearance
    You gain an additional stomach.
    Benefits
    • You gain a secondary stomach identical to your primary stomach with a volume of 10'.
    • Secondary stomachs lead to your primary stomach and may lead to any of your mouth features.
    • Secondary stomachs may not be accessed with the Swallow Whole ability, a creature must be willing or helpless to enter them.

    Special
    • Effects that do not effect you outside your stomachs are not suppressed while in your guise.
    • Secondary stomachs may open up or close themselves off entirely as a free action.
    • Corpses and Food within a closed stomach do not decay as if under a nonmagic Gentle Repose effect, this does not keep corpses "fresh" for Devour (Ex) nor does it extend the resurrection window for an Ozodrin's Sarcophagi.
    • Creatures inside secondary stomachs cannot regain penalties or damage to their ability scores unless the ozodrin allows them to.
    • Each 5' square, to a maximum of one square per ozodrin level may sustain one helpless creature, providing food water and air, treating the creature as comfortably resting and automatically stablizes it below 0 hitpoints.


    Augment Benefit Requires Maximum
    Chamber Double Volume Stomach 1/4 Levels
    Many +10' Volume, Split Stomach Once
    Pockets Handy Haversack Stomach Once / Feature
    Aperture Quickdraw, Swift Pocket, Slight = Level Stomach, Pockets Once
    Altar Wear/Use Items Pockets, Stomach Once
    Thick Damage = 1:(1+Thick) Stomach 1/2 Levels
    Anchored Dimensional Anchor Stomach Once
    Mimic 16 Squares Stomach Once / Level
    Glamer DC = Level + Cha Stomach Once
    Natural Hallucinatory Terrain Stomach Once
    Infernal Vision of Hell Stomach Once
    Arch Door, Outer Illusion, Hearing Stomach, Small Mouth Once
    Fluid Slick, Stick or Digest Stomach Once
    Planar Planar Traits Stomach, Level 17 Once
    Sarcophagus Healing and Restoration Stomach, Medicine Maker 1/2 Levels

    Spoiler: Augment List
    Show

    Chamber
    • Your second stomach's volume expands to double it's normal space, this has no effect on your primary stomach.
    • The augmented stomach loses it's ability to maintain a grapple with a creature in it's stomach and may only make a single grapple attempt against creatures who attempt to exit, if this attempt fails the creature may climb out.
    • Your stomach's walls no longer fit it's contents, it appears to be a spherical or cubic room with a diameter or width equal to it's volume.


    Many
    • Gain +10' of secondary stomach volume.
    • As a Full-Round-Action you may move 10' of volume from one secondary stomach to another secondary stomach or to create a new secondary stomach with that volume.
    • Volume moving from stomach to stomach retains it's contents.
    • When calculating moved or removed space calculate it after the Chamber augment's doubling effect.


    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.


    Altar
    • One of your pocket stomachs holds an Altar, you may never have more than one altar.
    • As a Full-Round-Action you may add or remove items to your altar.
    • Any objects, armor or magical items effect you as if you were wearing them physically.
    • Armor worn in this way additionally effects you as if under a non-magical Graft Armor power.
    • As a Move Action you may designate one item as Carried, you may not have more than one carried item.
    • A "Carried" item acts as though it were held in your body's grasp, and follows the same rules as if it were.
    • Weapons carried in this way additionally effects you as if under a nonmagical Graft Weapon power.
    • Furthermore carried items are not actually outside the body, therefore while they can be expended (such as using wand charges, ammunition and strangely enough eating food) they can never be disarmed, stolen or destroyed from outside the body. Any effect or damage targeting your carried object externally instead targets your body.


    Thick
    • You take 1 damage each time your stomach walls take 1 + 1 damage for each Thick augment you have.


    Anchored
    • Creatues in your stomach are treated as if effected by a non-magical Dimensional Anchor effect.


    Mimic
    • You may extend your stomach's membrane to create structures, different terrain or mimic objects in your stomach.
    • You may fill a volume of 16 squares full of mimicry , this may raise and form in whatever manner you wish.
    • Mimicry counts as part of your stomach and must keep connected to the walls or physically connected through other mimicked squares, and may not move on their own or out of their native squares without breaking them (damaging the stomach).
    • Mimicry alone does not have the color, temperature, texture, smell, sound or tactual feeling of what it is duplicating, it only effects the shape of it.


    Glamer
    • You may alter the color, lighting, temperature, texture, smell, sound or tactual feeling of your stomach walls and Mimicry however you wish.
    • However this is not a perfect effect. Once per 10 minutes a creature attempts a (DC = Level + Charisma Modifier) perception check. Success means it notices something you've failed to alter correctly or something you've simply forgotten.
    • This does not interfere with the Natural or Infernal stomach augments, succeeding this perception check does not mean a creature ignores other factors that would prevent them from noticing the stomach's nature.


    Natural


    Infernal
    • The area of your stomach is treated as if effected by a nonmagical Vision of Hell effect.


    Arch
    • Your stomach augments that duplicate appearances or create illusions do not allow saves or perception checks while creatures are outside the stomach.
    • You may transform one of your Mouth features with the Small augment into any manner of door, known as an Arch.
    • Your Arch leads to an identical door inside your stomach attached to your stomach wall or mimicry.
    • Willing creatures may pass through Arches without realizing they've entered a mouth, unlike the Glamer augment Arch is a flawless effect and in all ways appears to be a mundane door.
    • Your stomach walls gain the ability to hear from any point on them.


    Fluid
    • You may create one effect effecting the floor and walls of your stomach when a creature contacts them, 1/round.
    • Sticky - [DC10+Charisma] Strength Check or Entangled
    • Slippery - [DC15+Charisma] Acrobatics Check or fall prone. (Full Rules)
    • Digestive - Choose one of your Stomach's Elemental augment resistances and deal damage equal to 1/3 the granted resistance.


    Planar
    • You may apply one of the following Planar Traits to your stomach:
    • Magic (Normal/Impeded/Limited), Aligned (Any Mild), Elemental (Any), Energy (Negative), Gravity (Normal/Heavy/Light/None/Objective/Subjective)


    Sarcophagus
    • One of your secondary stomachs holds a Sarcophagus, which fills one 5' square.
    • All creatures within a secondary stomach that holds at least one sarcophagus are effected as if you were applying a heal check to them, which may include such things as torture. If you wish to use a healer's kit (or any physical tool) to effect a patient, you must be able to manipulate it in the square of the patient.
    • As a Full-Round-Action you may open or close any or all of your sarcophagi and each one may hold one creature.
    • A creature enclosed in a sarcophagus for at least an hour is effected by a nonmagical Mythic Breath of Life effect. Creatures who have been dead for up to 10 minutes before being enclosed in the sarcophagus may be revived in this way and are inflicted with a random madness, after recovering from this madness the patient's alignment takes one step towards Chaotic Evil to reflect the long term psychological damage. This alignment change cannot be reverted with psionics or magic.




    Last edited by Hanuman; 2014-10-08 at 10:37 PM.

  5. - Top - End - #5
    Bugbear in the Playground
     
    Hanuman's Avatar

    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male

    Default Character Options

    Character Options


    Races

    Spoiler: Races
    Show
    Uncanny LA+0
    Spoiler
    Show
    Uncanny

    • +2 Charisma +2 Constitution -2 Wisdom -2 Intelligence
    • Construct (Living Construct)
    • Medium
    • Uncanny base land speed is 30 feet.
    • Immunity to sleep effects, paralysis, disease, nausea, fatigue, exhaustion, sickness and energy drain.
    • Does not need to sleep, eat, breathe or rest.
    • Healing effects only heal Uncanny for half their normal amount, repairing effects heal Uncanny normally.
    • Does not heal naturally.
    • Cannot wear armor.
    • Favored Class: Bard

    Destiny of Ruin (Ex): Uncanny have a racial -10 to all skills to fabricate, repair or otherwise materially better their situation.

    Light Fortification (Ex): When a critical hit effects an Uncanny, they have a 25% chance of treating it as a non-critical.

    Heart of the City (Ex): You have a racial +2 to performance checks and can choose from the following traits:
    -Born of Movement: Gain DR2 vs bludgeoning damage and -10' falling damage.
    -Born of Sound: Gain +4 to listen checks and gain a +5 bonus to 3 musical perform checks per day.
    -Born of Masks: Gain +4 to sense motive checks and a +5 bonus to 3 acting or comedy checks per day.

    Once great cities littered these kingdoms, filled with happiness and prosperity, but now they have all fallen to ruin and the Uncanny wander as lost relics of an age long forgotten.

    Uncanny are constructs designed to entertain the people of the cities that built them, once they entertained squares, courtyards and markets with their dance, music and theater but now dwell in ruins of their cities, slowly falling into disrepair.


    Feats

    Spoiler
    Show


    Unlock - [ Shapeshifter ]
    Requires: None
    • You may gain one Unlock from the Unlock (Ex) class feature.
    • Every time you take this feat you gain a different Unlock.


    Aberrant Blood - [ Aberrant ]
    You are considered as having the feat Aberrant Blood from Lords of Madness but gain one of the following in place of it's regular options:
    • +1CMB
    • +4 on Perception Checks
    • +4 on Climb Checks
    • +4 on Acrobatics Checks
    • +4 on Swim Checks
    • +4 on Escape Artist Checks


    Organic Outfit - [ Aberrant ]
    Requires: Features (Ex)
    • Disguise Checks +2
    • As a Free Action, Create or change a suit of mimicked clothing.
    • As a Swift Action, Create or change a suit of mimicked armor, changing your armor AC and check penalties to that of the mimicked armor.
    • Armor and Clothing made in this way are considered part of you and thus are mundane, cannot be enchanted and clothing cannot grant a mechanical benefit.
    • While you may appear to be wearing an Organic Outfit it does not count as actually being worn, you may wear any real clothing and armor under it and it will be concealed.


    Innate Energies - [ Aberrant ]
    Requires: Ozodrin Level 7
    • At third level and every three levels after your Strange Movement distance per day increases by 10'.
    • When using an organ to cast psionic powers you may augment them, counting an addition cost of 3HP equal to 1 Power Point.
    • When augmenting organ powers in this way the power's new PP cost must be equal or below your ozodrin level, otherwise these powers are subject to the rules regarding psionic manifesting and augmenting.


    Mask - [ Aberrant ]
    Requires: Manifest (Ex)
    • As a free action you may change the color, texture, physique and voice of your true form or guise.
    • You may manipulate yourself in this way to disguise yourself as specific creatures, treat this as a regular disguise check.
    • If you have intimate knowledge of the creature you are disguising yourself as, have consumed it, currently have a piece of it or a belonging of sentimental value, or have previously dealt ability damage equal to 1/2 the creature's total score to the creature, then this effect imparts a +10 bonus to disguise checks, checks to act in character, to disguise your voice and grants you the ability to fluently speak any language the creature knows.


    Control - [ Combat ]
    Requires: Base Attack Bonus +4, Bizarre Grappler (Ex)
    • If in control of a grapple with a creature the same size or smaller than you then you may silence that creature as an immediate action for as long as you stay in control of the grapple.
    • Gain a +4 bonus to CMD.
    • At level 12 this becomes +6 and at level 14 this becomes +8.


    Unremarkable - [ Aberrant ]
    Requires: Manifest (Ex)
    • Upon gaining this feat you may gain access to one non-epic Unlock Feature and lose access to one non-epic Core Feature.
    • Gain a +2 bonus to Disguise checks and Perform [Acting] checks.
    • Your features are concealed in some way even while in your true form, and only lose this conceal when they extend from your body, effect your surroundings or otherwise mechanically effect other creatures.
    • Instead of your Manifest (Ex) applying the Shaken condition you instead apply an Aura of the Unremarkable effect with the following changes:
    • The only change this makes to a creature's perception is that the ozodrin never changed out of her guise, if the ozodrin does something impossible for this to happen the creature generalizes this event until it becomes possible.
    • For example, the ozodrin manifests and a creature fails their will save, the ozodrin proceeds to bite with a long mouth, knowing this is not possible the effected creature cannot think "ozodrin bites" and instead thinks "ozodrin attacks", and stubbornly fills in the blanks to protect the inconsistency.


    Medicine Maker - [ Aberrant ]
    Requires: Strange Anatomy (Ex)
    • You gain access to the Medicine Maker list of organ spells.
    • At fifth level and every four levels after your Strange Movement distance per day increases by 10'.
    • You gain Heal, Knowledge [Nature] and Profession [Doctor] as class skills and you are considered to have ranks in each of them equal to the skill with the most ranks.
    • You may perform heal checks on yourself as if you were another creature performing them on you, you may do this while otherwise unable to do so and you are not immune to your own heal checks.


    Cooking Monster DRAFT - [ Aberrant ]
    Requires: Features (Ex)
    • You gain access to the Cooking Monster list of organ spells.
    • At fifth level and every four levels after your Strange Movement distance per day increases by 10'.
    • You gain Craft [Alchemy], Survival and Profession [Chef] as class skills and you are considered to have ranks in each of them equal to the skill with the most ranks.
    • Whenever use one of the above skills to cook you may also infuse a single portion with one of your organ spells.
    • Infusions have a caster level equal to your Ozodrin level or half the result of your check, whichever is lower and take 10 minutes per portion to cook and infuse.
    • Infusions require that you expend Strange Movement as if you were casting the desired spell, you may not use hitpoints in place of strange movement for this cost. Furthermore when you recover your strange movement distance your infusions lose their magical properties.
    • A creature must use a move action to activate an infusion, if it was ingested without specifically activating it then one infusion takes effect when the creature has an unused move action.


    Arachnid - [ Aberrant ]
    Requires: Ozodrin Level 4
    • When casting the Spider's Thread Organ Spell you may use it at a range equal to 10' per Ozodrin Class Level.
    • The duration for Spider's Thread becomes 2 hours, the limit for the amount of threads you can maintain is 1 per Charisma Modifier, otherwise creating a thread destroys the oldest one.
    • Breaking the thread requires Strength DC 30 and can support weight up to your Push/Drag carrying capacity.
    • Your thread's HP and Hardness are equal to your Flat Foot Armorclass, fire no longer destroys it outright and it has the same resistances and immunities as you do.
    • As an Immediate Action you may produce the thread into your hands without the adhesive.
    • You are treated as having the Rope Equipment Trick feat.


    Sniper - [ Aberrant ]
    Requires: Organ or Spike Feature, Ozodrin Level 5
    • As a swift action you may enter or exit Sniper mode, when in sniper mode you may not make more than one attack per round and you may designate one creature as your Mark at any time, you may only have one Mark at a time and may not have a mark outside of sniper mode.
    • You may use a full defense action to study you mark and gain a +2 bonus to ranged attack rolls against it, you may do this up to 3 times and the effects stack and last until you lose line of sight or until you change marks.
    • While in sniper mode your ranged attack deals additional damage equal to your dexterity modifier.
    • You may ignore penalties to attacking while prone.
    • By making a full-round action you may treat the max range of your weapon equal to 100' per Ozodrin level and you may ignore the penalties of the first 5 range increments.


    Jaws - [ Aberrant ]
    Requires: None
    • Your bite attack's critical threat range increases by 1.
    • A successful bite attack that scores a critical hit may Mutilate an opponent's limb as a swift action unless they succeed a Fortitude save of [DC 10 + 1/2 Level + Strength].
    • A mutilated limb stops functioning and bleeds until stabilized (similar to a dying character).


    Fold - [ Aberrant ]
    Requires: Features (Ex)
    • You gain a Second Form, this acts as an alternative to your True Form and follows the same rules and restrictions with the following exceptions:
    • The total number of FP you may invest into a Second Form is equal to your Charisma Modifier.
    • You may only make modifications to second forms when taking extended rests (such as sleeping).
    • All of your ozodrin "Forms" such as Guise, True Form, Second Form, Ect. all take a swift action to change from one to another.
    • You gain 1 Form Point.
    • Upon gaining this feat you may gain access to one non-epic Unlock Feature and lose access to one non-epic Core Feature.
    • You may gain this feat multiple times, gaining a Third Form, Fourth Form, ect.


    Optimized Party - [ Aberrant ]
    Requires: Features (Ex)
    • You are considered to have FP equal to 1 + 1/3 of your class levels which advance Form Points.


    Weight - [ Aberrant ]
    Requires: None
    • As a swift action you may change your body's weight to be equal to your light, medium or heavy carrying capacity or reset your weight to normal.
    • For the purposes of calculating carrying capacity you are treated as having a +2 bonus or -2 penalty to strength for every aberrant feats you possess to a maximum of +10 or -10 strength and may switch between bonus or penalty as a Full-Round-Action, this stacks with the Platform augment and is calculated before multiplying it.
    • You may use your Hit Die instead of your Base Attack Bonus for the purposes of calculating CMD (Pathfinder) or opposed combat maneuver checks.


    Whispers - [ Aberrant ]
    Requires: Twisted Mind (Ex)
    • When you have a spirit eye active you gain Mindsight as the feat using the Spirit augment's range as telepathy range.


    Living Altar - [ Aberrant ]
    Requires: Ozodrin Level 1, Stomach Feature
    • You gain the Altar stomach augment for free, with the following changes:
    • Living Altars can be moved to another secondary stomach as a Full-Round Action.
    • When a stomach containing an altar is removed the altar remains, though until it is put back into a secondary stomach you may not Add or Remove items from it nor can you consider any item Carried.
    • The center of a living altar can see, hear and speak within a 100' radius.
    • When not threatened an ozodrin may move any clothing or armor or any Carried items to her physical body as if she was already wearing or holding them.


    Favorite Pet - [ Aberrant ]
    Requires: Ozodrin Level 1, Spawn Feature
    • Once one of your basic unaugmented spawn has lived for at least 24 hours you may give it a name and consider it a "Pet".
    • Your command range for a pet is 1 mile.
    • Pets do not die due to spawn feature removal, it is not needed for them to live and it remains even while the FP is refunded.
    • Pets are considered to have attributes: Str13, Dex10, Con-, Int-, Wis-, Cha-.
    • You may only ever have one pet at a time.


    Evolved Pet - [ Aberrant ]
    Requires: Ozodrin Level 1, Spawn Feature, Favorite Pet
    • As a swift action you may remove or add your pet to your Collective.
    • A free pet takes -2 to all rolls and saves, but it makes those attacks and saves separate from your other spawn.
    • When free your pet no longer needs actions to be commanded. It acts intuitively to the ozodrin's wishes and is not limited to the Spawn feature's command list.
    • Your pet gains the attributes: Str 13, Dex10, Con-, Int3, Wis10, Cha4
    • When a new pet is chosen it may have the Elite augment using the Brute or Sly options. After the 24 hour period the augment's FP is refunded. This does not allow you to have more than one elite spawn.


    Alterable Form - [ Aberrant ]
    Requires: Features (Ex)
    • Gain +1 Form Point.
    • Whenever you would normally be able to add features, you may spend a move action to effect your true form in the following ways:
    • Remove the following: 2 Arms (Able to use 1-Handed Weapons) or 2 Legs and gain 1FP.
    • Remove any body part that grants a natural attack (that deals at least 1D4 damage) and gain 1FP.
    • Turn any body part into a feature it mechanically qualifies or over-qualifies for for 0FP.
    • Turn any two body parts into features with similar mechanical benefits for 1FP.
    • Grant a natural attack the Large augment (+2 damage +1Size) as if it were a feature for 1FP.
    • Revert any of the above options to refund the form points spent or gained.
    • You may not gain FP by removing body parts gained through features or non-physical non-perminent means such as magical, psionic, ect.


    Fragment - [ Aberrant ]
    Requires: Ozodrin Level 1
    • A Fragment is a piece of an augment. Having a fragment counts as having the augment itself.
    • Fragments have reduced stats, if the fragment does not list a concise bonus listed on the original augment then it does not grant it.
    • For 1FP you may select 2 fragments from the list below, these function the same as augments in any other way.
    • Gain 2 fragments for free.

    Spoiler: Fragment List
    Show

    Augment Name New Augment Ability
    Darkvision +30' DV
    Perceptive Eye +2 Perception
    Insightful Eye +5' See Invisible
    Large Mouth +1Size +1Dmg
    Hooked Mouth Bleeding1
    Deceptive Mouth +2 Speech Disguise
    Trail Tasting Mouth +3 Survival
    Large Tentacle +1Size, +1Dmg
    Tail Tentacle +2 Acrobatics
    Serrated Tentacle +1 Bleeding
    Long Tentacle +5' Reach, -1 Attack
    Large Limb +1Size, +1Dmg
    Long Limb +5' Reach, -1 Attack
    Leg Limb +10 Speed
    Horrifying Limb Manifest with DC+1
    Battery Organ HP = 1/2 Con
    Adrenal Organ +1 Str or Dex or Con
    Listening Organ +3 Audio Percetion
    Hide Organ +1 Natural Armor
    Elemental Organ Resist = 1/2 Level
    Rail Organ +50% Bonus Range
    Delicious Spawn Eat to Regain 3HP
    Large Spike +1Size, +1Dmg
    Longshot Spike +50' Spike Range
    Plating Spike Armor AC +1
    Large Fin +1Size, +1Dmg
    Grace Fin +10'
    String Puppet Missing 15' Cord
    Trap Puppet Manifest Feat, +1D3
    Many Stomach Split
    Chamber Stomach +50% Volume




    Skilltricks

    Spoiler: Skilltricks
    Show

    • Skilltricks are an optional mechanic introduced in Complete Scoundrel.
    • A skilltrick's mechanical benefits can only be used once per minute or once per encounter.
    • Skilltricks can be purchased once per level for 2 Skill Points each.



    Mindscent
    Requires: Ozodrin Level 10, Survival 8 Ranks
    • Your scent and tracking abilities now may be used as if you were under a non-magical Psychic Tracking effect, except you may track with Survival instead of Spellcraft by taking an additional -10 penalty.


    Whispers
    Requires: Ozodrin Level 5, Bluff 4 Ranks, Intimidate 4 Ranks
    • You may use Bluff to send a Secret Message or use Intimidate to influence the creature's attitude with any creature who has a mutual line of sight with you.
    • While not strictly telepathic these attempts cannot be perceived by others who may witness the results.


    Symbiotic Weaponry
    Requires: Features (Ex)
    • While in your true form you may designate one of your natural attacks to "inhabit" one type of weapon, for the duration of the encounter whenever making an attack with that weapon you may choose to suppress all the mechanics of that weapon and substituting it with the mechanics of the designated natural attack.
    • Substituting natural attacks for weapon attacks does not change the aesthetic qualities of the action.
    • For instance you may designate "swords" and "slams": while holding a sword you may make a slam attack with the sword as if it were your slam attack, using your slam's range and damage. If the sword is enchanted you do not benefit from that enchantment as it's effects were suppressed during the attack.


    Distracting Sounds
    Requires: Ozodrin Level 3, Bluff 3 Ranks
    • Gain the Performance Skill as a class skill.
    • The sound of any successful attack you make may be changed to another sound, allowing customized sound effects that do not grant a mechanical advantage.
    • Upon using an Action Point or Hero Point, or landing a critical hit or downing a creature, you may make a Performance check to create a mundane Ghost Sound effect for a number of rounds equal to 1/5th your performance check result to a maximum of 10 rounds.
    • Each non-hostile creature within 100' of the effect may add a +1 bonus to a single Action Point or Hero Point when using the option to grant a bonus to a single D20 roll.


    Swinger
    Requires: Ozodrin Level 5, Climb 8 Ranks (or) Acrobatics 8 Ranks
    • You gain the Brachiation racial ability with the exception that instead of using your land speed you must make either a Climb or Acrobatics check and the distance in feet you may travel that round is equal to double your check's result, or double your climb speed if that's higher.
    • Your body does not physically have to travel through terrain that allows you to brachiate if a tentacle or limb could reach it.
    • You may replace the terrain requirements of Branchiation with any surface that is higher than you are and you could climb with a climb speed, you may do this by using a Spider's Thread Organ Spell, Limbs or Tentacles if you have a climb speed, or a Spike Feature with the Harpoon augment at their respective ranges.
    • If you end your turn suspended by a thread, limb, tentacle or spike you are considered to be climbing. On your next turn you must either continue to brachiate, be suspended under your point of contact, or let go.


    Selective Invisibility
    Requires: Ozodrin Level 5, Stealth 8 Ranks
    • Whenever a creature is failing to detect you within your line of sight, as a Free Action you may designate that creature to be able to detect you normally while you’re invisible, silenced, hiding, or otherwise difficult to sense. You may end this effect as an Immediate Action.
    • This skill trick does not grant additional saves, checks or circumstance modifiers to perceiving you.
    • Perceiving you in this way alone is not perfect, after the effect ends designated creates are unsure where exactly they saw you and may question whether they saw you at all.


    Palate
    Requires: Ozodrin Level 5, Suvival 5 Ranks (or) Perception 5 Ranks (or) Profession [Cook] 5 Ranks
    • You may make Knowledge [Taste] and Profession [Baker, Brewer, Butcher, Cook, Farmer, Fisherman, Gardener, Herbalist or Trapper] skill checks as if you had ranks in them equal to your Ozodrin Level.
    • Whenever you taste something (licking, eating, devouring or swallowing) you may make a Knowledge [Taste] (No Retry).
    • DC0 Reveals commonly known main components such as if you ate a chest you'd likely discern wood and metal.
    • DC10 Reveals smaller but still commonly known components such as the oil in an engine, a flower in a tuxedo or the type of food in a creature's stomach.
    • DC20 Reveals exact information about accessible components, you would be able to discern the saffron in a soup and tell that it's a spice and a flower.
    • DC20+ Reveals exact information with possibly inaccessible or excessively rare components, such as the blood of an outsider, ink made from the plane of shadow, or the golden ice ravage encrusting a creature.


    Food For Thought
    Requires: Devour (Ex), Suvival 8 Ranks (or) Profession [Cook] 8 Ranks
    • Whenever you taste an object or creature you may:
    • Detect it's magical properties as if while tasting it you were using a Detect Magic effect on it.
    • You may make Knowledge skill checks as if you had ranks in them equal to your Ozodrin Level when attempting to identify things you have tasted.
    • You may make Spellcraft and Psicraft skill checks as if you had ranks in them equal to your Ozodrin Level when attempting to gain information on something you are currently tasting.
    • Instead of gaining hitpoints from a freshly slain corpse with your Devour (Ex) class feature you may instead learn the birth name of a freshly slain corpse and may know the answers of three questions similar to using a Speak with Dead effect to ask the corpse.



    Weapons

    Armor

    Goods and Services

    Special Materials
    Last edited by Hanuman; 2014-10-20 at 03:34 AM.

  6. - Top - End - #6
    Bugbear in the Playground
     
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    Join Date
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    Location
    Vancouver BC Canada
    Gender
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    Default Magic and Psionics

    Magic and Psionics



    Organ Casting

    Organ Spell-Like or Psi-Like abilities follow the rules as normal for those abilities except as stated here.

    Caster Level: 1/2 Ozodrin Level

    Maximum Spell/Power Level: 1/3 Ozodrin Level (Rounded Down).

    Range: Ranges are decreased to Touch (Single Target)

    Experience/Material Cost: Same as spell or power, with the Eschew Materials feat, except you may reduce the material cost by increasing the HP cost of the spell by an equal amount of GP:HP.

    0th Level Spells: When an Ozodrin uses a 0th level spell on herself it acts as a nonmagical effect and if the effect lasts for more than 1 round it lasts until dismissed as a free action.

    Spells or Powers with multiple source listing assumes the higher level and/or the arcane option.

    Cost: Ozodrin Spells and Powers cost 5 Hit Points per Spell Level or Power Level, and you may substitute 5' of your Strange Movement for 5 Hitpoints of this cost whenever you want. Hitpoints used in this way are subtracted at the end of your turn.

    Spell/Power Level HP Cost
    0 0
    1 5
    2 10
    3 15
    4 20
    5 25
    6 30

    Ozodrin Spell/Power List





    Spoiler: Second Level Spells
    Show




    Spoiler: Third Level Spells
    Show



    ‡ = New Spell/Power, See: Magic and Psionics / New Spells and Powers




    Spoiler: Fifth Level Spells
    Show






    Spoiler: Unlocked Spells
    Show

    Aberrant Touch [Feat]


    Medicine Maker [Feat]
    Medicine Maker spells can not heal more than 5 hit points per spell level.


    Cooking Monster DRAFT[Feat]
    Cooking Monster spells can not heal or provide more than 5 hit points or temporary hit points per spell level.




    ‡ = New Spell/Power, See: Magic and Psionics / New Spells and Powers


    New Spell and Powers

    Spoiler: New Spells and Powers
    Show


    Third Level
    Spoiler: Subjective Invisibility
    Show

    Subjective Invisibility

    School Illusion (Glamer); Level alchemist 3, antipaladin 3, bard 3, inquisitor 3, magus 3, sorcerer/wizard 3, summoner 2

    CASTING - V / S

    EFFECT:

    Target you or creature touched
    Duration 1 round/level (D)
    Saving Throw Will negates (harmless)

    DESCRIPTION:

    This spell functions like invisibility, except that you may reveal yourself to any number of creatures within your line of sight as a swift action. Creatures you are revealed to can sense you normally, but attacking a creature whom you are revealed to does not end the effect.


    Fifth Level
    Spoiler: Flesh to Food
    Show

    Flesh to Food

    School Transmutation; Level witch 5, bard 5

    CASTING - V / S / M (any one thing related to food)

    EFFECT:

    Medium (100 ft. + 10 ft./level)
    One Creature
    Instantaneous
    Saving Throw: Fortitude partial; see text
    Spell Resistance: Yes

    DESCRIPTION:

    Deal 1d6 damage per 2 caster levels.
    If the target takes more than half it's hitpoints in damage from this spell it must succeed a Fortitude save or become food.
    The size and type of food is up to the caster as long as it is mundane and weighs equal or less than the effected creature and bears an abstract resemblance or depiction of the creature.
    Food forms of creatures are not dead (though they are detected as if they were dead), and are aware of their surroundings but can take no action.
    The spell Stone to Flesh returns a food form of a creature to normal, though any deformities suffered (such as a missing arm or head) carry over.
    Willingly eating the food form of a creature grants the user Fast Healing 1 for a number of rounds equal to it's hit die (stacking in duration), this replaces any mechanical benefits from eating the creature. Unwilling creatures instead gain no benefit.


    Last edited by Hanuman; 2014-10-16 at 08:15 PM.

  7. - Top - End - #7
    Bugbear in the Playground
     
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    Join Date
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    Gender
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    Default Prestige Classes

    Prestige Classes

    Classes by Qazzquimby

    Mindbreak Stalker
    Spoiler: By Merk (a psionic PRC that advances form points if you have ozodrin levels)
    Show
    "Sanity is overrated. Rationality is a crutch for those weak of mind. In order to survive, to be able to stand in the face of unmitigated cosmic horror, you have to discard your mind and your sense of self."

    Going insane is a highly subjective matter. The process manifests itself differently in different people. For many, it involves a slow descent into mindlessness, psychosis, or catatonia. But for a unique set of people, insanity takes a more devious form; that of a madness beast that nests itself deep into the psyche of the individual.

    A madness beast is a being with a horrific form that has its origins in the Far Realms. Those who develop a madness beast will often lose the battle for the autonomy of their own mind. They try to preserve their own elements of logic and rationality, and are destroyed by the beast's psychic onslaught. But there are those who allow themselves to be devoured by the madness beast, and harness its power. One who has successfully discarded his or her mind in order to live with the madness beast is a mindbreak stalker.

    Once he or she has bonded with the madness beast, a mindbreak stalker gains hightened powers of the mind and uses it to survive in situations that even the most powerful of adventurers would find perilous. A mindbreak stalker uses his or her powers in order to infiltrate the deepest, darkest labyrinths where unspeakable horrors lie. While most others would go insane or flee, the mindbreak stalker delves deeper and into realms where reality begins to break down from inside-out.

    A mindbreak stalker is most definitely insane, but not in the typical sense. Because of their co-existence with the madness beast, they are able to act autonomously and with the agency of a sane person. However, their eyes are different from a normal person's. They exude an aura that seems altogether... inhuman. Their personalities, the risks they take, the quirks they exhibit all point to an all-devouring madness that engulfs them.

    And they thrive in that madness.

    BECOMING A MINDBREAK STALKER

    The classes most suited to becoming mindbreak stalkers are factotums, psychic rogues, and soulknives; all of whom can easily meet the skill requirements and who benefit most from the mindbreak stalker's enhanced stealth and psionic abilities. Kineticist and egoist psions with training in stealth also sometimes enter this class. Entering this class without stealth skills or psionic skills as class skills is prohibitive, so this isn't suited to most other classes.


    Entry Requirements

    Alignment: Any chaotic.
    Skills: Autohypnosis 5 ranks, Hide 5 ranks, Move Silently 5 Ranks, Knowledge (psionics) 5 ranks. (+3 each for 3.5)
    Feats: Aberrant Blood*, Darkstalker (Lords of Madness).
    Special: Must have 5 ranks in Knowledge (forbidden lore). (+3 for 3.5)
    Special: Must have been previously reduced to 0 or less Sanity.

    *This feat may be waived if the character is already an Aberration (such as an Elan or an Illithid).



    Level BAB Fort Save Ref Save Will Save Special Mindbreak Powers Known
    1st +0 +0 +2 +2 Ozodrin Advancement, Ravages of the Shattered Mind 1d6 -
    2nd +1 +0 +3 +3 Serenity of the Infinite Depths 1d6 +1 level of existing manifesting class
    3rd +2 +1 +3 +3 Step into Disarray (dimension door), Alien Sneak 2d6 +1 level of existing manifesting class
    4th +3 +1 +4 +4 Delusion's Gaze (30 ft.) 2d6 +1 level of existing manifesting class
    5th +3 +1 +4 +4 Hide in Plain Sight 3d6 +1 level of existing manifesting class
    6th +4 +2 +5 +5 Blade from a Different Dimension 3d6 -
    7th +5 +2 +5 +5 - 3d6 +1 level of existing manifesting class
    8th +6/+1 +2 +6 +6 Delusion's Gaze (60ft. + true seeing) 4d6 +1 level of existing manifesting class
    9th +6/+1 +3 +6 +6 Step into Disarray (plane shift), Fractal Mindscape 4d6 +1 level of existing manifesting class
    10th +7/+2 +3 +7 +7 Psychopathic Phantasmagorial 4d6 -

    Hit Die: D8

    Skillpoints:6


    Class Skills:
    • Acrobatics (Dex)
    • Autohypnosis(Wis)
    • Balance (Dex)
    • Bluff (Cha)
    • Climb (Str)
    • Concentration (Con)
    • Craft (Int)
    • Decipher Script (Int)
    • Disable Device (Int)
    • Disguise (Cha)
    • Escape Artist (Dex)
    • Forgery (Int)
    • Hide (Dex)
    • Intimidate (Cha)
    • Jump (Str)
    • Knowledge (dungeoneering) (Int)
    • Knowledge (local) (Int)
    • Knowledge (the planes) (Int)
    • Knowledge (psionics) (Int)
    • Listen (Wis)
    • Move Silently (Dex)
    • Open Lock (Dex)
    • Perception (Wis)
    • Perform (Cha)
    • Profession (Wis)
    • Psicraft (Int)
    • Stealth (Dex)
    • Survival (Wis)
    • Swim (Str)
    • Tumble (Dex)
    • Use Psionic Device (Cha)
    • Use Rope (Dex)


    Mindbreak Stalkers gain no proficiency with any weapon or armor.

    ▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬
    Class Features

    Ozodrin Advancement You aberrant powers grow ever stronger.
    • Levels in Mindbreak Stalker stack with Ozodrin levels for determining form points


    Powers Known You continue to advance your psionic abilities.
    • At every level except 1st, 6th, and 10th, a Mindbreak Stalker gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class.
    • She does not gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on).
    • This essentially means that she adds the level of Mindbreak Stalker to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
    • If a character had more than one manifesting class before she became a Mindbreak Stalker, she must decide to which class she adds the new level of mindbreak stalker for the purpose of determining power points per day, powers known, and manifester level.


    Ravages of the Shattered Mind (Ex) ι 1 ι You are permanently, irrevocably insane.
    • A Mindbreak Stalker is immune to sanity damage and effects, and is treated as having a permanent Sanity stat of -10 for any purpose. This does not prevent the character from being controlled by a player.
    • The Mindbreak Stalker automatically has a number of ranks in forbidden lore equal to his hit dice +3, but cannot increase the number of ranks in this skill through any means. If the she already has more ranks in forbidden lore than this limit, those ranks remain, but cannot be increased until his hit dice 3 again exceeds his current ranks.
    • The mindbreak stalker develops five phobias or obsessions at each of these intervals. Whenever a mindbreak stalker encounters the object of his phobia or obsession, he is subject to a -2 penalty on saves, attacks, and skill checks while in its presence. Consult with your DM for appropriate phobias or obsessions. If you encounter multiple objects of your phobias or obsessions at the same time, the penalties are cumulative.
    • At each even-numbered class level, the madness beast devours one of the mindbreak stalker's phobias or obsessions, and the mindbreak stalker no longer is subject to a penalty with respect to that phobia or obsession.

    Spoiler: Example Phobias and Obsessions
    Show
    Phobias
    • Acrophobia: You are afraid of heights.
    • Hydrophoba: You are afraid of water.
    • Hypnophobia: You are scared of sleep.
    • Pyrophobia: You are afraid of fire.
    • Uranophobia: You are afraid of the heavens & divine magic.


    Obsessions
    • You have a drug disorder.
    • You are a kleptomaniac, and compulsively grab everything you can.
    • You have an irrational preference for prime numbers.
    • You spend hours a day cleaning and polishing your equipment.
    • You cannot look into the eyes of a member of the opposite sex.
    • You are addicted to the sensation of chewing.
    • Any sort of music disturbs you.


    Mindbreak (Su) ι 1 ι You can attack the very minds of the unwary.
    • When a mindbreak stalker attacks an enemy who would be denied their dexterity bonus to AC or if the mindbreak stalker is flanking her target, she may assault her target's mind with an attack.
    • She deals additional dice of damage on her attack and does 1 point of Sanity damage per mindbreak die on each attack.
    • This ability is mind-affecting in nature, and not precision damage, and so affects creatures immune to sneak attacks and critical hits, but does not affect mindless creatures.
    • Ranged attacks can mindbreak only if the target is within 30 ft.


    Serenity of the Infinite Depths (Ex) ι 2 ι Your mind has been warped and fortified by the madness beast.
    • The Mindbreak Stalker receives a bonus on saving throws against fear, charm, and compulsion effects equal to half her class level.


    Step into Disarray (Ps) ι 3/9 ι You learn to use the Far Realms as a conduit for travel.
    • At 3rd level, a Mindbreak Stalker may teleport as if using Psionic Dimension Door. The Mindbreak Stalker also adds Psionic Dimension Door to her list of known powers as a bonus power known.
    • At 9th level, a Mindbreak Stalker may transport himself, along with up to eight willing allies, to the Far Realms, as if manifesting Psionic Plane Shift. Her companions are likewise extended the physical and mental protection afforded to the Mindbreak Stalker so long as they accompany her in this method. The Mindbreak Stalker may transport herself and his allies back to whichever plane they came from without spending another using of this ability. The Mindbreak Stalker also adds Psionic Plane Shift to his list of known powers as a bonus power known.
    • Using either ability, the Mindbreak Stalker has an effective manifester level equal to her hit dice, and the powers are automatically augmented when applicable. This ability is usable 3 + int mod times per day (for both abilities, so if a Mindbreak Stalker has 6 daily uses, he may use the dimension door power four times and the plane shift power twice, or use all six for the dimension door power).


    Alien Sneak (Ex) ι 3 ι You can conceal yourself from the most unnatural creatures.
    • A Mindbreak Stalker receives a bonus equal to her class level on hide and move silently checks opposed against any creature with extraordinary or supernatural senses (such as scent or tremorsense) and against any creature who has augmented senses through magic or psionic abilities. Low-light vision and darkvision do not count for the purposes of granting this bonus, unless magically granted.


    Delusion's Gaze (Su) ι 4/8 ι The eyes of the madness beast see with the clarity of unmitigated insanity.
    • At 4th level, the Mindbreak Stalker gains blindsense out to 30 feet.
    • At 8th level, the Mindbreak Stalker's blindsense improves to 60 feet. Also at 8th level, while psionically focused, the Mindbreak Stalker can see anything within the range of her blindsense as if she had a Psionic True Seeing effect in place.


    Hide in Plain Sight (Su) ι 5 ι You can hide within the very folds of space.
    • A Mindbreak Stalker may mamke hide checks without cover or concealment as long as she is psionically focused.


    Blade from a Different Dimension (Su) ι 6 ι A Mindbreak Stalker learns how to infuse her weapons with the mind-shattering properties of the Far Planes.
    • Whenever a Mindbreak Stalker of 6th level or higher delivers a mindbreak, she also deals wisdom damage equal to the number of mindbreak dice.
    • If she chooses to, a Mindbreak Stalker may expend her psionic focus when delivering a mindbreak and have her attack automatically bypass any damage reduction or hardness the target may possess.


    Fractal Mindscape (Su) ι 9 ι A Mindbreak Stalker's mindscape is an incomprehensible field of unadulterated horror.
    • a Mindbreak Stalker gains protection from all devices, powers, and spells that influence the mind. This ability shields her against almost all mind-affecting powers and effects (though the Mindbreak Stalker can selectively allow powers or spells to affect her).
    • The ability even foils bend reality, limited wish, miracle, reality revision, and wish when they are used to mentally influence a Mindbreak Stalker. This ability is active as long as the Mindbreak Stalker is psionically focused.


    Psychopathic Phantasmagoria (Su) ι 10 ι The Mindbreak Stalker has fully internalized her insanity, and becomes one with the beast of madness dwelling inside of her.

    For up to ten minutes per day (which need not be consecutive minutes, or even rounds), the Mindbreak Stalker may assume the form of the beast of madness. In this state, she undergoes the following changes:

    • Type changes to Aberration, with the chaotic and psionic subtypes. Do not recalculate base attack bonus, hit dice, saves, or skills.
    • Any items or equipment meld into her new form and cannot be used.
    • The Mindbreak Stalker has continuous psionic focus (it is never "expended"; or equivalently, focus is immediately regained after it is spent)
    • The Mindbreak Stalker gains power resistance equal to 15 + hit dice.
    • The Mindbreak Stalker has an effective manifester equal to her hit dice.
    • The Mindbreak Stalker temporarily gains any three [aberrant] feats (Lords of Madness). Feats gained in this manner are lost when the form is dismissed and cannot be used to qualify for other feats or prestige classes; however, the feats can help to qualify for themselves (so the 1st feat can qualify for the 2nd feat, etc.). When taking temporary [aberrant] feats in this manner, it is not necessary for the mindbreak stalker to have the Aberrant Blood feat.
    • If the Mindbreak Stalker has levels in Ozodrin, she gains FP up to her total HD.


    This form may be assumed or dismissed as a move action that does not provoke an attack of opportunity. After dismissing the madness beast form, the Mindbreak Stalker is exhausted for 1 minute.

    The Transcendent Scion
    Spoiler: By Matar (a cross between the ozodrin and the True Xenothurgist class by Realm of Chaos).
    Show
    And so, The Witness of Forlorn Memories was intrigued. The disturbance was neglectable in size, and infinitely fragile, and yet it held many secrets. There were laws inside the tiny bubble that none of the Elder Minds had ever dreamt up, causes following effects, linear time, three dimensions of space closely intertwined.
    The Witness of Forlorn Memories extended a fine tendril of his essence towards the disturbance carefully peeling apart it's outer layers and reaching for it's core.
    But suddenly, as he touched the strange reality within, the tendril was severed from him by an unknown force, because, unbeknownst to him, the powers of that reality had felt and dreaded his incursion, and trapped his essence in a mortal shell, forever to be bound in that little creature's descendants.
    The Witness of Forlorn Memories pondered this for a grand cycle and a half, until he felt something new, a bright and tiny spark of his own essence had freed itself from the disturbance inside him. He parted his layers and studied the spark, and he knew it.
    And so, the seed of a new Elder Mind was born.


    -The Codex of Forbidden Dreams

    Outside reality, beyond the boundaries of Time, Space and logic, lies the Far Realm, home to entities vast and powerful, perhaps more so than even the gods. Few ever notice the tiny bubble of reality, but those that do sometimes invest a tiny spark of their own essence in it, to grow and mature. This spark attaches itself to the consciousness of a newborn or weak-minded creature, displacing it's soul in the process.
    Scions are those born with such a spark, manifesting most often as an unusually powerful talent for Xenotheurgy. The feeling of not belonging in this world never entirely leaves them, and some of them seek to return to the place calling to them, the Far Realms. These become Transcendent Scions, developing their talents and seeking their "True Form".

    Entry Requirements
    Skills: Knowledge: the Planes 5 ranks, Knowledge: Dungeoneering 5 ranks (+3 each for 3.5)
    Feats: Twisted Incursion or Rift Walker, Decentralized Body
    Special: Must know at least four murmurs, one of which must be Endless Evolution. Must be able to form the Tentacle feature.

    *This feat may be waived if the character is already an Aberration (such as an Elan or an Illithid).

    Unless otherwise noted, when an ability calls for a save the DC is 10+1/2 Your Xenotheurgy level + stat added to your will save.

    Level BAB Fort Save Ref Save Will Save Special
    1st +0 +2 +0 +2 Mind of Madness, Feature (Cosmic Protoplasm)
    2nd +1 +3 +0 +3 Puppeteer of Insanity, Seeping Through
    3rd +2 +3 +1 +3 Murmur, Conscious Incursion
    4th +3 +4 +1 +4 Feature (Impossible Shapes)
    5th +3 +4 +1 +4 Aberrant Adaption
    6th +4 +5 +2 +5 Murmur, Broken Form
    7th +5 +5 +2 +5 Feature (Ozodrin)
    8th +6/+1 +6 +2 +6 Feature (Madness)
    9th +6/+1 +6 +3 +6 Murmur, Shattered Limitations
    10th +7/+2 +7 +3 +7 Realization of the Perfected Form

    Hit Die: D8

    Skillpoints:4
    [/SIZE]

    Class Skills:
    • Autohypnosis(Wis)
    • Bluff (Cha)
    • Disguise (Cha)
    • Heal (Wis)
    • Intimidate (Cha)
    • Knowledge (arcana) (Int)
    • Knowledge (dungeoneering) (Int)
    • Knowledge (history) (Int)
    • Knowledge (the planes) (Int)
    • Listen (Wis)
    • Sense Motive (Wis)
    • Stealth (Dex)
    • Spellcraft (Int)
    • Spot (Wis)
    • Use Magic Device (Cha)


    Transcendent Scions gain no proficiency with any weapon or armor.

    ▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬
    Class Features

    Mind of Madness (Ex) | 1 | The madness of your mind and body are always on equal grounds.
    • Your feature points, feature augmentations and the level of your Ozodrin abilities (Such as Manifest Form) are now based upon your Xenotheurgy level, instead of your Ozodrin level.
    • Instead of adding your Charisma Modifier to your Ozodrin Features and class features you instead add whichever modifier is added to your willsave.


    Feature (Cosmic Protoplasm) (Ex) | 1 | As your connection to the Far-Realms grows stronger, so does your ability to tap into its power.
    You are now able to utilize the liquid-like substance that opposes reality itself: The Cosmic Protoplasm of the Far-Realms.
    Spoiler: Cosmic Protoplasm Feature
    Show
    Cosmic Protoplasm
    Appearance
    A reflective silver liquid that drips and oozes off your body.
    Benefits
    As a standard action you make a single melee touch attack, which deals 1d4 force damage for a medium creature.
    Augment Benefit Requires Maximum
    Endless River +1d4Dmg Cosmic Protoplasm 1+1/4 Levels
    Aphrodisiac of Insanity Daze 1 rnd, plus attraction to protoplasm. Cosmic Protoplasm Once
    Elder Bile Sicken 3 rnds, plus -2 to rolls. Cosmic Protoplasm Once
    Thinking Ooze Share thoughts with those hit Cosmic Protoplasm Once
    Shifting Move Feature Level 17 Once / Feature

    Spoiler: Augment List
    Show

    Endless River
    • Your Cosmic Protoplasm deals 1d4 more force damage.


    Aphrodisiac of Insanity
    • Creatures that either come into direct contact with or are affected by your Cosmic Protoplasm must make a will save or become Dazed for one round.
    • Anyone who failed there save will attempt to come into contact with more Cosmic Protoplasm at almost any cost. Self destructive actions allows the target to roll another will save with a +5 modifier to the roll. This second feature lasts for 24 hours.


    Elder Bile
    • Creatures that either come into direct contact with or are affected by your Cosmic Protoplasm must make a will save or become Sickened for three rounds.
    • If the target attempts to interact with the source of Cosmic Protoplasm they take an additional -2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. This second aspect of Elder Bile lasts for 24 hours.


    Thinking Ooze
    • Creatures that either come into direct contact with or are affected by your Cosmic Protoplasm are capable of communicating telepathically with you and may see what you see, so long as you are within ten feet of them.


    Shifting [1FP]
    As a move action you may move this feature from it's current location to anywhere else it could otherwise be placed.

    In addition, your other features gain the following augments.
    Augment Benefit Requires Maximum
    Silver Spittle Bite deals force dmg Cosmic Protoplasm, Mouth Once per mouth
    See the Taint Always see those hit by protoplasm. Cosmic Protoplasm, Eye 1/Level
    Weeping Infection Eye loses benefits/special, invest FP in spreadable protoplasm. Cosmic Protoplasm, Eye Once
    Enchanted Silver Consuming protoplasm effects with breach. Cosmic Protoplasm, Eye, Weeping Infection Once
    Perfect Injection Hit with protoplasm during grapple. Cosmic Protoplasm, Tentacle Once
    Spoiler: Augment List
    Show

    Silver Spittle
    • Your bite attack now deals force damage.


    See the Taint
    • You are capable of seeing any creature within 40 feet that have touched your Cosmic Protoplasm. This allows you to see them through walls, in darkness, while blind, ect.


    Weeping Infection
    • This feature is added to an Eye feature or natural eye. This eye becomes blind and loses any gaze attacks it may posses.
    • Upon forming the eye, choose one non area-of-effect breach you have access to.
    • As a full-round action you may temporarily invest 1 FP/3 levels of the breach to ‘weep’ out 8 ounces of Cosmic Protoplasm, which may then be collected.
    • Anyone who consumes the Cosmic Protoplasm (Either via taint or simply drinking it, contact is not sufficient) is effected by the Breach, although saves still apply if necessary.
    • This is good for one use; if you taint a large amount of food and several people eat it only the first one to consume it is effected.
    • The effects of this feature last for 24 hours, after which the Cosmic Protoplasm dissipates as normal and the Breach is wasted.
    • After 24 hours, the FP are regained.

    Perfect Injection
    1. When you grappling a target you may choose to inject them with an extremely unstable form of Cosmic Protoplasm from your tentacle.This is considered to be part of the grapple (Instead of attacking your foe, escaping, moving, etc you choose to do this) and is made as a melee touch attack.
    2. After three rounds of being constantly injected with Cosmic Protoplasm the target rolls a fortitude save.
    3. If they fail they explode and are reduced below -10 HP, dead. This feature may be added to multiple tentacles, but doing so does not speed up the time it takes to make a target explode.



    Puppeteer of Insanity (Ex) ι 2 ι You pull on the strings of madness like the greatest of puppeteers.
    One per day you may activate any of the following effects as an immediate action. You gain an additional use of this ability for every four levels, to a maximum of three times per day at level 10.
    • Alter Gray-Matter: You twist and pull at your mind, replacing one active murmur with an inactive one. When doing so, switch the levels of the newly active murmur and the newly inactive murmur.
    • Close/Open the Gate: You may choose to gain or lose two warp points.
    • Break the Walls: You may active another Incursion from an active Murmur the same round you use this ability as an immediate action. This Incursion then lasts its normal amount of time. This stacks with any other active Incursion you have.

    Seeping Through (Ex) ι 2 ι Remnants and traces of their far realm origin manifest all around the character.
    You can no longer suppress the disturbances gained from any of your murmurs.

    Murmur (Su) ι 3/6/9/12/15/18 ι The rip inside you grows ever wider, each day.
    • At third level, and every three levels thereafter, the Scion gains access to another murmur, though they may still only have there normal amount of murmurs active at a time.


    Conscious Incursion (Ex) ι 3 ι You need no sanity to be strong of mind.
    • At third level, the Scion no longer takes any penalties to your wisdom and charisma-based skill and ability checks when using an incursion.


    Feature (Impossible Shapes) (Ex) ι 4 ι The Far-Realms has no shape, and it is this contradiction from which you draw your power.
    Spoiler: Impossible Shape Feature
    Show
    Impossible Shape
    Appearance
    Parts of your body appear different to all who see them. Some may see them as a bright light, while others see it as a hole in reality. Others may see it as a mass of unblinking eyes.
    Benefits
    You gain a 10% miss-chance against piercing damage, as the weapon simply passes through the cracks in your body.
    Augment Benefit Requires Maximum
    Countless Cracks +10% miss chance Impossible Shape 1/4 levels
    Pathway Creatures that enter your square teleport Impossible Shape 1/Level
    Twisted Artery Move a square of a breach's range. Impossible Shape 1/Level

    Spoiler: Augment List
    Show

    Countless Cracks
    • The chance to avoid a piercing attack is increased by 10%.


    Pathway
    • Creatures no more than one size category larger than you may now enter your square. When they do so, they may teleport to any location within 10 ft. of your square.
    • You have no control over where they teleport (they pick the location), nor may you limit who can use you to teleport, although enemies entering your square draw AoO’s as normal.
    • Taking this augment multiple times increases the teleport range by 10 each time.


    Twisted Artery
    • This feature allows you to slightly alter the shape of any area-of-effect Breach that you cast. You may ‘move’ 5x5x5 foot square of the Breaches area-of-effect to anywhere within the Breaches normal range.
    • An example of this is casting an Area-of-effect Breach at a group of enemies surrounding an ally and shaping it to not effect your allies square, whilst moving the displaced effect to an enemy behind you.
    • Taking this augment multiple times allows you to move multiple squares of range.


    In addition, your other features gain the following augments.
    Augment Benefit Requires Maximum
    Internal Walkway Teleport those you swallow. Impossible Shape, Mouth, Pathway Once per mouth
    Piercing Sight See through 10 ft. of material Impossible Shape, Eye 1/Level
    Broken Tentacle Tentacle can move through 10ft. solid material. Impossible Shape, Tentacle 1/level
    Spoiler: Augment List
    Show

    Internal Walkway
    • When using the swallow whole ability with an affected mouth, instead of putting the creature inside your stomach you may instead teleport them to a location of your choosing, with a range no more then that allowed by your Pathway feature.

    Piercing Sight
    • The effected eye is now capable of seeing through up to 10 feet of solid material. This allows you to see through a wall, clothing, or the cover of a book.
    • Although this does not grant you the ability to see in fog or darkness you may ‘look past’ it, in order to see creatures or objects on the other side.
    • Taking this augment multiple times allows you to increase the range by 10ft. each time.

    Broken Tentacle
    • Your tentacle may now ‘phase through’ ten feet of matter (limited to your tentacles length). This allows you to attack creatures, grapple, or interact with anything in the tentacles reach. Doing this does no damage to what you’re phasing through.
    • Taking this augment multiple times allows you to increase the range the tentacle can phase through by 10ft each time, still limited by the tentacle's length.




    Aberrant Adaptation (Ex) | 5 | Your mind grows as flexible as your body.
    • You gain a single aberrant feat of your choice, so long as you meet the requirements.
    • Once every 24 hours, after at least 8 hours of rest, you may change this aberrant feat to any other aberrant feat, so long as you meet the requirements.


    Broken Form (Ex) | 6 | The line between your guise and your aberrant form grows far narrower.
    • You may have a number of features active in your normal form so long as the feature points do not exceed 1/4 your character level.
    • These points count against your form point total and do not work in your manifested form. For example, if you have four extra eyes in your normal form you lose four feature points and when you manifest form you lose these eyes until you transform back. Finally, you gain the Conservative Form feat as a bonus feat.


    Unlock (Ex) | 7 | Choose your destiny.
    • Choose one option listed in Unlocks.


    Feature (Madness) (Ex) | 8 | Choose your destiny.

    Spoiler: Madness Feature
    Show
    Madness
    Appearance
    Everything within 60 feet of yourself becomes warped and twisted. Lights ripple, colors shift, strange sounds are heard, and everything generally seems wrong.
    Benefits
    All creatures within 60 feet of you take a -2 penalty to all Wisdom based skill checks. If they are also in the area of an incursion this penalty increases to -4.
    Augment Benefit Requires Maximum
    The Insane Reality Force others to use incursions Madness Once

    Spoiler: Augment List
    Show

    Insane Reality
    • If the target of one of your Breaches fails to pass their save they must immediately roll a will-save. If they fail they are treated as if having activated a single Incursion that you know.
    • This Incursion is chosen by you, from either your inactive or active murmur list and the effects of this Incursion are based upon your Breach level.
    • The target takes all penalties associated with using an Incursion, for all intents and purposes they’re the one who used it.


    In addition, your other features gain the following augments.
    Augment Benefit Requires Maximum
    Mental Feast Devour deals wis dmg. Target becomes insane at 0 wis. Madness, Mouth 1/2 Mouths
    Traitorous Flesh Grow tentacles on other creatures. Madness, Tentacle 1/Tentacle
    The Eye Confused creatures act as if charmed. Madness, Eye Once
    Spoiler: Augment List
    Show

    Mental Feast
    • This augment may effect up to two mouths.
    • If an affected mouth is used to Devour a creature the mouth deals Wisdom damage instead of Constitution damage. If the targets Wisdom is reduced to 0 they are driven Insane, as per the spell.
    • The effects of this feature only work on creatures inside the area of your Madness feature (60ft), and if the mouth with this feature devours a creature outside of it devour does its normal constitution damage.


    Traitorous Flesh
    As a free action you may plant the affected tentacle on any creature within the area of the Madness feature (60ft).
    This tentacle may be used to attack or grapple and acts on your turn. The tentacle is considered an object and has HP equal to double your HD and a hardness equal to one-half your HD. You may use this tentacle as part of your full-round attack. If the tentacle is destroyed you take damage equal to its hardness and may not redistribute the points spent on it for one minute.

    The Eye
    • Any creatures that the affected eyes look at that are Confused, are instead treated as being Charmed.
    • They do not act randomly (and as such do not roll to determine what they do). A single eye may only watch a single creature at a time.
    • This only affects creatures who are inside the area of the Madness feature (60ft).



    Shattered Limitations (Ex) | 9 | You surpass the limitations of even the most alien beings
    • All Aberrations and creatures native to the Far-Realms must roll a will-save or treat you as Friendly. Even if they pass their will-save they treat you as Indifferent if they would normally be Unfriendly or Hostile.
    • Creatures that are Indifferent to you because of this ability treat you an oddity. Although they sub-consciously recognize you as their “better,” they are still able to contain themselves, or simply reject the thought as a brief moment of madness. An example of this would be a Beholder that speaks with you in order to try to understand what you are. If it doesn't like your answers it may still attack, and chances are it won’t like your answers.
    • Creatures that treat you as Friendly because of this ability believe you to be perfect. A paragon of madness and everything they want to be. An Illithid under the effects of this ability would treat with a great deal of hospitality and respect, while a Beholder might simply wander off in confusion over the very idea that anything might have a greater form then themselves.
    • Regardless of the save you also gain a +4 to all social skills when dealing with Aberrations and native Far-Realm beings.

    Realization of the Perfect Form (Ex) | 10 | Reality itself shatters under your power as you take control of what it once held.
    • You may activate this ability only when one of your Incursions is active and centered upon you. Doing so takes a full-round action and overlaps with your active Incursion. Ending this effect takes longer, requiring a full hour of uninterrupted concentration where you may not partake in any stressful actions. If you have multiple active incursions you must select which one you wish to use to activate this ability.
    • The area of Realization of the Perfected Form is equal to that of the Incursion used to active it. It has three sections, a Peripheral, a Marrow and a Heart. The Peripheral is equal in size to the Peripheral of the Incursion used. The Marrow is equal in size to the Marrow of the Incursion used. The Heart occupies the area you do when you shift.
    • Movement while shifted is impossible. Vast as you are, your body is contained by the crushing weight of reality. Although “parts” of your new form may be moved around, taking them outside of the area only reverts them back to there normal form, dealing no damage to you. Any features on these objects instantly dissolve and you do not regain those feature points for 24 hours. Any attempts to move the Incursion (such as with the Displace Incursion feat) automatically fail.


    The abilities of each “section” of Realization of the Perfected Form are as follows.
    • The Heart: The Heart is the beating center of your new form.
    • All of your equipped items are merged into this new form and rendered inert.
    • You lose your Dodge AC, although you gain a bonus to your natural AC equal to half your HD.
    • You are treated as an Aberration or Construct for the purpose of spells; whichever is more beneficial for the Scion at the moment.
    • Your new form is completely helpless without any features added upon it. It lacks a head and has no eyes or ears, limbs, neck, or even a proper body to equip even basic armor; in essence you are treated as having no item slots.
    • Although called “The Heart” you may take any shape that fits your aesthetic desire, such as a pulsating brain or mass of worms, so long as it fits the previous criteria. Once your shape is chosen however it may not be changed for the duration of the effect.
    • The Marrow: The Marrow is a massive area that becomes your new body.
    • You may sense all creatures in its area as if you possessed Tremorsense.
    • You may form and remove features in this area as a free action, but you may only do so for a specific feature once per round. You may not, for example, form a feature, attack with it, and remove it all in one round.
    • In order to use a Breach you must have a feature within 60 feet of the target, which must have been formed for at least one round.
    • All features in this form have, unless otherwise stated, an AC value equal to yours along with five HP. The features saves are equal to yours.
    • For every feature killed, you take a quarter of the damage. If a feature is reduced to 0 HP it is destroyed and you instantly regain half the feature points spent on it, the other half of which you regain after 24 hours.
    • Teleportation and Plane-Shifting in the area of a Marrow is difficult. The Marrow is treated as if effected by Dimensional Lock, which has a caster level equal to your HD and can not be dispelled or suppressed.
    • The Peripheral: The Peripheral is treated like the Marrow but with the following exceptions: You do not have Tremorsense in its area of effect. Features take a move action to form or remove. A feature must be within 30 feet in order to use a Breach. Teleportation and Plane-Shifting is not barred. Note: This only applies to the area of the Peripheral –outside- of the Marrow.

    Last edited by Hanuman; 2015-04-18 at 06:21 AM.

  8. - Top - End - #8
    Bugbear in the Playground
     
    Hanuman's Avatar

    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male

    Default Library

    Library

    Builds

    Spoiler: Builds
    Show

    Builds are currently written in this format:
    • [FEATURE -AUGMENT#] [FEATURE(OPTION) -AUGMENT(OPTION)]
    • Example: [Eye -Perceptive3] [Organ(Light) -Elemental(Acid)]






    Characters

    Spoiler: Characters
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    Spoiler: Hope (Conversion in Progress)
    Show


    Spoiler: Zariel (Pending Conversion
    Show




    Last edited by Hanuman; 2014-08-20 at 08:13 PM.

  9. - Top - End - #9
    Bugbear in the Playground
     
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    Workshop

    Spoiler: Update 2.4
    Show


    Update 2.3 Hotfix 2
    • Organ Augment Table mismatch fixed.
    • Ozodrin Spell List expanded to include Retrieve Item and Plane Shift.
    • Image Galleries expanded.
    • Fold Feat remade, given 2nd, 3rd, ect forms giving interesting "signature" forms for your character.


    Done
    • Create "Field" feature, an area of spacial anomaly around the ozodrin which functions as an augment activation or aura template.
    • Create Worldskin augment.
    • Create a way to put features onto everything (Den Augment).
    • Create spell/power eating augment.
    • Create gravity manipulation field augment.
    • Zombification Field
    • Deflection Field
    • Sickening Aura
    • Buff/Debuff Field


    Work In Progress
    • Clarify Thick Augment
    • Clarify Stomach Volume.
    • Balance Food For Thought Skilltrick.
    • More nonviolent optionality.
    • Fix Organ Removal/Add/Augment actions
    • Re-Design or Rebalance Spawn
    • Create and detail Field Feature's augments
    • Cooking Monster Feat/Spell List
    • Improve Throwing Spike Functionality
    • Work in more madness causing flavor http://www.d20pfsrd.com/gamemasterin...ctions/madness
    • Rethink CMD issues.
    • Feat that changes the flavor of your original race.
    • Custom curse system.
    • Angelic and Infernal feat options.
    • Affliction System (Poisons, Diseases and Infestations) Cancermage Flavor/Xenoalchemist Chirgeon
    • Xenoalchemist/Graughtsman Grafting
    • Improve and repair Fragment feat.
    • Add Planeshift
    • Add more food flavor
    • Add optionality for creating fake corpses.
    • Create "shell" you can burst out of, likely with puppet.
    • Feat to flavor John Carpenter's The Thing
    • Flesh out build section with "eidolon model example" format.
    • PRC Classes
    • Malshaper Remake
    • Akodrin Bloodline Remake
    • Allow shark mounts and similar (with feet)
    • Allow limbs and other features to "attach" to other creatures, granting them a graft in a sort. Rethinking whether shifting feature is so powerful that it needs to be restricted to endgame.
    • Allow active limb detachment via ms. fortune (skullgirls)




    Spoiler: Affliction System
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    Using this as a base: http://www.d20pfsrd.com/gamemastering/afflictions

    Type: Ozodrin Afflictions are actually a combination of [Poisons], [Diseases], [Infestations], and [Curses]; as such they are detected and cured as if they were any of these. Creatures are not immune to to an Ozodrin's Affliction unless they are immune to either Infestations or Curses.

    Save: [DC 10 + 1/2 Ozodrin Level + Charisma]

    Vectors
    -Contact
    -Ingestion
    -Injury
    -Inhalation
    -Special

    Last edited by Hanuman; 2014-11-03 at 07:17 PM.

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    Glossary

    Spoiler: Table Terms
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    Listing of terms used in this class' tables:

    Augment - The name of an augment.

    Benefit - A concise shorthand to reference the augment's full effect as listed in the spoiler below the table.
    • +2FP - Small Augment grants +2FP, refunding the augment and small feature to gain a purely aestheic bonus.


    Requires - The requirements of the augment to function.
    • Level - Refers to your Ozodrin level.
    • Organ/Augment Name - Refers to the organ or augment of the same name.
    • If these requirements are not meant the augment and it's effects cease to function.


    Maximum - The maximum time this augment can be taken.
    • Once - You may not take this augment more than once.
    • Once / Feature - You make augment each of your features that this augment belongs to once.
    • 1/# Level - You may take this augment at level # and once again every # levels. (1/4 level = 1 @ 4, 2 @ 8)
    • 1 + 1/# Level - Same as 1/# Level except the maximum is one more, starting at level 1. (1+ 1/4 level = 1 @ 1, 2 @ 4)




    I'm used to the original!
    Spoiler: Work In Progress
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    Hello Veterans, I know there are some massive changes made in the transition from Owrtho's Ozodrin and the current build, but hopefully this section will help the transition.

    Conversion

    Spoiler: Changes Between Versions (Owrtho's Ozodrin -> Ozodrin 2.X)
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    The first thing to keep in mind is that while the Ozodrin works very well with the Aberration flavor it's no longer a requirement, and that the Ozodrin now comes in different flavors called Archetypes.

    Features
    All features now cost 1 Form Point.
    By default an Ozodrin gains access to these features at level 1: Eye, Mouth, Tentacle, Limb and Organ.
    More features can be unlocked, even at early levels: Spawn, Spike, Fin, Puppet and Stomach
    Removing a feature is now a free action.
    • Eye: The eye feature now grants a non-defined amount of eyes.
    • Mouth: The mouth feature no longer needs to lead to a stomach, so it can be abstracted to a pair of scissors or a clamp.
    • Tentacle: As with most of the features which grant attacks the Many augment allows you to have an unlimited number of tentacles.
    • Limb: Limb is now separated into Sub, Minor and True, a sub limb is similar to an insectile template limb, a minor limb is similar to a diopsid limb and a true limb is similar to a golem's limb, this is to give the player options while maintaining the actual balance required for gaining limbs.
    • Organ: Most of the special abilities of the ozodrin's features have been moved into a centralized system. Organs allow you to cast spell-like and psi-like abilities emulated by other augments, and it has replaced the functionality of Flesh and Special Eyes. If you see something missing from the Ozodrin then it's likely ended up in the Spell/Psi list!
    • Spike: While spike functions as a ranged option it's now paired with organ and feats to provide it's "syringe" flavor.
    • Fin: Fin is no longer a combat option by default, it offers a wide array of potent mobility options.
    • Spawn: Spawn has been completely redone, it allows the Ozodrin to be summoner even at early levels.
    • Puppet: Puppet and Lure Trap have been merged and are available at low levels, though they have been changed.
    • Stomach: Secondary stomachs as well as the primary stomach has been changed, it now also augments your class feature.


    More to come



    Spoiler: Conversion
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    How to convert a 3.5 Ozodrin using Owrtho's Ozodrin:

    Work in Progress



    Pathfinder
    The ozodrin now uses Pathfinder (Dungeons and Dragons 3.75 Edition), as such it has some positive mechanical changes we'll discuss.




    Ozodrin Remix 3.5
    Spoiler: 3.5 Conversion Rules
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    Ozodrin Remix was designed with keeping it balanced for players wanting to play it in 3.5 (Ozodrin 3.5 + Pathfinder = [3.P]) so converting to 3.5 is fairly painless, though there are a few things to keep in mind:

    Combat
    • +X CMB = +X bonus to all combat maneuvers when used offensively.
    • +X CMD = +X bonus to all combat maneuver checks when they are used on you.
    • CMD Optional Rule #1 = You may add your dexterity once to checks against combat maneuvers used on you.
    • CMD Optional Rule #2 = You may choose between Dexterity and Strength for combat maneuver checks used on you.


    Skills
    • +X Acrobatics = +X Balance, +X Jump, +X Tumble
    • +X Perception = +X Listen, +X Spot, +X Search
    • +X Stealth = +X Hide, +X Move Silently


    Feats
    • Pathfinder characters gain feats every 2 levels where as 3.5 characters gain feats every 3.
    • Feat Optional Rule #1 = Remove excess feats.
    • Feat Optional Rule #2 = Disable excess feats until they could have been gained.
    • Feat Optional Rule #3 = Lower your maximum Form Points by 1 for every excess feat you have.
    • Feat Optional Rule #4 = Use 3.5's Unearthed Arcana Flaw System to allow extra feats.


    Requirements
    • When something requires skill ranks as a requirement increase this number by 3.


    For more data, view the 3.5 to Pathfinder conversion guide for more details.

    Last edited by Hanuman; 2014-08-11 at 02:18 AM.

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    Default Re: Tooth and Tentacle ² [3.P] [PEACH]

    I'm liking this so far, especially the Tether, it looks pretty interesting thus far.
    Quotes
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

    P. hysical
    M. ind
    S. pirit

    XD

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    The Hub, for PTA & PTU community building. If you're interested, take a look.

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    Default Re: Tooth and Tentacle Remix [3.P] [PEACH]

    Spoiler: Archived - Tether Flavor
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    Thanks!

    I've been working on the remake for a few months now and it's finally coming together. There's a lot of changes from the original, let me know if there's any changes you dislike and I will do my best to create an optimized end-result.

    @Tether
    Thank you kindly, the core class feature list is done but the alternative features have not been created.
    Animats are features designed to be wildly creative, at core they are tentacles or limbs.
    Objects are meant to fit a misc. role, they are intended to play a part similar to the Organ feature.
    The reason behind the severe limitation on feature types is that the tether's feature composition work more similarly to Astral Constructs, so the mechanics are less picky due to the higher aesthetic options... you could have midna energy hair arms or doctor octopus claws or animated chains or a sword made of your soul and it would be the same feature.
    Really when it comes down to it on that end, a bite attack is just a damage type and an attack, which can be solved through Multi and Strike augments, it'll just be another option with strike to apply the damage type, or a 1FP increase to make any feature instead deal S/P/B damages at the tether's discretion.


    Is there anything with the ozodrin, tether or other archetypes you would like to see expanded upon?
    Last edited by Hanuman; 2014-04-10 at 05:07 PM.

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    Default Re: Tooth and Tentacle Remix [3.P] [PEACH]

    As a starter: "Bio" is never explained, and many places have awkward phrasing and/or grammatical errors. I'll go through it sometime this week and find the specifics. Also, Spawn apparently have a Bio ability with a cost of zero.

    Preliminarily, though, it doesn't really seem any simpler to work with than the original Ozodrin, except in that you will have less options to work with unless you use valuable feats on getting more features. This is akin to saying that it's simpler to play a Beguiler than a Wizard - well, yes, technically it is, but that's because you lose out on a lot.

    (this example is intentionally exaggerated because I can't think of a closer example, as Sorcerer frequently doesn't lose out on enough to matter, but it should get the point across).
    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

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    Default Re: Tooth and Tentacle Remix [3.P] [PEACH]

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    Quote Originally Posted by Qwertystop View Post
    As a starter: "Bio" is never explained, and many places have awkward phrasing and/or grammatical errors. I'll go through it sometime this week and find the specifics. Also, Spawn apparently have a Bio ability with a cost of zero.

    Preliminarily, though, it doesn't really seem any simpler to work with than the original Ozodrin, except in that you will have less options to work with unless you use valuable feats on getting more features. This is akin to saying that it's simpler to play a Beguiler than a Wizard - well, yes, technically it is, but that's because you lose out on a lot.

    (this example is intentionally exaggerated because I can't think of a closer example, as Sorcerer frequently doesn't lose out on enough to matter, but it should get the point across).
    Those are good points, the features section is still WiP as is technically the entire class.

    @Bio
    Bio's fluff is that it's a mixture between biological, magic and psionic energy.
    Bio's mechanic is that it's designed as a battery for abilities, allowing the ozodrin to charge up an internal reserve and unleash it for abilities that are too powerful to allow the ozodrin access to otherwise. This allows players to far exceed the normal limitations for the default ozodrin's balance horizon.

    Critique is highly encouraged, I really want to hear more about what fixes need to be made with the system to increase it's capability and it's balance/style of presentation. The ideal scenario would be to get this class as polished as possible.

    [*]Delicious - [0] - You may take a move action to consume 2 spawn within reach to gain 1 bio.
    If this is the bio ability with a 0 bio cost you referred to then it's 0 because the intention is to sacrifice spawn to create bio if you run empty. The alternative is to give it a bio cost of 1 and a gain of 2.
    The Bio Usage bar may not be needed, thoughts?

    @Feat Unlocked Features
    Great point!
    The change was made for a few reasons...
    After you deconstruct features you find that you're actually gaining the versatility of their unlock at certain levels and in terms of balance progression is rated equal or less than a feat gain.
    What this means is that by gaining it as a feat instead of at a certain level you are free spend your feats as you wish when you wish, if at all (feat unlocks will count as aberrant feats though).
    Players who for instance never want to have fins because it doesn't make sense to their character don't have to have the ability, or they may purchase it at level 1 because it makes TOTAL sense for their character to have.
    The gaining of feat unlocks is balanced in two ways, first you have additional bonus aberrant feats gained periodically (balanced by aberrant affinity's feat stacking fix), and secondly as long as the unlocks remain less valuable than a feat then the unlock feats are free to grant additional bonuses to balance their worth as needed between the small variances of feature's utility.

    @Simplification
    If you compare owrtho's ozodrin to the remix you'll find a few things a lot cleaner in execution.
    For instance, try making a puppet, a 12 tentacle horror with varying tentacles and abilities, an army of spawn, ect. and see how it compares on the sheet, on the grid, and how easy it is to swap out when at the table.
    The ozodrin is a huge project because of the way it runs, not the capabilities it has. While most classes have cleanly modular systems that their abilities are run through and changed daily or hourly the ozodrin may literally change themselves in or between combat which can summon a NIGHTMARE for both the player stuck between turns and the DM having to cater to this.
    The end goal of the ozodrin remake is to cater perfectly to the table-side player and DM so the ozodrin runs about as hot as a caster. This is why the Bio system was put in, an ozodrin with a few extra minutes can customize some spell effects similar to how a divine caster can surf around while readying her daily spells.
    The other issue was that owrtho's ozodrin thread had died, this is more about a proper thread remake than some miraculous fightermonkfixesque solution to a very high-maintenance class, though I would like to think with enough thought and consideration it can become very clean.

    @Capability
    I would love to hear what you want to ozodrin to be able to do, whether it be something I haven't added in yet from the old version or something you'd just like to see.

    Please use quotes on anything that needs fixing, I'm sure there are several things at least!

    Any more thoughts?
    Last edited by Hanuman; 2014-04-10 at 05:08 PM.

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    Default Re: Tooth and Tentacle Remix [3.P] [PEACH]

    So, I said I'd go through it and see what I could come up with for typoes and confusing bits and suchlike. Here we go:

    Post 2:
    Manifest:
    • Bulletpoint 2: The inability to add or remove features would work better down in "Features", where it actually talks about the adding and removing of features.
    • Bulletpoint 4: Manifest seems like it should be capitalized. This specific usage refers to the ability, which is a proper noun, not the verb.

    Features:
    • Should this really be the same ability as Manifest? It messes with the flow a bit to do that, and the only real gain is removing one term from the table.
    • There is inconsistency and redundancy between bulletpoints 1, 6, and 7 - You say that features can be added and removed twice. Also, what is the action type for removing features?
    • In place of bulletpoint 1, I would suggest "You can add/remove features to/from your true form while in your worldly guise," then if any ability enables changing features while manifested, just say so there. This also removes the need for bulletpoint 4.
    • By how you have written it, a first-level Ozodrin has access to all of [Eye, Mouth, Tentacle, Limb, and Organ], but on going to second level and taking a level in, say, Barbarian, they can suddenly only use one of those at a time.
    • Bulletpoint 5 is awkwardly phrased. I'm not sure how to rephrase it because I'm not sure what it's actually saying - what does the size of a feature actually indicate or effect? As best as I can figure, all that the size affects is whether you can make it smaller, the damage die of the feature, what you can Swallow Whole (if the feature is a mouth), and whether you can put it on a Blunt Tentacle (which has other problems that I will get to when I get down there). Bulletpoint 5, as written, eliminates all of these factors except for the damage die, and none of these factors have any way of appearing in any situation where Bulletpoint 5 does not. Please clarify this.
    • "Unless otherwise noted" is an implied part of every single rule in the system, unless there's some feat or feature I'm unaware of that specifically bans modification by other, more specific rules.

    Form Points:
    • Bulletpoint 2 could be better phrased as "Form points spent on features are regained when those features are removed."


    Natural Attacks Sidebar:
    • Everything before the Special Ozodrin Rules is just a restatement of the core Natural Attack rules, and does not need to be present.
    • In the Special Ozodrin Rules:
    • Bulletpoint 3 should read "other than its Ozodrin class levels" and "it may choose to use natural attacks from that source as primary natural attacks instead," as other classes (or, generally, other non-race things) could be a source of natural attacks.

      Unnerving Grace should say "to Intimidate and Diplomacy checks".

      Aberrant Affinity should omit the word "strong" in Bulletpoint 2 and should include a clause for the case in which the Ozodrin has more Abberant feats than min(1+[max{WIS, INT}], level), such as low mental stats, mental ability damage, or some source of bonus feats (possibly in Gestalt).


    Devour:
    • Bulletpoint 3, being optional, should be separate from the main class. I would suggest putting optional rules with either Archetypes or Character Options (or in a separate post entirely).
    • Bulletpoint 5 should append "... after this time, items will generally have been digested" for clarity (otherwise, it could be read that they would be retrievable by someone who was later swallowed).


    The Grappling Sidebar, like the Natural Attacks Sidebar, is a restatement of core rules and does not need to be present.

    Primary Stomach:
    • Bulletpoint 3 should say "A creature of a given size category counts as four creatures of the next smaller size category."
    • Bulletpoint 4 would be better phrased as "The stomach is never significantly larger than its contents; it shrinks to minimize empty space."
    • Bulletpoint 5 should say "Creatures inside the stomach gain full concealment from the Ozodrin, or partial concealment if they are touching the stomach walls, unless the Ozodrin can see them (generally by placing an eye in its stomach)." As-is, they get partial concealment when touching it, and no concealment otherwise.


    Strange Anatomy:
    • As written, Bulletpoint 1 is bypassed by abilities which allow critical hits or sneak attacks against constructs. Was this intended?
    • "And" in Bulletpoint 2 should be replaced with "but only" for clarity.
    • Again, optional rules should not be in the main class.


    Bizzare Grappler:
    This is disorganized, and some parts are awkward or redundant. It can be replaced with:
    Bizarre Grappler (Ex): You are adept at grappling with creatures of any size.
    • You gain the Improved Grapple and Snatch feats, even if you do not have the prerequisites.
    • If you already had Improved Grapple, you instead gain a bonus Aberrant feat.
    • If you already had Snatch, you instead gain a +2 untyped bonus to grapple checks.
    • Your Snatch feat works, regardless of your size, for attacks made with any feature of Large or larger size.
    • You ignore your negative size modifiers to grapple checks.
    The "qualifying for prerequisites as though you had the feats" line is meaningless, because you do have those feats.

    Strange Movement:
    Bulletpoint 3 is missing "move with Strange Movement" before the bold bit.
    Bulletpoint 5 should read "If you try to teleport to a location already occupied by a solid object, you are shunted automatically to the nearest open space. This uses Strange Movement distance as normal, and deals 1d4 damage per 5' beyond your daily limit.

    1
    More to come.
    Last edited by Qwertystop; 2013-12-27 at 09:39 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

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    Default Re: Tooth and Tentacle Remix [3.P] [PEACH]

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    Quote Originally Posted by Qwertystop View Post
    So, I said I'd go through it and see what I could come up with for typoes and confusing bits and suchlike. Here we go:

    Post 2:
    Manifest:
    • Bulletpoint 2: The inability to add or remove features would work better down in "Features", where it actually talks about the adding and removing of features.
    • Bulletpoint 4: Manifest seems like it should be capitalized. This specific usage refers to the ability, which is a proper noun, not the verb.

    Features:
    • Should this really be the same ability as Manifest? It messes with the flow a bit to do that, and the only real gain is removing one term from the table.
    • There is inconsistency and redundancy between bulletpoints 1, 6, and 7 - You say that features can be added and removed twice. Also, what is the action type for removing features?
    • In place of bulletpoint 1, I would suggest "You can add/remove features to/from your true form while in your worldly guise," then if any ability enables changing features while manifested, just say so there. This also removes the need for bulletpoint 4.
    • By how you have written it, a first-level Ozodrin has access to all of [Eye, Mouth, Tentacle, Limb, and Organ], but on going to second level and taking a level in, say, Barbarian, they can suddenly only use one of those at a time.
    • Bulletpoint 5 is awkwardly phrased. I'm not sure how to rephrase it because I'm not sure what it's actually saying - what does the size of a feature actually indicate or effect? As best as I can figure, all that the size affects is whether you can make it smaller, the damage die of the feature, what you can Swallow Whole (if the feature is a mouth), and whether you can put it on a Blunt Tentacle (which has other problems that I will get to when I get down there). Bulletpoint 5, as written, eliminates all of these factors except for the damage die, and none of these factors have any way of appearing in any situation where Bulletpoint 5 does not. Please clarify this.
    • "Unless otherwise noted" is an implied part of every single rule in the system, unless there's some feat or feature I'm unaware of that specifically bans modification by other, more specific rules.

    Form Points:
    • Bulletpoint 2 could be better phrased as "Form points spent on features are regained when those features are removed."


    Natural Attacks Sidebar:
    • Everything before the Special Ozodrin Rules is just a restatement of the core Natural Attack rules, and does not need to be present.
    • In the Special Ozodrin Rules:
    • Bulletpoint 3 should read "other than its Ozodrin class levels" and "it may choose to use natural attacks from that source as primary natural attacks instead," as other classes (or, generally, other non-race things) could be a source of natural attacks.

      Unnerving Grace should say "to Intimidate and Diplomacy checks".

      Aberrant Affinity should omit the word "strong" in Bulletpoint 2 and should include a clause for the case in which the Ozodrin has more Abberant feats than min(1+[max{WIS, INT}], level), such as low mental stats, mental ability damage, or some source of bonus feats (possibly in Gestalt).


    Devour:
    • Bulletpoint 3, being optional, should be separate from the main class. I would suggest putting optional rules with either Archetypes or Character Options (or in a separate post entirely).
    • Bulletpoint 5 should append "... after this time, items will generally have been digested" for clarity (otherwise, it could be read that they would be retrievable by someone who was later swallowed).


    The Grappling Sidebar, like the Natural Attacks Sidebar, is a restatement of core rules and does not need to be present.

    Primary Stomach:
    • Bulletpoint 3 should say "A creature of a given size category counts as four creatures of the next smaller size category."
    • Bulletpoint 4 would be better phrased as "The stomach is never significantly larger than its contents; it shrinks to minimize empty space."
    • Bulletpoint 5 should say "Creatures inside the stomach gain full concealment from the Ozodrin, or partial concealment if they are touching the stomach walls, unless the Ozodrin can see them (generally by placing an eye in its stomach)." As-is, they get partial concealment when touching it, and no concealment otherwise.


    Strange Anatomy:
    • As written, Bulletpoint 1 is bypassed by abilities which allow critical hits or sneak attacks against constructs. Was this intended?
    • "And" in Bulletpoint 2 should be replaced with "but only" for clarity.
    • Again, optional rules should not be in the main class.


    Bizzare Grappler:
    This is disorganized, and some parts are awkward or redundant. It can be replaced with:

    The "qualifying for prerequisites as though you had the feats" line is meaningless, because you do have those feats.

    Strange Movement:
    Bulletpoint 3 is missing "move with Strange Movement" before the bold bit.
    Bulletpoint 5 should read "If you try to teleport to a location already occupied by a solid object, you are shunted automatically to the nearest open space. This uses Strange Movement distance as normal, and deals 1d4 damage per 5' beyond your daily limit.

    1
    More to come.

    First off, thanks so much with your thorough read and PEACH, I will do my best to deliver refinements and improve the class!
    It highly motivates me to have external input on the class and I appreciate your help setting it up!

    @General
    Looking carefully at the flow of learning the class I think it would be best to write a general intro to the ozodrin, outlining their mechanics and how they work. I may get this set up in an infographics fashion and if not then just a small guide on how to build them and will allow DM's easier understanding on how the class works without having to browse.

    @Manifest
    -Text bolded, capped and moved to increase concise flow.
    -"Worldly Guise" condensed to "Guise" (it's a tad blunt but it works better for reference, it can be re-fluffed in the fluff section later).
    -I've made Features (Ex) it's own ability, you are right about manifest and features being better separate, but I see this more being an advantage to external usage than internal (internally it works slightly better). Archetypes, PrCs, ect. would all benefit from separation. --I'll redo the archetype tables later.

    @Features
    -Cleaned up, made more concise.
    -Size rule removed for now, not sure why it was added (may have been a part of old notes being converted over).

    @Form Points
    -Great wording, it was a bit messy!

    @Natural Attacks Sidebar
    -Redone! I've converted the rules to pathfinder using a much simpler system and I'll be using the chart listing there as it's handy as all hell for managing features.

    @Unnerving Grace
    -Corrected ;]

    @Aberrant Affinity
    -I've redone it, added "Innate Horror" score which is recalculated after level-up providing a static measure to maintain one's balance. I've also set a minimum score to prevent possible negatives.
    It's likely I'll just redo every single aberrant feat, I think I remember seeing grimshell post a whole compendium of fixed up ones a year or two back.
    Until then this is a fix to the 3.5 lords of madness break that happens when you grant a bunch of free feats and class features that stacks intensely with them. The redo will be aimed at using int and wis to boost the ozodrin's passive stats regardless, as I want high mental stats to be as viable as low, just different.

    @Devour
    -Mutilate moved to Jaws feat.
    -Added more flavor text to digestion (I actually plan to have a digestion sidebar, haven't got around to finding all of my notes on that specifically.)

    @Grappling Sidebar
    Super handy though, added some more links and pointers just to make sure everyone is on the same page.

    @Primary Stomach
    -Rephrased =]

    @Strange Anatomy
    -Construct attack was intended, I've added a clause to Flowing Shape to give the ozodrin immunities.
    -Changed the optional to be more in the realm of DM discretion. It's kinda wordy still =/

    @Bizarre Grappler/Strange Movement
    -Changed and reworded as suggested =]



    Thoughts? Any more?


    ----

    + Added Epic Progression, Work In Progress
    Last edited by Hanuman; 2014-04-10 at 05:10 PM.

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    Default Re: Tooth and Tentacle Remix [3.P] [PEACH]

    Continuing where I left off:

    Swallow Whole:
    • Not much to say here except: Somewhere, you should indicate that the size category of a feature is the size category of its natural-weapon attack. Seems obvious, but even so.
    • Bulletpoint 3 should be split into two sentences.


    Budding Body completely invalidates the Blunt augment for tentacles.

    Aberrant Nature:
    • It should be "Your type becomes Aberration (Augmented X), where X is your previous type." That, at least, is the typical type-change wording - assumed by default, but you should still say it. If it was intended that you are not Augmented (meaning all racial HD would be changed), you should say so explicitly, but Bulletpoint 4 implies that it was not.
    • Bulletpoint 2 would mean that, lacking previous Darkvision, the Ozodrin would have 120' Darkvision. Just confirming that this is intended.
    • I'm pretty sure (not completely) that the usage of the Augmented type renders Bulletpoint 4 redundant.
    • Bulletpoint 5 should say "gain" instead of "inherit," I think.
    • Bulletpoint 6 would read better as "while in" instead of "within," though this is mostly just my opinion.


    Strange Physiology, as written, has a bit of an IHS problem - it gives a chance to ignore any effect for 24 hours at a time, including those which have no saves (but not including those which have saves which you have failed. This is actually even worse than IHS, because it works on everything all the time. Even after fixing this, there is no clarification for how often you roll the chance-to-ignore for things which do not have saves, or whether you are supposed to completely ignore the effect or just treat it as a successful save for the next 24 hours in cases where there is only a save-for-partial. Finally, this ends up in the odd situation where it's easier to ignore things which have no saves than those which it is normally possible to resist. For the first bit, try "If you successfully save to resist such an effect, there is a 5%/Ozodrin level chance that you ignore it for 24 hours." Not sure what to do about the rest.

    Rapid Form is unclear - "moving" FP separately from adding and removing features? Also, Bulletpoint 2 implies that adding features does count against the limit for removing (by stating the reverse situation explicitly). Try "Adding and removing features have separate limits for Rapid Form."

    1

    General Stuff I've Noticed: Frequently, you say "Level," and it's not clear whether you mean Character or Class level. Second, there are tense inconsistencies - second-person ("you"), specific third-person ("the ozodrin"), or generic third-person ("an ozodrin"). Official materials tend to use the latter.
    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."
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    Default Re: Tooth and Tentacle Remix [3.P] [PEACH]

    How..

    How have I missed this?

    You sir, have earned a sub. I'm working on an Ozodrin PrC right now (That is, in an old text document) and you have captured my original image of it again.

    I love the much Simpler tables, and I can see this going very far.
    "All things must end, and you will be among the first."
    I love Ceika <3

    Quote Originally Posted by Kymme View Post
    You've got good reasoning, though the Akastarepti is never the best example.

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    Default Re: Tooth and Tentacle Remix [3.P] [PEACH]

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    Quote Originally Posted by ShadowFireLance View Post
    How..

    How have I missed this?

    You sir, have earned a sub. I'm working on an Ozodrin PrC right now (That is, in an old text document) and you have captured my original image of it again.

    I love the much Simpler tables, and I can see this going very far.
    Thank you very much sir!

    It took an astounding and surprising amount of brute force to get it this far, but the wheels are starting to get rounder the more I push it, if that makes sense!

    I would love to have a look at your PrC and work with you to put it into the rules all pretty-styles. I'm a big fan of archetypes, check out 4.0, specifically the Tether for now and see the potential


    Quote Originally Posted by Qwertystop View Post
    Continuing where I left off:

    Swallow Whole:
    • Not much to say here except: Somewhere, you should indicate that the size category of a feature is the size category of its natural-weapon attack. Seems obvious, but even so.
    • Bulletpoint 3 should be split into two sentences.


    Budding Body completely invalidates the Blunt augment for tentacles.

    Aberrant Nature:
    • It should be "Your type becomes Aberration (Augmented X), where X is your previous type." That, at least, is the typical type-change wording - assumed by default, but you should still say it. If it was intended that you are not Augmented (meaning all racial HD would be changed), you should say so explicitly, but Bulletpoint 4 implies that it was not.
    • Bulletpoint 2 would mean that, lacking previous Darkvision, the Ozodrin would have 120' Darkvision. Just confirming that this is intended.
    • I'm pretty sure (not completely) that the usage of the Augmented type renders Bulletpoint 4 redundant.
    • Bulletpoint 5 should say "gain" instead of "inherit," I think.
    • Bulletpoint 6 would read better as "while in" instead of "within," though this is mostly just my opinion.


    Strange Physiology, as written, has a bit of an IHS problem - it gives a chance to ignore any effect for 24 hours at a time, including those which have no saves (but not including those which have saves which you have failed. This is actually even worse than IHS, because it works on everything all the time. Even after fixing this, there is no clarification for how often you roll the chance-to-ignore for things which do not have saves, or whether you are supposed to completely ignore the effect or just treat it as a successful save for the next 24 hours in cases where there is only a save-for-partial. Finally, this ends up in the odd situation where it's easier to ignore things which have no saves than those which it is normally possible to resist. For the first bit, try "If you successfully save to resist such an effect, there is a 5%/Ozodrin level chance that you ignore it for 24 hours." Not sure what to do about the rest.

    Rapid Form is unclear - "moving" FP separately from adding and removing features? Also, Bulletpoint 2 implies that adding features does count against the limit for removing (by stating the reverse situation explicitly). Try "Adding and removing features have separate limits for Rapid Form."

    1

    General Stuff I've Noticed: Frequently, you say "Level," and it's not clear whether you mean Character or Class level. Second, there are tense inconsistencies - second-person ("you"), specific third-person ("the ozodrin"), or generic third-person ("an ozodrin"). Official materials tend to use the latter.
    @Swallow Whole
    -First line cleaned up and made more concise, adding the context that it's comparing the bite attack's size instead of the mouth.
    I'm not quite sure if I want all features to be considered the size of their attacks, as Ozodrin2 generally has a lot more multi-attack functionality from single features and may have one feature containing a bunch of different sizes instead, allowing all the attacks to share the same feature-specified augments instead of recopying which allows different balance considerations.
    -Corrected ;]

    @Budding Body
    I'm playing with the concept of making it redundant for now, thoughts on it's actual impact?

    @Aberrant Nature
    -I've decided to go a 90degree on this one, I've removed guise type and added the types to the true form without augmenting them in a sorta "just works" way. Thoughts?
    -I agree with the wording choices!

    @Strange Physiology
    -I've reduced the no-save to 2%/level, and created conditions to help guide players on how and when it's supposed to be used.

    @Rapid Form
    -Another 90degree change, one of the main issues with giving the ozodrin the power/incentive to rapidly change her form is that it can be an absolute mess to try and sort out mid-round. Thus I have added Quick-Forms.
    The mentality between quick-forms are that the take the load off both the player and the DM and should actually work better later levels than the default add-remove feature option, which is something the player should probably be at least trying to do anyway to save time.

    @General Stuff
    -You could very well be right, I have removed a lot of "it" and replaced to "she", I'll go over the whole class and scrub it to 3rd person, with the exception of Distorted Mind. Thanks!

    Any more?
    Last edited by Hanuman; 2014-04-10 at 05:11 PM.

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    Default Re: Tooth and Tentacle Remix [3.P] [PEACH]

    There will be more - I'll try to get some done tomorrow. Bit-by-bit, that's all.

    On the note of sizes: The main issue is that normally, the system doesn't differentiate between the size category of individual body parts. I mean, it might, for some exceptionally massive creatures, but not as far as I'm aware, at least.

    Also, while natural weapons are not typically given sizes (the size category in that chart is for the size of the creature), weapons are - and the size-as-object of a weapon is usually different from the size of the creature wielding it (Light weapons are two sizes smaller, one-handed are one size smaller, and two-handed are the same size, I believe).

    So all it needs is a bit of clarification, not necessarily removal.

    Also, one other thing I forgot: You still need to explain Bio (pool size, regeneration rate/method, what it is, etc.) somewhere - as-is, you have assorted mentions of it but no explanation beyond what can be inferred from said mentions.
    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

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    Default Re: Tooth and Tentacle Remix [3.P] [PEACH]

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    Quote Originally Posted by Qwertystop View Post
    There will be more - I'll try to get some done tomorrow. Bit-by-bit, that's all.

    On the note of sizes: The main issue is that normally, the system doesn't differentiate between the size category of individual body parts. I mean, it might, for some exceptionally massive creatures, but not as far as I'm aware, at least.

    Also, while natural weapons are not typically given sizes (the size category in that chart is for the size of the creature), weapons are - and the size-as-object of a weapon is usually different from the size of the creature wielding it (Light weapons are two sizes smaller, one-handed are one size smaller, and two-handed are the same size, I believe).

    So all it needs is a bit of clarification, not necessarily removal.

    Also, one other thing I forgot: You still need to explain Bio (pool size, regeneration rate/method, what it is, etc.) somewhere - as-is, you have assorted mentions of it but no explanation beyond what can be inferred from said mentions.
    @Sizes
    • Splitting the size of a feature and an attack seems to be way too complicated, instead I think the best way to expand upon multi-sizes is to put features of different sizes on others and call it a day, this will help complications in the long run.
    • I think the whole size features/attacks needs to be explained and should be simple (feature size = it's largest attack) or just have all attacks considered the same size for a feature.
    • I think it would be best to add something like "If your base size is Large, you may grant (like 3 or 4 or something per size increase) different features an increased size without augmenting them." Either that or adding the that number of augments. The difference being between limiting features to their size hard-cap and essentially granting a larger creature more FP to work with while maintaining the same maximim damage per features or just giving the larger creature bigger numbers. The only issue with the augmentation add is that if you had a gargantuan creature with low ozodrin levels you probably couldn't get above colossal features, which is ok but the ozodrin is kinda built for pushing the envelope at times... I'll consider the options and think on it for a few days -- I would really like some input in the meantime though!

    @Bio
    Agreed fully, I was planning to write a digestion sidebar but I can't really decide where to put Bio. Digestion seems to happen with Devour, Primary Stomach and Organ.
    An organ's main use is to store and use Bio.
    The ozodrin can use her 1 innate bio pool to heal herself 2HP.
    Primary Stomach is designed to convert digestible matter into Bio, I'm not quite sure where to put everything.
    If you have a suggestion on placement please let me know, otherwise I'll likely just write another sidebar just for Bio and Digestion.
    I'll think on it, let me know!

    @Digesting Valuables
    I also wanted to put in sort of an absorption or subsumption system for magic items.
    Being able to swallow magic items and then become yourself magic is always something I've enjoyed the concept of.
    Perhaps a feat that allows you to absorb your magic items and wear them as if it was yours, and also gain an ability similar to the Teramach to destroy such items after a set time period to gain permanent FP.
    Let me know what you think of this feat as a concept!

    @Bit-By-Bit
    Looking forward to it!
    Last edited by Hanuman; 2014-04-10 at 05:13 PM.

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    Default Re: Tooth and Tentacle Remix [3.P] [PEACH]

    Quote Originally Posted by Hanuman View Post
    @Sizes
    • Splitting the size of a feature and an attack seems to be way too complicated, instead I think the best way to expand upon multi-sizes is to put features of different sizes on others and call it a day, this will help complications in the long run.

    ...
    @Bio
    If you have a suggestion on placement please let me know, otherwise I'll likely just write another sidebar just for Bio and Digestion.
    I'll think on it, let me know!
    I'm just saying that normally, body parts (which Features effectively are) do not have their own size categories, and neither do attacks.
    • The only thing size has to do with attacks is that the damage die scales with size, and that only cares about number of increments, not where you start or end. Thus, you don't need a size on the attack.
    • The only reason size matters for features is an unusual one - the grappling/swallowing situation, for most creatures, is based on creature size, but that obviously wouldn't work for the Ozodrin. Also, without using any FP to modify the size of a feature, an Ozodrin is disadvantaged relative to a no ordinary creature of the same size with the normal Swallow Whole. This is because:

    • A Mouth feature is, by default, one size smaller than the Ozodrin producing it.
    • The Ozodrin's Swallow Whole can only be used on a creature at least one size smaller than the mouth. Thus, without modification, the creature being swallowed must be two or more sizes smaller than the Ozodrin.
    • The normal Swallow Whole can only be used on a creature one size smaller than the swallower.



    If you did not intend this difference, it can be fixed by saying that the Mouth feature (or all features, for consistency) is, by default, the size category of the Ozodrin, and that the damage die for a Medium mouth is 1d4 (other features can get similar modifications). This fixes the what-can-they-swallow disparity while keeping damage at the one-size-smaller level required (to balance for the large number of natural attacks).

    I'm still not entirely clear on how one feature gets multiple attacks. Nothing else gets this in the system as far as I'm aware, actually. The archetypal example, a Dragon, has one bite, two claws, two wing slaps, and a tail slap - one attack per weaponizable body part. That's the difference between natural and manufactured weapons: Natural weapons get a lot of attacks at a stable attack bonus, but only one attack per sharp-or-heavy body part (making magical enhancement less effective), and don't scale to give more attacks with more BAB; manufactured weapons get to give more attacks with BAB and give more returns off enchantments, but the attack bonus falls off the more attacks you make. This is really a core part of the natural-weapons rules: you get more attacks for more weapons, they don't fall off in attack bonus beyond maybe being secondary, and they don't get iteratives.

    Bio: Just make it a class feature gained at level 1.

    1
    EDIT: Why change the normal damage formula of Swallow Whole (1/10 of max HP)?


    Twisted Mind: First off, Bulletpoints Two through Four can be replaced with "The Ozodrin can use False Sensory Input as an extraordinary ability with a range of 60'(save DC 10 + Ozodrin level + Charisma). Second, it's way overpowered. The standard save DC is 10 + 1/2 class level + CHA modifier. Even assuming that's a mistake, though, it's still kind of crazy, because of the ability to completely override the normal limits with an opposed skill check where you get a large boost to the skill. Effectively, if you beat their Perception with your Bluff, you've completely negated all of their senses. And then you make it Extraordinary, shutting down every possible way to stop you other than, by blind luck (or friendly intervention), leaving the range or hitting you hard enough to break Concentration. This goes well beyond the typical sort of thing (Ex) abilities do - it should be (Su) at least, if not (Psi). That goes even if you remove the ability to break the limits with a skill check.
    Last edited by Qwertystop; 2014-05-20 at 06:42 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

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    Default Re: Tooth and Tentacle Remix [3.P] [PEACH]

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    Quote Originally Posted by Qwertystop View Post
    I'm just saying that normally, body parts (which Features effectively are) do not have their own size categories, and neither do attacks.
    • The only thing size has to do with attacks is that the damage die scales with size, and that only cares about number of increments, not where you start or end. Thus, you don't need a size on the attack.
    • The only reason size matters for features is an unusual one - the grappling/swallowing situation, for most creatures, is based on creature size, but that obviously wouldn't work for the Ozodrin. Also, without using any FP to modify the size of a feature, an Ozodrin is disadvantaged relative to a no ordinary creature of the same size with the normal Swallow Whole. This is because:
    • A Mouth feature is, by default, one size smaller than the Ozodrin producing it.
    • The Ozodrin's Swallow Whole can only be used on a creature at least one size smaller than the mouth. Thus, without modification, the creature being swallowed must be two or more sizes smaller than the Ozodrin.
    • The normal Swallow Whole can only be used on a creature one size smaller than the swallower.

    If you did not intend this difference, it can be fixed by saying that the Mouth feature (or all features, for consistency) is, by default, the size category of the Ozodrin, and that the damage die for a Medium mouth is 1d4 (other features can get similar modifications). This fixes the what-can-they-swallow disparity while keeping damage at the one-size-smaller level required (to balance for the large number of natural attacks).

    I'm still not entirely clear on how one feature gets multiple attacks. Nothing else gets this in the system as far as I'm aware, actually. The archetypal example, a Dragon, has one bite, two claws, two wing slaps, and a tail slap - one attack per weaponizable body part. That's the difference between natural and manufactured weapons: Natural weapons get a lot of attacks at a stable attack bonus, but only one attack per sharp-or-heavy body part (making magical enhancement less effective), and don't scale to give more attacks with more BAB; manufactured weapons get to give more attacks with BAB and give more returns off enchantments, but the attack bonus falls off the more attacks you make. This is really a core part of the natural-weapons rules: you get more attacks for more weapons, they don't fall off in attack bonus beyond maybe being secondary, and they don't get iteratives.

    Bio: Just make it a class feature gained at level 1.
    EDIT: Why change the normal damage formula of Swallow Whole (1/10 of max HP)?


    Twisted Mind: First off, Bulletpoints Two through Four can be replaced with "The Ozodrin can use False Sensory Input as an extraordinary ability with a range of 60'(save DC 10 + Ozodrin level + Charisma). Second, it's way overpowered. The standard save DC is 10 + 1/2 class level + CHA modifier. Even assuming that's a mistake, though, it's still kind of crazy, because of the ability to completely override the normal limits with an opposed skill check where you get a large boost to the skill. Effectively, if you beat their Perception with your Bluff, you've completely negated all of their senses. And then you make it Extraordinary, shutting down every possible way to stop you other than, by blind luck (or friendly intervention), leaving the range or hitting you hard enough to break Concentration. This goes well beyond the typical sort of thing (Ex) abilities do - it should be (Su) at least, if not (Psi). That goes even if you remove the ability to break the limits with a skill check.
    My computer blipped off near the end of my response, so I'll give a brief response instead as I have to sleep soon. Please don't take the briefness of my answers as a lack of thoughfulness, I spent a while thinking about the changes.

    @Bite Damage
    I'm wanting to maintain this: http://www.d20pfsrd.com/bestiary/rul...ttacks-by-Size

    @Swallow Size
    I changed it to same-size swallow instead, great catch.

    @Multiple Attacks
    Check the Multi and Strike augments.

    @Bio Pool
    Great Idea, I made a level 2 class feature for it and will work over the next week filling it in.
    Level 1 shouldn't necessarily have Organ bio effects anyway, the ozodrin is complicated as it is.

    @Swallow Whole
    Swallow whole has a damage and is used on monsters that scale differently and against players who generally don't deal much damage.
    The purposes for the stomach feature are different than those in a monster, it's supposed to have the ability to simulate a location without pinning the creature inside, nor necessarily being hostile to them.
    Changing it to the default swallow whole would make the special attack only viable against creatures who are easily pinned and deal no damage in that state. The main advantage I can see is that it's only effected by piercing and slashing damage
    I will certainly think on how to tune it up and would really enjoy some input!

    @Twisted Mind
    Changed to psi, makes a lot more sense.
    I've removed the charisma mod added to the DC for faster scaling.
    I've made additional changes a full round action.
    The idea behind the ability is a reliable mindfrack illusion, changing what they see in a variety of ways. This was the most creative mechanic I could think of to accomish it, as it allows a large amount of customization in the effect with minimal rules.
    Any suggestions on replacement mechanics?
    Last edited by Hanuman; 2014-04-10 at 05:16 PM.

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    Default Re: Tooth and Tentacle Remix [3.P] [PEACH]

    Quote Originally Posted by Hanuman View Post
    My computer blipped off near the end of my response, so I'll give a brief response instead as I have to sleep soon. Please don't take the briefness of my answers as a lack of thoughfulness, I spent a while thinking about the changes.
    @Bite Damage
    I'm wanting to maintain this: http://www.d20pfsrd.com/bestiary/rul...ttacks-by-Size
    Natural weapons don't have size categories, though - that table is for the size of the creature. While it is necessary, in the Ozodrin's case, to have sizes for natural weapons, making the size smaller than the character by default has odd effects. First, it requires that you modify the Swallow Whole as you did to keep the same relative swallowing ability. This, in turn, means that any Ozodrin who has a bite attack by other means can swallow creatures of their own size using that bite attack. Also, all features the Ozodrin makes will have a different size modifier to attack rolls than the Ozodrin has to AC - while this is going to happen anyway when you start changing sizes, making it true by default without modification is just weird. For example, a Large ozodrin would have -1 to AC for being Large, but no penalty with a bite from their unmodified Mouth feature because that feature is Medium. This is, admittedly, carried over from the original Ozodrin, but that's not really a reason to keep it unless it's a good thing.
    @Swallow Size
    I changed it to same-size swallow instead, great catch.
    See above.
    @Multiple Attacks
    Check the Multi and Strike augments.
    Yes, that's what I'm saying doesn't make sense. Getting multiple natural attacks with the same natural weapon is something that Does Not Happen, so why have you made augments to do that? Incidentally, they still can't be separate sizes, which you implied. Also, it's just done oddly - Many Mouths/Tentacles doesn't actually give all the things that just forming another mouth or tentacle does, it just gives a bonus to the original one. Strike then gives that conglomerate feature an extra natural attack. At that point, you're spending 12 FP total on the feature. This feature then has two Bite attacks (worth 3 FP each), both with +2 to attack and +1 damage. So, is +2 attack and +1 damage worth the 9 extra FP? No. While you don't have existing augments to do that, you can do better fairly easily. For a Tentacle, Serrated costs 2 FP and does +1 damage every round until they have time for a Heal check or healing magic. Hooked costs 7 FP and gives a bonus to grapple, which is frankly what you'd be using the attack bonus for most of the time anyway, and even adds some extra damage if they break out. That's 9 FP. For a mouth, Hooked gives almost the same combo for only 4 FP - it requires you to be able to start a Devour without the bonus, but 1 Con damage is far better than 1 damage as long as you're not fighting Constructs or undead.

    @Bio Pool
    Great Idea, I made a level 2 class feature for it and will work over the next week filling it in.
    Level 1 shouldn't necessarily have Organ bio effects anyway, the ozodrin is complicated as it is.
    I don't quite see why complicated is a problem in this specific case? It's a natural-attack class and a grappler. Any class which gives you the ability to make your own weapons is either going to be fairly simple (and give you a preset list of options) or very complicated (by way of actually giving you the ability to make your own weapons). The only exception is if it refers everything to the existing magic-weapon rules, in which case it's not so much simple as outsourcing the complexity to something that's already written up elsewhere. And that method doesn't work for natural attacks or grapplers.
    @Swallow Whole
    Swallow whole has a damage and is used on monsters that scale differently and against players who generally don't deal much damage.
    The purposes for the stomach feature are different than those in a monster, it's supposed to have the ability to simulate a location without pinning the creature inside, nor necessarily being hostile to them.
    Changing it to the default swallow whole would make the special attack only viable against creatures who are easily pinned and deal no damage in that state. The main advantage I can see is that it's only effected by piercing and slashing damage
    I will certainly think on how to tune it up and would really enjoy some input!
    Not quite clear what you're aiming for here. Unless you use the feat-accessed (therefore, not present for most) Chamber augment to make it a chamber, it doesn't simulate a location, it only pins them. As written, it does do damage (actually, it does damage even with Chamber, but that's probably an oversight. It does require pinning them, and does keep them pinned, and removing that would be kind of crazy. It does need them to be able to do piercing or slashing damage while pinned. It seems you're assuming that you've made a lot of changes to the original Swallow Whole that you haven't actually made, but at the same time, I can't quite see why the changes need making.

    @Twisted Mind
    Changed to psi, makes a lot more sense.
    I've removed the charisma mod added to the DC for faster scaling.
    I've made additional changes a full round action.
    The idea behind the ability is a reliable mindfrack illusion, changing what they see in a variety of ways. This was the most creative mechanic I could think of to accomish it, as it allows a large amount of customization in the effect with minimal rules.
    Any suggestions on replacement mechanics?
    See, the problem here is that with a Bluff check, which has a pretty good shot of beating the enemy Perception check, and a full-round action, you can make them think they're in whatever situation you want - and that situation has absolutely nothing in common with reality. It completely removes someone from any effectiveness not based on the blind luck of running around randomly and swinging weapons wildly, and you can make them think there's nothing to even try to aim for. Honestly, removing the ability to ignore limits would probably balance it out. As-is, you can put them in complete sensory deprivation; you can make it seem that they're floating deep underwater; you can just put them tied up in a box being stabbed from every direction by spikes on the inside. And if you play it right, you can give them a perfectly good reason to expect it to be real.
    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

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    Default Re: Tooth and Tentacle Remix [3.P] [PEACH]

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    Quote Originally Posted by Qwertystop View Post
    Natural weapons don't have size categories, though - that table is for the size of the creature. While it is necessary, in the Ozodrin's case, to have sizes for natural weapons, making the size smaller than the character by default has odd effects. First, it requires that you modify the Swallow Whole as you did to keep the same relative swallowing ability. This, in turn, means that any Ozodrin who has a bite attack by other means can swallow creatures of their own size using that bite attack. Also, all features the Ozodrin makes will have a different size modifier to attack rolls than the Ozodrin has to AC - while this is going to happen anyway when you start changing sizes, making it true by default without modification is just weird. For example, a Large ozodrin would have -1 to AC for being Large, but no penalty with a bite from their unmodified Mouth feature because that feature is Medium. This is, admittedly, carried over from the original Ozodrin, but that's not really a reason to keep it unless it's a good thing.

    See above.

    Yes, that's what I'm saying doesn't make sense. Getting multiple natural attacks with the same natural weapon is something that Does Not Happen, so why have you made augments to do that? Incidentally, they still can't be separate sizes, which you implied. Also, it's just done oddly - Many Mouths/Tentacles doesn't actually give all the things that just forming another mouth or tentacle does, it just gives a bonus to the original one. Strike then gives that conglomerate feature an extra natural attack. At that point, you're spending 12 FP total on the feature. This feature then has two Bite attacks (worth 3 FP each), both with +2 to attack and +1 damage. So, is +2 attack and +1 damage worth the 9 extra FP? No. While you don't have existing augments to do that, you can do better fairly easily. For a Tentacle, Serrated costs 2 FP and does +1 damage every round until they have time for a Heal check or healing magic. Hooked costs 7 FP and gives a bonus to grapple, which is frankly what you'd be using the attack bonus for most of the time anyway, and even adds some extra damage if they break out. That's 9 FP. For a mouth, Hooked gives almost the same combo for only 4 FP - it requires you to be able to start a Devour without the bonus, but 1 Con damage is far better than 1 damage as long as you're not fighting Constructs or undead.

    I don't quite see why complicated is a problem in this specific case? It's a natural-attack class and a grappler. Any class which gives you the ability to make your own weapons is either going to be fairly simple (and give you a preset list of options) or very complicated (by way of actually giving you the ability to make your own weapons). The only exception is if it refers everything to the existing magic-weapon rules, in which case it's not so much simple as outsourcing the complexity to something that's already written up elsewhere. And that method doesn't work for natural attacks or grapplers.
    Not quite clear what you're aiming for here. Unless you use the feat-accessed (therefore, not present for most) Chamber augment to make it a chamber, it doesn't simulate a location, it only pins them. As written, it does do damage (actually, it does damage even with Chamber, but that's probably an oversight. It does require pinning them, and does keep them pinned, and removing that would be kind of crazy. It does need them to be able to do piercing or slashing damage while pinned. It seems you're assuming that you've made a lot of changes to the original Swallow Whole that you haven't actually made, but at the same time, I can't quite see why the changes need making.



    See, the problem here is that with a Bluff check, which has a pretty good shot of beating the enemy Perception check, and a full-round action, you can make them think they're in whatever situation you want - and that situation has absolutely nothing in common with reality. It completely removes someone from any effectiveness not based on the blind luck of running around randomly and swinging weapons wildly, and you can make them think there's nothing to even try to aim for. Honestly, removing the ability to ignore limits would probably balance it out. As-is, you can put them in complete sensory deprivation; you can make it seem that they're floating deep underwater; you can just put them tied up in a box being stabbed from every direction by spikes on the inside. And if you play it right, you can give them a perfectly good reason to expect it to be real.
    Quote Originally Posted by Qwertystop View Post
    Also, all features the Ozodrin makes will have a different size modifier to attack rolls than the Ozodrin has to AC - while this is going to happen anyway when you start changing sizes, making it true by default without modification is just weird. For example, a Large ozodrin would have -1 to AC for being Large, but no penalty with a bite from their unmodified Mouth feature because that feature is Medium. This is, admittedly, carried over from the original Ozodrin, but that's not really a reason to keep it unless it's a good thing.
    I admittedly don't understand why this is, why should a small feature on a medium creature have a bonus to attack where as a small short sword on a medium creature does not?

    @Feature Sizes
    • The whole concept of treating features and sizes as hard-linked is frankly unappealing.
    • I've changed Mouth so it's always small.
    • I've added a line in the natural weapons sidebar to clarify how creature size is separate from feature size.
    • Really basic wording but I've added a line in Form Points where you gain a bonus or penalty to form points based on your racial size. This should make it so ozodrin of equal level can all have the same size features, but a small creature will have to size a feature down to gain the FP back. This works as a small tweak to balance and reward racial size options.
    • The form point tweak should be worded better, thoughts?
    • Any other holes in said rules?


    @Multi / Strike
    Well, it's giving another attack with a weapon, and it's contextualizing it that it may or may not be just another tentacle, limb or whatever amongst a sea of them.
    If you rolled Tentacle + Hooked + Long7 you'd get 40'. (24fp)
    x2 Would be 48
    If you rolled Tentacle + Hooked + Multi + Strike (emulating x2) + Long7 you'd get 33FP
    x3 36
    x4 39
    The usage should be clear

    @Complexity
    Making a lego-block grappler is a really complex thing to try and make more elegant (or simple), but it's one of the premises of the remake.

    @Chamber - Stomach Augment
    Totally incomplete, but yes the Chamber augment is intended to turn the normally contouring space of the stomach into a location that could be represented on a combat grid.

    @Twisted Mind

    Agreed!
    I think it needs a major flaw, a FRA to change the effects is fair in terms of action economy but it still needs a chink such as a perception effect ends allows the target to realize the illusion isn't real, allowing it to ignore it. Or it only applying to creatures that are shaken and doubling with applying the ozodrin's manifest fear effect if it was not already used. Thoughts on how to make this ability functional yet still creatively powerful?


    Starting work on Machine Archetype.
    Last edited by Hanuman; 2014-04-10 at 05:16 PM.

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    Default Re: Tooth and Tentacle Remix [3.P] [PEACH]

    Quote Originally Posted by Hanuman View Post
    I admittedly don't understand why this is, why should a small feature on a medium creature have a bonus to attack where as a small short sword on a medium creature does not?
    My stupid misunderstanding, then. The size of a weapon is typically not mentioned, so when it was I just looked at the size rules.

    @Multi / Strike
    Well, it's giving another attack with a weapon, and it's contextualizing it that it may or may not be just another tentacle, limb or whatever amongst a sea of them.
    If you rolled Tentacle + Hooked + Long7 you'd get 40'. (24fp)
    x2 Would be 48
    If you rolled Tentacle + Hooked + Multi + Strike (emulating x2) + Long7 you'd get 33FP
    x3 36
    x4 39
    The usage should be clear
    So your point is that it multiplies enhancements. That's actually what I was trying to say before the example bit. Manufactured weapons get multiple attacks scaling by BAB, but the attack bonus falls off the more you make. The only way to increase the number of attacks is TWF (or MWF for creatures with more than two weapon-wielding limbs). This decreases the bonus even more. That's how manufactured weapons work: More attacks means it's harder to hit with them, but increased training can get you more, and it's easy to boost them with magic and stuff because every hit gets it.

    Natural weapons are different. The number of attacks doesn't scale by BAB - it's fixed at one per weapon - but you don't need to wait for high BAB to get them, and multiple attacks (by using multiple weapons) have a stable attack bonus. This increased chance of hitting is balanced out partially by the fact that any boosts you get on them (which typically is a more involved process than for manufactured weapons - Magic Fang is only for Druids (and Rangers) instead of Magic Weapon for the more common Wizards, Sorcerers, and Clerics (and Paladins); permanent boosting requires the Amulet of Mighty Fists or Necklace of Natural Weapons. The former only gives +Numbers bonuses and costs triple what they'd cost on a manufactured weapon, but does give them for all weapons; the latter can give any enchantments but has a +600 gp surcharge and doesn't get more efficient if you have more natural weapons (the cost multiplies). As for getting multiple attacks with one natural weapon, the only way is with Rapidstrike and Improved Rapidstrike. These have harsher prerequisites than TWF and barely bring you past someone trying to TWF (or MWF) without the feat. Also, they are monster feats, so the default is not that they're allowed.

    So overall, the game system does not encourage getting multiple attacks with a single natural weapon (only allows it with difficulty, even) - and that works fine for most natural-weapon builds.


    @Chamber - Stomach Augment
    Totally incomplete, but yes the Chamber augment is intended to turn the normally contouring space of the stomach into a location that could be represented on a combat grid.
    What about the rest of my comment?
    @Twisted Mind
    Agreed!
    I think it needs a major flaw, a FRA to change the effects is fair in terms of action economy but it still needs a chink such as a perception effect ends allows the target to realize the illusion isn't real, allowing it to ignore it. Or it only applying to creatures that are shaken and doubling with applying the ozodrin's manifest fear effect if it was not already used. Thoughts on how to make this ability functional yet still creatively powerful?
    I'd say just remove all ability to break through the normal rules. The power is crazy-good already in any combat where there's something the same size as you that isn't you, or you have something that needs hiding, or infiltrations where you never run into more guards than you can concentrate on (usually one, but there are tricks). Or any other situation where there's two things the same size and you want them mixed up (your enemies, your allies, you and a rock behind someone who's trying to punch you...). Or if you just want to make it look like you can do things you can't (any stunt or special effect that can be vaguely mimed). Or just wave your arms and make it look like you turned a nearby tree to glass or stone or something as a warning shot.
    Last edited by Qwertystop; 2014-01-08 at 05:36 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

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    Default Re: Tooth and Tentacle Remix [3.P] [PEACH]

    I'm going on a hiatus for 2 months for intensive physical therapy training and weapon dance IRL, please post in the meantime and I will address and update the class for every idea, issue and little scrap of content added!
    Much Love,
    -Hanuman

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    Default Re: Tooth and Tentacle Remix [3.P] [PEACH]

    Where did I leave off... Ah!

    Still not sure what you're going with for pronouns. You said you were scrubbing it all to third-person, but use second-person just as much. Also, one "the creature" in Strange Movement.

    Uncertain Shape: The different parts don't seem to fit together well with either each other or the main idea of the class ("lego-block grappler," you called it?). Also, Bulletpoint 2 is inconsistent: "When making stealth checks you also blur yourself, granting +4 to disguise." While I'm not going to comment on the balance of the magnitude of the skill bonus (because I'm not a balance expert by any stretch), that needs fixing. If it was meant as +4 Disguise, that doesn't really fit the class or the fluff (if I saw someone and they were blurry, that doesn't make me trust that they are who they look like - it makes me think something's wrong with either them or my eyes). Stealth checks fit both of those better. Also, +1 dodge bonus to AC at level 12? That's tiny enough to honestly be more annoying to track than helpful for defense. Increase it or remove it. Personally, I'd say remove - you're already getting +2 CMD, +4 Disguise (or Stealth, depending on which you go with), and a scaling Acrobatics bonus. As-is, the Ozodrin is not a defensive class, and especially not a dodging one - the closest it's got is slowly healing (by jumping on someone and eating their face), the Enchanted augment on natural weapons for some healing-based property (requires jumping on people and mauling them or eating their faces), or boosting its Con (and getting extra temporary HP equal to the real HP it gets) with the Adrenal organ (side effects: Urge to jump on people and eat their faces).

    Rapid Form: Really needs rephrasing. Try
    With preparation, an ozodrin can group several features together to grow them more quickly. She may have one such "quick form" per point of Intelligence bonus, plus one per five Ozodrin levels. These forms consist of any assortment of features (which may be augmented) the Ozodrin can already use, but cannot cost more than half of the Ozodrin's maximum FP. Any time the Ozodrin could add features to their true form, they may add all the features contained in a single quick form, even if this exceeds the normal FP-per-action limit, as long as they have enough FP to support all of the features.
    Otherworldly Guise: The first line has lots of rules-implications that it seems unlikely you intended - for example, that it costs FP to leave your true form (to make the puppet), that the only difference between being in your true form and being in your guise is whether or not there's a puppet next to you, that if you want it to look like it used to you have to spend 15' of Strange Movement to hide (and it breaks if your puppet does anything combative)... Just wipe out the first line. Apart from all that, there's another problem: Since you've "simplified" the ability, it actually just gives you a second True Form with a few very small disadvantages - the slow modification and the lack of a fear effect when entering it (you get it when leaving instead). The original wasn't complicated anyway, just a bit wordy (and that's just because Owrtho was being thorough) - it was just "figure out the FP that you'd need to make your guise as a puppet. You can now use those FP differently and squeeze in a little bit extra."

    I've said it before and I'll say it again: This class is inherently complex, and almost everything you've done to simplify it just strips out options, which are the entire point of a modular system.

    Shifting Shape: Works, but... you've already got augments that are the same across multiple features, and you've got level-based prerequisites on some augments. Making this a class ability just spreads out where people have to look to figure out what they can do - opposite of simplifying. Just move it in as an augment to all features with Requirement: Level 17.

    Flowing Shape: Attacking defensively is not a thing.

    Sinister Image: "Depictions count as a puppet for what features may go on them." Well, let's look at Puppets. Oh, any feature can go on a puppet. So, what's the point of this line?

    Infinite Horror: As written, this gives exponential bonuses: (60 * 1.5^L), where L is the number of levels after 20. If you actually wanted it to be linear (+90 FP per level after 20), just say so - it's simpler. If not, sorry. Also, you might want to make it say "Ozodrin level."

    Epic Ozodrin: The table goes a bit long - do you really need 20 levels for an every-other-level pattern? A two-level table would be enough to show it, and even the official 3.5 tables (can't find the PF ones) only go to 30.
    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

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    Default Re: 2.0 Game Rules

    Neat, always liked the Ozodrin.

    Class features really, really should list the level they are gained in their description. Scrolling back up to the table every three features is annoying in a concise class, in one which uses as much space as the Ozodrin it's borderline ridiculous.

    Much of the formatting seems rather over-designed for what it accomplishes. Prime offender:
    Quote Originally Posted by Hanuman View Post
    Class Benefits
    Spoiler
    Show

    Hit Die: D8

    Starting Gold: 3d4x10 (75gp)

    Skillpoints: 4


    Class Skills:
    Spoiler
    Show

    Acrobatics (Dex)
    Bluff (Cha)
    Climb (Str)
    Craft (Int)
    Disguise (Cha)
    Escape Artist (Dex)
    Stealth (Dex)
    Intimidate (Cha)
    Knowledge (dungeoneering) (Int)
    Knowledge (the planes) (Int)
    Perception (Wis)
    Survival (Wis)
    Swim (Str)

    The change list states that the basic augments are gained across the first 5 levels while the actual class feature grants them all at level 1.

    Innate Horror is kind of weird, and I'm not quite sure what you're trying to do with it. As things stand, a character with a few aberrant feats already loses power by taking levels in Ozodrin. Is the point to cap the scaling bonuses from those feats? Because that would be better done with a rules sidebar. Is it to provide a minimum power level for the feats? Because that should be taken care of by the bonus feats.

    Devour plays into the old Bag O' Rats trick. Maybe cap the life/Bio that can be gained per day or the targets who can grant them? Then again, I don't know what sort of recharge rate you intend for Bio.

    From Budding Body:
    "You may also use a true limb as if it were a tentacle for the purposes of carrying features."
    What is the advantage of doing so over putting the features on your body? Why can't they put features on their limbs from the start? Seriously, this doesn't change reach or anything, it's purely fluff.

    From Strange Physiology:
    "When you successfully resist one of the above effects roll a D% and gain a 5%/Level chance to ignore a resisted effect from effecting you again for 24 hours."
    I don't see the point of the roll, this isn't all that great of an ability, why not just give them the immunity without slowing things down by forcing another roll?

    From Twisted Mind:
    The save should be 10+1/2 level+cha. 10+level has some odd effects.
    Also, the added bluff check really overpowers this. You can practically use it as a better dominate monster, albeit one with a shorter duration.

    Is the Maximum Augments column in the feature tables per augment or per augments of that type?

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    Default Re: Tooth and Tentacle Remix [3.P] [PEACH]

    I don't know if this is intentional or not, but the 'Infinite Horror' isn't nearly as useful as it seems to be. Even though your form point count will grow exponentially and rocket into the thousands after just a few level ups, your number of usable feature attacks per round and your ability to apply augmentations still scales linearly.

    It's still a mind-blowingly good ability, mind, but not THAT good.
    Last edited by Azdoine; 2014-02-17 at 03:35 PM.

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