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  1. - Top - End - #91
    Barbarian in the Playground
     
    qazzquimby's Avatar

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

    No, the new one is separate and is for 5e, I believe.
    I agree, this one must stay standing

  2. - Top - End - #92
    Ettin in the Playground
     
    Extra Anchovies's Avatar

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

    Quote Originally Posted by qazzquimby View Post
    No, the new one is separate and is for 5e, I believe.
    I agree, this one must stay standing
    There's a 5e ozodrin incoming? I'm gonna be keeping an eye on this thread for sure...
    Please use they/them/theirs when referring to me in the third person.
    My Homebrew (PF, 3.5)
    Awesome Bone Knight avatar by Chd.
    Spoiler: Current Characters
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    Cassidy Halloran, Human Scout
    William Gamache, Human Relic Channeler Medium
    Spoiler: Quotes
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    Quote Originally Posted by AGrinningCat View Post
    Lay on hands? More like Lay your Eyes on this sick elbow drop!

  3. - Top - End - #93
    Bugbear in the Playground
     
    Hanuman's Avatar

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

    nintendo wii:
    no rules, even outdated or fixed rules, will be overwritten. i will be quoting fixed rules so they can be used [for example, upcoming spawn feature revision] there will be both a 5e and a new pf ozodrin in new threads respectivly, or 5e might go w/ the new ozodrin if the balance can be made similar enough. regardless they wont change this thread.
    i'd like to also hint the emphasis that will be put on acf in the new version, instead of unlocks we are going to present many different alternates to the [ex] and such gained, more play with manifest effect options ect.

    the way its being made it will not need archetypes or prcs.
    it's being made from scratch, a true remake :]

  4. - Top - End - #94
    Dwarf in the Playground
     
    ElfRogueGirl

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

    I gave access to this class to a pack of PCs as part of a campaign themed around extraplanar creatures and aberrations, as well as building a boss ozodrin. I shall let you know what happens!
    Spoiler: Questions the DM Never Expected to Need an Answer For
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    "What if I cut off my legs, attached my arms to the stumps, and then got ANOTHER pair of arms to attach to my shoulder sockets?"

    "What is the cost and weight of a mirror big enough to fit a human inside?"

    "Can I summon blink dog corgis?"

    "Can I cast Feather Fall on a crashing airship?"

    "Is there a place in the city we could open a brothel?"

  5. - Top - End - #95
    Barbarian in the Playground
     
    qazzquimby's Avatar

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

    Prestige Classes
    All politely re-purposed without author's permission.

    Currently skills are unchanged, so will be a mix of 3.5 and 3.P, and some classes may reference feats that do not exist in the remix.
    And that I'm only a fraction done the second one.


    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.

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    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.

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    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 qazzquimby; 2014-12-25 at 01:56 AM.

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

    Quote Originally Posted by PrincessCupcake View Post
    I gave access to this class to a pack of PCs as part of a campaign themed around extraplanar creatures and aberrations, as well as building a boss ozodrin. I shall let you know what happens!
    Awesome! I look forward to hearing about it :)

    I got a new computer and will be working to transfer all the paper notes over to create a framework for the next changes.

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

    The Organs replicating Expansion and/or compression are availible from level 1, but you can have as many as 1/4 of your level of them. Is it rounded up or minimum of 1 it can I only get it starting at level 4?

    Also... Sometimes I look at Magikeeper's ozodrin(why did the phone try to autocorrect it to psp drink...) and think how similar it is to original one, essentially being it's updated version but lacking much new content. This ozodrin has a lot new content and ideas, but is completely different...

    Due to all Ozodrin reworks and remixes, this makes me want to create my own Ozodrin containing best of two worlds. Ozodrin Mixtape: Tooth and Pseudopod
    Last edited by Yasahiro; 2015-04-08 at 08:41 AM.
    "If you can't slam with the best, then jam with the rest" - Charles Barkley

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

    Quote Originally Posted by Yasahiro View Post
    The Organs replicating Expansion and/or compression are availible from level 1, but you can have as many as 1/4 of your level of them. Is it rounded up or minimum of 1 it can I only get it starting at level 4?
    In DnD, you round down unless it says otherwise. So no size-shifting until level 4.
    Avatar by TinyMushroom.

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

    Well, that is true. But we are moving into the territory of HOMEEEEEBREEEEW Homebrew homebrew...

    Anything is possible.

    I also realized that Ozodrin can easily become main damage dealer. He can nonmagically increase his size and the damage dice from the features doesn't change, so a ton of attacks would suck against things with DR you couldn't beat or such... but you can just have a Sizing weapon or keep a Gargantuan or Colossal Sword in your Stomach. And wield it with more than 2 hands. And more can be done but you know where I am going with it.
    "If you can't slam with the best, then jam with the rest" - Charles Barkley

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

    Hotfix change (removal of all ozodrin's mythic abilities), these were more powerful than intended:

    Awakening (Ex) ι 20 ι Transcend mortality.

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


    Spoiler: Original
    Show

    Awakening (Ex) ι 20 ι Transcend mortality.

    • Gain the Great Old One subtype, gaining the benefits of the subtype.
    • You do not gain the mythic rank of a Great Old One through this class feature.



    Qazzquimby's PrC's have been added to the main page.

    ======================

    Quote Originally Posted by Yasahiro View Post
    -- Expansion and- compression are available from level 1, but you can have as many as 1/4 of your level of them. Is it rounded up--?

    Also... Sometimes I look at Magikeeper's ozodrin(why did the phone try to autocorrect it to psp drink...) and think how similar it is to original one, essentially being it's updated version but lacking much new content. This ozodrin has a lot new content and ideas, but is completely different...

    Due to all Ozodrin reworks and remixes, this makes me want to create my own Ozodrin containing best of two worlds. Ozodrin Mixtape: Tooth and Pseudopod
    @Expansion/Compression
    If a rule says [1/4 level] then that means [1 at level 4], [2 at level 8], ect. You are thinking it means [1 + 1/4 level]. You can get expansion/compression at level 1 if you advance your levels otherwise, but I haven't made any homebrew for that. Feel free.

    @Magikeeper's
    Keep in mind that a lot of hours were put into this version, magikeeper's version is pretty new and it's intended to be just a solid upgrade from owrtho's where as my methodology is to drift away from the original system. He will probably release more content when he is done his scholastic trials.

    @More versions
    Feel free to use the content as you wish, as for what's next for Ozodrin on our end.. currently Ozodrin will become just a series of Alternative Class Features for my new class called "Dreamshaper" or something, no name yet. I am wanting to get it perfect (and by perfect I mean like, freaking cherry) so it's taking quite a while. There is solid progress each week but the real work goes into making everything less complicated and more balanced, and making it more fun and appealing to all players. Most of the framework and concepts are done, the real backbone of the class is completely solid. Really happy with how it's going.

    Quote Originally Posted by Yasahiro View Post
    I also realized that Ozodrin can easily become main damage dealer. He can nonmagically increase his size and the damage dice from the features doesn't change, so a ton of attacks would suck against things with DR you couldn't beat or such... but you can just have a Sizing weapon or keep a Gargantuan or Colossal Sword in your Stomach. And wield it with more than 2 hands. And more can be done but you know where I am going with it.
    Yes, wielding enormous weapons was fully intended. You also have the [Powerful] limb augment to increase this.
    Keep in mind that that the [True Limb] augment specifically states that you cannot use more than 4 hands to wield weapons.

    Ozodrin are kind of a bard-like role, they can deal decent damage but they are not on-par with a lot of optimized core class builds and almost all classes have a lot of swing, where as ozodrin was more intended to be more even, it has a lot of caps on it to prevent it from optimizing too hard, which is ok, but it still has an enormous amount of moving parts/potential options and as a byproduct is difficult to balance and make all options fair.

    Thanks for the input, send me a private message if you would like to chat through steam.
    Last edited by Hanuman; 2015-04-18 at 06:22 AM.

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

    Small update!

    New ozodrin (no name yet!) has entered playtesting and is working amazingly well, I am completely satisfied with my experience so far, at low level the ozodrin takes less effort than most conventional classes to set up and the optionality is straight-forward and effective, the fluff and roleplaying of the class function exactly as intended, a true shapeshifter-that-doesn't-make-me-want-to-cry-myself-to-sleep-at-night

    The GROOVESHARK playlists have imploded with the site, it has been wiped off the map . Please post suggestions if you have an alternative in mind!

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

    The new one isn't going to overwrite this, right? I'm using this one in a game now, and expect that others are as well.
    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]

    Quote Originally Posted by Qwertystop View Post
    The new one isn't going to overwrite this, right? I'm using this one in a game now, and expect that others are as well.
    The new version is definitely not going to overwrite any ozodrin material! Strictly speaking it uses a similar system, it's a shapeshifter and it retains a lot of the bells and whistles, but by default it is not Ozoi, it's not a grappler and it's not horror, it's a shapeshifter that allows you to be whoever you want whenever you want.

    Nothing will be re-written with the remix, the only changes will likely be small quality of life changes or nerfs in the name of sanity, like the recent mythic nerf to the capstone, these changes will be fully recorded in case you wish to use outdated rules.

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

    Quote Originally Posted by Hanuman View Post
    The new version is definitely not going to overwrite any ozodrin material! Strictly speaking it uses a similar system, it's a shapeshifter and it retains a lot of the bells and whistles, but by default it is not Ozoi, it's not a grappler and it's not horror, it's a shapeshifter that allows you to be whoever you want whenever you want.

    Nothing will be re-written with the remix, the only changes will likely be small quality of life changes or nerfs in the name of sanity, like the recent mythic nerf to the capstone, these changes will be fully recorded in case you wish to use outdated rules.
    Okay, sounds interesting. You'll link to the new one in here when it comes out?
    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]

    Quote Originally Posted by Qwertystop View Post
    Okay, sounds interesting. You'll link to the new one in here when it comes out?
    As soon as it has 20 playable levels and full augments it's going to move to open beta, right now the rules are changing too frequently for explaining the rationale behind changes to people outside the offline team. Skype, docs and steam are faster and more efficient than forums for brewing, but forums are the necessary means of connection and distribution

    If you have name suggestions I'll take them, I'll need a name for the main class and I also need names for different themes which have ACFs and feats associated with them (which is kind of like having freeflow PrCs), Ozoi/Ozodrin will be one of these themes.

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

    No longer like the Omnidrin name?
    Spoiler: Old Avatar by Aruius
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    http://i133.photobucket.com/albums/q56/Zeritho/Koboldbard.png

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

    Quote Originally Posted by Milo v3 View Post
    No longer like the Omnidrin name?
    Omnidrin added to the list
    --------

    There was some small confusion with a user about the rationale of using the Small Augment, there are two usages of it.
    First it is used to provide fluff (as it has no benefit on it's own), but it also allows utility. Using the Small Augment allows you to use other augments on a feature without paying for an attack you do not want.

    For instance, you can use [Mouth -Small -AirTasting -TrailTasting] to become a competent tracker, the total cost would be 2FP because both Mouth and -Small would be refunded.

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

    Introducing the Quorin, Dream-Based Shapeshifter
    Quorin Live - Comment Enabled


    Things to keep in mind:
    • The class is in beta, it's content is not finished enough to deserve it's own thread.
    • The rules are a stripped-down skeleton made to serve as a concise SRD for the class, and is not intended to represent the depth of the class' written concept.
    • Multiple intended ACF options are not made yet and are on various draft threads, the class for now is primarily based around a modular "dream" flavor that will be in the future given options for different mechanics and different illustrated themes.
    • The class is still subject to change and it's high levels have not been playtested, nor has it been sufficiently playtested for optimization.
    • Commenting has been enabled for the link, if you wish to PEACH it feel free to use either the forums or gdocs themselves



    Enjoy!
    Last edited by Hanuman; 2015-07-29 at 05:08 PM.

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

    I find the taables for the augments very confusing. It says, for example, some augments are once per feature... However, theMany and Strike augments on mouths and tentacles seem to imply that you can only shape one of a feature at a time... or, can you have two mouths with the Strike augment, in which case is the 1/4 level limit apply to all mouth features as a whole, or to each individual mouth?
    Also, while I understand the reasoning for bolding and bracketing items like Charisma Modifier and Class level in the main description, it just gives it a rather glaring and confusing look.
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    Default Re: Tooth and Tentacle Remix [3.P] [PEACH]

    Quote Originally Posted by Gideon Falcon View Post
    I find the taables for the augments very confusing. It says, for example, some augments are once per feature... However, theMany and Strike augments on mouths and tentacles seem to imply that you can only shape one of a feature at a time... or, can you have two mouths with the Strike augment, in which case is the 1/4 level limit apply to all mouth features as a whole, or to each individual mouth?
    Also, while I understand the reasoning for bolding and bracketing items like Charisma Modifier and Class level in the main description, it just gives it a rather glaring and confusing look.
    The class itself is overstylized and tends to have different results for different readers, unintentionally

    [Many] is mostly fluff, it allows you to appear to have multiple mouths on you. This concept is not very well executed but the decision was made on the previous platform, really the mechanics and fluff can be separate and the fluff can be fluid, in my opinion it's just bad design to appeal to a certain sense of perminancy with the reader, "this is my mouth, there are many like it but this one is mine" ect.
    Other than that, it's basically a spacer, to allow 1 extra FP before racking on more natural attacks.

    [Many] leads into strike, the point of this combo is to save FP while stacking bonuses on a single feature, instead of needing to augment different features you can just augment one.

    In terms of /level, if it says [#/# Level] that's the total character cap, if it says [#/Feature] it's just a feature cap.

    Because [Many] is intended to replace the need for more than one of the same feature (stacking efficiency), the RAI is that "Once" applies only to the type of feature and not all features in general.

    Quorin (as listed in my last post) will have a full spread of Ozodrin ACFs to allow it to run as a cleaner and superior system in many regards, as such most of my writing will be focused there.
    Spoiler: Quorin Beta Image
    Show


    Any questions/comments unresolved?
    Last edited by Hanuman; 2015-07-30 at 09:34 PM.

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

    If you can only shape one mouth feature, then doesn't 'once per feature' essentially mean the same as 'one?' Or does once per feature mean once per bite attack from the feature?
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    Default Re: Tooth and Tentacle Remix [3.P] [PEACH]

    Quote Originally Posted by Gideon Falcon View Post
    If you can only shape one mouth feature, then doesn't 'once per feature' essentially mean the same as 'one?' Or does once per feature mean once per bite attack from the feature?
    Features are like buckets you put augments into, bite attacks are put inside those buckets.

    There's no normal limitations on feature number (it's just 1 feature for 1fp cost).

    Does this answer your questions?

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

    So you can shape mulrtiple mouth features, or you can shape a mouth with Strike, in which case you save on other augments being on one feature instead of a few. Is that correct?
    Perhaps, once you've finished the Quorin, you can turn your attentions back to making that a bit more clear, and generally streamlining the table system.
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    Default Re: Tooth and Tentacle Remix [3.P] [PEACH]

    Quote Originally Posted by Gideon Falcon View Post
    So you can shape mulrtiple mouth features, or you can shape a mouth with Strike, in which case you save on other augments being on one feature instead of a few. Is that correct?
    Perhaps, once you've finished the Quorin, you can turn your attentions back to making that a bit more clear, and generally streamlining the table system.
    Yup, and because some things like reach improve combat utility and such the efficiency stacks quite well.

    I might, I need to fix a lot of things in Ozodrin like the Spawn feature and such to make it solid, but honestly Ozodrin remix stands more to honor the original while improving a lot of the underlying issues.

    Quorin is more of a general fix to the underlying problems, I'm less likely to streamline features because I spent years doing that and came to the conclusion of removing features entirely. Quorin is intended to be a replacement, and Ozodrin remix will be intended to be a uniquely valid, yet obsolete version.

  25. - Top - End - #115
    Bugbear in the Playground
     
    Hanuman's Avatar

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

    Hey guys, I found a new music playlist for you!~
    Keep on being awesome!
    https://soundcloud.com/ozoi-the-maid

  26. - Top - End - #116
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    Default Re: Tooth and Tentacle Remix [3.P] [PEACH]

    Hello. I would like to tell you that you've done an excellent and impressive conversion. But I think I didn't see any alternative favored class bonus for different races. Are there any of these?

  27. - Top - End - #117
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    Default Re: Tooth and Tentacle Remix [3.P] [PEACH]

    Quote Originally Posted by Sir Edgen View Post
    Hello. I would like to tell you that you've done an excellent and impressive conversion. But I think I didn't see any alternative favored class bonus for different races. Are there any of these?
    Dead thread. Additionally, Hanuman hasn't been on the site for a long while. If a thread hasn't been responded to for like 5 months and it's not reopened by the OP, it's considered dead and it's against forum rules for it to be brought back into the light. This is called Thread Necromancy.
    Quote Originally Posted by Quarian Rex View Post
    Sometimes you need more than well crafted crunch. Sometimes you need well crafted crunch that is playable in the game.
    Black for normal/uncaring/bored. Purple for in love. Blue for being a jerk/sarcastic bum.

    Black(Blue and Green) or Sultai is my khanate, and my colour alignment.

    For some strange reason I have a severe reaction to sunlight when it hits my eyes, no clue why or what causes it so yeah...
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