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  1. - Top - End - #1
    Bugbear in the Playground
     
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    Default Fang and Pseudopod [Ozodrin 3.5 update]


    Posted with Owrtho's Permission
    Ozodrin 3.5

    Spoiler: ImageInProgress
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    Picture by Lavan.


    Table of Contents

    FAQ for DMs
    Base Class
    Features
    Feats
    Epic
    What’s new / Changelog
    Prestige Classes
    General FAQ
    Thanks and Acknowledgments
    Future Prospects

    FAQ for DMs
    Spoiler
    Show
    Things a DM asked to allow this class might want to know

    What do I need to allow/have access to for this class to be playable?
    1: This thread.
    2: Player’s Handbook, Monster Manual 1 (Snatch feat). Or just the official online SRD.
    That’s it! Although there are a number of basic aberrant feats in the 3.5 Lords Of Madness book your player would appreciate, it is not vital to playing this class. Earlier versions of the Ozodrin needed Lords of Madness, but this newest one has offered a replacement for the aberration blood feat. It also has a replacement for Durable Form feat.

    What is the party role of this thing?
    An Ozodrin of any level can be a good martial combatant and scout. At higher levels the class branches out into more utility options - not entirely unlike beguiler/duskblade although the Ozodrin favors abilities that are more limited yet solid*
    *An example would be the level 14 feature(Flesh) augment that is more-or-less disguise self (a level 1 wizard spell) minus the weakness to true sight and the duration limit (besides needing to keep that augment formed). Okay, it also does tactile mimicry.

    What does this class add to my game?
    The Ozodrin fills the "Aberration PC" niche better than any official class put out for D&D 3.5. This isn't just Far-Realms type creatures - there are all kinds of tentacle-y/spiked/multi-mouthed/whatever concepts out there! From all-out monsters to people with tentacle hair to guys that fire spikes from their arms... there are a lot of concepts in books/shows/games that are extremely difficult to bring to life using just official sources.

    This class is also mechanically intriguing, being a shape-altering class that doesn't rely on copying monster stat blocks - this both gives players a lot more control over what they look like / can do while avoiding the WotC problem of spaltbooks adding more and more unbalanced stat blocks to the pile.

    What is the general power level of this class?
    Tier: If you are a tier-minded individual, most folk agree the Ozodrin is a high tier-three class.
    If you aren’t, or are unfamiliar with Tiers: This class does some things very well, and can at least contribute when what it’s good at isn’t needed. This class occasionally has a mechanical ability that can solve an encounter, but this is relatively rare and easy to deal with. Challenging such a character might take some thought from the DM, but isn't too difficult.

    Optimization Floor:
    An optimization floor is “How weak can this class be?”. For example, a new player playing a mighty sorcerer could easily pick the wrong spells and wind up near-useless.

    Although it’s possible to spend FP in a way that renders an Ozodrin near-useless for an encounter (Why yes, I dumped everything into +spot checks. Combat what?), the ability to change FP distributions means such situations likely won’t be common. In longer encounters someone who has truly screwed themselves over could spend a few rounds swapping some features on the spot.

    Feat choice is important but a player that sticks to the flavorful “mostly taking aberrant feats” should be fine, and even if they spend every feat on toughness they should still be able to contribute to your game. The class also has several always-on abilities that are quite useful to any player.

    In other words, someone playing an Ozodrin will probably be able to hold their own. The obvious choices for how to go about doing a thing are usually the right choices and the class is very forgiving. Thus, an Ozodrin player that has no idea what they are doing can probably still do okay in a mid-op group and be reasonably strong in a low-op group.

    Optimization Ceiling:
    This version of the Ozodrin has not been playtested very much, but what few loopholes the previous version had - and the need to optimize to have enough FP at high levels - were cleaned up in this one. The class can certainly be optimized, but not to the extent that you start to feel like you’re playing an entirely different class (unlike, say, good wizard vs bad wizard or extreme fighter vs regular fighter).

    Customization:
    Not really a power level concern, but it is indeed possible for two Ozodrin to have entirely different play styles at mid/high levels and even low levels can show a reasonable amount of variance.

    How does this class work with my house rules / campaign preferences?
    The Ozodrin class is rather self-sufficient. This means that in low-wealth / low-magic games the class might overshadow other martial types by virtue of not needing a bag of magic items to fight level appropriate enemies. The ability to use the 2nd level Devour class ability to heal itself might likewise give the Ozodrin an edge in worlds where healing is virtually non-existent. At mid/high levels the Ozodrin can attain flight and other such abilities that may further overshadow the more mundane martials.

    Ozodrin do not gain many abilities that favor large amounts of downtime, especially at low/mid levels - if the party has a few months to prepare to defend a town the Ozodrin's options are more similar to a rogue's than a let's-prepare-500-explosive-runes wizard's.

    So, I’m skimming through the features/augments. About how many Form Points(FP) does an Ozodrin have?
    Here are some typical value ranges (High end assumes Flaws (UA) are allowed/all feats taken are aberrant/favors raising Cha/etc, low end assumes mostly non-aberrant feats are taken, both assume starting Cha of 14):
    Level 1: 9-19 # and use of feats make a big difference at this level
    Level 4: 21-34
    Level 8: 38-55
    Level 12: 66-90
    Level 16: 87-115
    Level 20: 127-158

    At level 12+ the Focused Horror feat can grant a decent amount of extra FP that can only be used for a specific kind of feature (Not factored into the above).
    The small, separate pool used by the level 16 ability “Otherworldly Guise” is not factored into the above. This separate pool takes far longer to redistribute than regular FP.

    It is possible to attain values a little above/below range; this is most notable at levels 1-3, as there is a sizable difference at level 1 depending on how many feats a PC has at that level and whether those feats are used to optimize FP or some other purpose. The +Cha Mod FP matters much more at lower levels as well.

    I suspect my player is doing something wrong
    Well, here is a checklist:

    > How many Form Points(FP) does the player have, and where are they getting them from?

    > What are they currently using their FP for?
    >> There is no limit to how much of your FP you can spend on one sort of thing (although many augments are not multi-stackable), but over focusing tends to leave gaping vulnerabilities. Maybe the player’s grapple-master PC’s preferred set up would be utterly worthless in a situation that requires… any offensive, defensive, or non-combat trait besides a high grapple check.

    > What features/augments are they using to achieve the suspicious effect?
    >> Read the features/augments in question (or just check the table to see if they have anything under "special restrictions"). Some of them have special restrictions the player might be overlooking.

    > How fast is your player swapping out features?
    >> In this version it takes a standard action to un-form a feature, and another standard action to form a new feature. Puppets take two full round actions to form. Both these things change at level 14, but swapping is still rather slow even then.

    > Ozodrin can only make at most (class level + cha mod)/2 feature-granted natural attacks a round.

    > Ozodrin feature granted-natural attacks only gain +2 damage per size category above medium, they do not change damage dice.

    Things that are not trends
    When a player is playing something you’ve never seen before, there is a tendency to extrapolate the low-level stuff to help get a feel for things. But not everything is indicative of the class as a whole…

    > Devour rewards acting like an inhuman monster: This is true, but - although some abilities can certainly facilitate acting in such away – the Ozodrin’s other abilities don’t mechanically reward such behavior like Devour does. I personally spent ~4 years playing a CG (old ver) Ozodrin that was practically exalted and Devour/Twisted Mind were about the only abilities that seemed mechanically at odds with my PC’s actions*. Okay, the Ozodrin can do some stuff with poisons at higher levels and that’s technically always evil by RAW D&D (Never came up with the PC in question).
    *Naught Morality was a big deal too, but that was more of an RP thing.

    > Grappling: Around level 4 or so an Ozodrin can be quite a proficient grappler. However, although the Ozodrin does periodically get more grapple related abilities, the proportion of class abilities/augments that involve grapple checks drops off (Swallow Whole at level 8 is the last non-augment to involve it [I guess the stomach feature might count]) and the later level stuff is just throwing a bone to PCs that really like grappling.
    Last edited by Magikeeper; 2016-07-31 at 10:19 PM.

  2. - Top - End - #2
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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    The Ozodrin Base Class
    Spoiler: What is an Ozodrin?
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    Ab·er·ra·tion
    noun: aberration; plural noun: aberrations
    A departure from what is normal, usual, or expected, typically one that is unwelcome.

    It is difficult to paint, in one stroke, a group so based in personal freedom. Are ozodrin quirky fellows? Are they pained individuals, spiraling down a path of transformation that bodily, mentally, and even spiritually warps them to the core? Perhaps they are pilgrims, seeking truths deeper than the reality you know? What it truly means to be an ozodrin likely differs for each one.

    What they have in common, however, are their powers: Ozodrin posses the ability to freely modify their body in a variety of ways; adding eyes, tentacles, limbs, mouths, fins, forming additional stomachs, and all manner of other changes and alterations. Their core self does indeed become more aberrant as they progress in power, even to the extent of becoming that other type earlier than most other transformational base classes. After all, there is far more to being an aberration than just having an unusual body!

    Abilities: Charisma is used by a some of an ozodrin's powers, helps determine how many feature-granted natural attacks they can make, and slightly increases the number of form points they posses. Strength and Constitution is important for ozodrin as they aid their ability to engage in melee combat. Ozodrin that focus on ranged combat may favor Dexterity, although throwing spikes benefit from Strength as well. Ozodrin gain no particular benefits from Intelligence or Wisdom beyond those that can be gleaned by any character, although more scouting-focused ozodrin may desire the extra skill points great intellect brings.

    Role: An ozodrin of any level can be a good martial combatant and scout, with increasing utility at higher levels.

    Background: Some ozodrin simply discover their nature on accident. Others may seek out such power or undergo magical ordeals. It's possible that exposure to the far realms or similar places of unfathomable horror can result in one becoming an ozodrin.

    Organization: There are no particular organizations for ozodrin. They tend to be solitary.

    Alignment: An ozodrin usually forges their own path, their often unusual view of the world typically lending itself to a chaotic mindset. Good and Law, being very specific and often devoted views, boast fewer ozodrin than other alignments. Anything is possible, however.

    Races: There is no particular race whose members are especially likely to be born with the powers of an ozodrin, but races that dabble with planes best left untouched may be more likely to become one through other means.

    Religion: Most ozodrin follow the normal religions for their race, no religion, a made up belief system of their own design, or follow the religions of aberrations.

    Other Classes: Other classes tend to be somewhat nervous around ozodrin, and they are frequently assumed to be evil due to the nature of their abilities. That is, of course, only if it is known what the ozodrin is. Ozodrin can hide their nature when they don't need to make use of it (or don't feel like causing a stir).


    Level BAB Fort
    Save
    Ref
    Save
    Will
    Save
    Special
    1st +0 +0 +0 +2 Manifest Form, Aberrant Affinity, Menacing Demeanor, Form points, Feature (basic eyes)
    2nd +1 +0 +0 +3 Feature (Mouth), Devour
    3rd +2 +1 +1 +3 Feature (Tentacles)
    4th +3 +1 +1 +4 Strange Anatomy, Irregular Maneuvering
    5th +3 +1 +1 +4 Jaws that Bite, Unearthly Power
    6th +4 +2 +2 +5 Feature (Limb)
    7th +5 +2 +2 +5 Feature (Spike), Strange Movement
    8th +6/+1 +2 +2 +6 Swallow Whole, Primary Stomach, Aberrant Feat
    9th +6/+1 +3 +3 +6 Feature (Fin)
    10th +7/+2 +3 +3 +7 Aberrant Metamorphosis, Budding Body, Enhanced Form
    11th +8/+3 +3 +3 +7 Feature (Special Eyes), Twisted Mind
    12th +9/+4 +4 +4 +8 Feature (Flesh)
    13th +9/+4 +4 +4 +8 Feature (Puppet)
    14th +10/+5 +4 +4 +9 Feature (Stomach), Rapid Form
    15th +11/+6/+1 +5 +5 +9 Feature (Spawn)
    16th +12/+7/+2 +5 +5 +10 Otherworldly Guise, Aberrant Feat
    17th +12/+7/+2 +5 +5 +10 Shifting Shape, Naught Morality
    18th +13/+8/+3 +6 +6 +11 Uninhibited Existence
    19th +14/+9/+4 +6 +6 +11 Sinister Image
    20th +15/+10/+5 +6 +6 +12 Fateless, Distorted Mind, Enhanced Form

    Hit Dice: D8

    Class Skills: The Ozodrin's class skills are Bluff (Cha), Balance (Dex), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)

    Skill Points at First Level: (4 + Int mod) x 4
    Skill Points at Each Additional Level: 4 + Int mod

    Weapon and Armor Proficiency: Ozodrin are proficient with all simple weapons and any natural weapons they possess. Ozodrin are not proficient with any armor or shields.

    Other Class Features
    Spoiler
    Show
    Manifest Form (Ex): As a swift action, an ozodrin may manifest or suppress its true nature. The suppressed form is referred to as the ozodrin's Worldly Guise. While its nature is manifested, all features that it possesses are revealed (see below). When the ozodrin manifests its true nature, all creatures possessing a line of sight with it that the ozodrin doesn't choose to exclude must make a Will save (DC 10 + 1/2 class level + Charisma modifier) or become shaken for one minute or until the end of the encounter, whichever comes last. Creatures that succeed on this saving throw are immune to this effect when used by that particular ozodrin for 24 hours.
    Special: An ozodrin may choose to suppress the effects (and visual components) of its aberrant feats when in its worldly guise but it must suppress all or none of such effects.
    Spells and effects relating to an Ozodrin’s “True Self” (such as the True Seeing spell) consider whichever of the two states the Ozodrin is currently in (True Nature or Worldly Guise) as its True Self.

    Aberrant Affinity (Ex): An ozodrin gains Unnatural Legacy (See under Feats below) as a bonus feat at first level and may take aberrant feats even if it isn't humanoid. In addition, an Ozodrin gains a bonus equal to its class level on will saves made against the natural abilities of aberrations (but not abilities gained from class levels). At the DM’s discretion this saving throw bonus may also be applied to will saves made against other creatures (such as outsiders native to the Far Realms). Classes which advance the Manifest Form ability advance this ability as well.
    Special: The ozodrin may choose to gain Aberrant Blood (Lords of Madness) or Mourning Mutate (Dragon #359 p. 110) instead of Unnatural Legacy with the DM's permission.

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

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

    Features (Ex): An ozodrin's manifested form has varying features. Every feature costs a certain number of form points. An ozodrin chooses which features its manifested form possesses. An ozodrin may add or remove a feature from its manifested form as a standard action. Unless otherwise noted, and ozodrin may only change features while in its worldly guise.
    Some features can be augmented. If so, the augmentation must be chosen when adding the feature unless otherwise noted. Augments can only be applied once to any given feature unless otherwise noted.
    Features only are visible and grant their effects while an ozodrin's true nature is manifested.
    Spoiler: Additional Information (Repeated in Feature section below).
    Show

    Features that are of a different size than the ozodrin use the ozodrin‘s size modifiers, not the feature‘s. Features use the ozodrin’s reach as well (augments that specifically increases a feature’s reach use the ozodrin’s reach as a base), except for the mouth feature which has its own reach (usually 0ft).
    Any feature with the [FLUCTUATING] tag can freely increase or decrease its size, to a minimum of fine and to a maximum of its base size, as a free action and/or as a part of any other action. Such a feature can freely increase or decrease its reach as well, to a maximum of its initial reach.
    Unlike regular natural weapons, features deal +2 damage per size category above medium and -1 damage (minimum 1) per size category below medium. This is in place of changing damage dice.

    An ozodrin cannot make more attacks with its natural weapons granted by features per round than half the sum of its class level + its Charisma modifier. Like regular natural weapons, feature granted natural weapons do not receive iterative attacks for a high base attack bonus.
    All of an ozodrin‘s natural weapons gained from features are considered primary natural weapons unless otherwise noted. If the ozodrin has natural weapons from sources other than its class levels, such as its race, it may choose to use treat its racial natural weapons as primary instead. If an ozodrin makes natural attacks and attacks with a regular weapon, the natural weapons are considered secondary.

    Any given feature may not have more than one kind of [EXCLUSIVE] augment applied to it (Some [EXCLUSIVE] augments can be applied to the same feature multiple times).

    See the Feature section for a list of tables, feature descriptions, etc.


    Devour (Ex): Ozodrin of second level or higher are capable of consuming pinned opponents. The first time an Ozodrin pins an opponent in a round they may immediately attack that opponent with as many bite attacks as they would normally be able to make during a full attack action (as though they were not grappling). These attacks do not take the usual -4 penalty to attack rolls and considered primary natural attacks. Mouths used to attack an opponent this way cannot have been/cannot be used to attack another opponent in the same round. The ozodrin may choose to have any successful bite attacks against a pinned opponent deal 1 point of con damage instead of its normal damage. For each point of con damage dealt this way, the ozodrin heals 2 points of damage.

    Furthermore, an Ozodrin with this ability may devour a freshly dead corpse to heal 1 hp per round spent eating. The ozodrin cannot regain more HP by eating a dead corpse than the creature’s HD and/or Con score at time of death (whichever is lower).

    Strange Anatomy (Ex): At 4th level, an ozodrin’s body no longer functions exactly like other living creatures. When a critical hit, sneak attack, or similar effect requiring a discernible anatomy is scored on an ozodrin manifesting its true nature, there is a 5% chance per class level that the ozodrin ignores the additional damage / is immune to that instance of the effect.
    Furthermore, the ozodrin becomes immune to ingested toxins and receives a +5 bonus on escape artist checks while manifesting its true nature.
    Finally, this ability allows the ozodrin to ignore size requirements for feats (in any form). However, it only gains the benefits of those feats with features that meet the size requirements (this does not apply to the Irregular Maneuvering ability below).

    Irregular Maneuvering (Ex): A 4th level or higher ozodrin's grapple and disarm attempts do not automatically fail if they are damaged by an opponent's attack of opportunity. In addition, the ozodrin may ignore size penalties when making grapple and/or opposed strength-based checks.
    Finally, an ozodrin gains the benefits of the Snatch feat (Monster Manual pg. 304), except they move into their opponent's space upon success if their foe is larger than themselves, can grapple but not squeeze opponents of any size, cannot fling opponents larger than themselves, may use tentacle attacks to snatch foes, and do not need to be size huge or larger. They do not count as having Snatch for the purposes of qualifying for other feats.

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

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

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

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

    At level 10, dimensional anchor and similar spells and effects do not prevent Strange Movement.

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

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

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

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

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

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

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

    The living nature of an ozodrin's stomach(s), and its connection to the rest of the creature, makes it unique among pocket spaces; an ozodrin's stomach(s) do not count as extra-dimensional spaces for spells and effects. For example, an ozodrin can safely pass through barriers that block extra-dimensional spaces and does not turn inside out if they enter a plane where such spaces cannot normally exist.

    If another class would advance the stomach feature, it advances this ability as well.

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

    Aberrant Metamorphosis (Ex): At level 10, an ozodrin's type changes to aberration. It gains darkvision out to 60ft (this stacks with darkvision from other sources). The ozodrin stops aging and can no longer die of old age. It does not gain the need to eat, breathe, or sleep if it previously lacked any of them. The ozodrin counts as both an aberration and its previous creature type for qualifying for feats, prestige classes, etc, but is not effected by any spells and effects that do not effect aberrations.
    An ozodrin with this ability is considered to always be manifesting its True Nature for the purposes of its Strange Anatomy, Jaws that Bite, and Strange Movement class abilities.

    Enhanced Form (Ex): A 10th level or higher ozodrin gains an additional form point per class level it possesses (5/level instead of 4/level). At 20th level this increases to two additional form points per level (6/level instead of 5/level).

    Budding Body (Ex): At level 10, an ozodrin is able to place any feature on a tentacle or limb feature. Such features may count any point within the tentacle/limb’s reach as their current location (for determining the starting point of breath weapons and the like), although they can only be at one place at a time. Tentacles and limbs with other features on them no longer grant natural attacks, and instead grant a cumulative -2 penalty to melee attack roles made by any feature they connect to the main body (So a tentacle on a tentacle on a tentacle receives a -4 penalty on attacks). Any given tentacle or limb can only support one feature per three class levels this way. The base reach of any feature placed on another feature in this way is 5’, or 0’ if it is a non-pseudopodia mouth.

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

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

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

    Rapid Form (Ex): An ozodrin of 14th level or higher can add and/or remove a number of features equal to one-third its charisma modifier (minimum 3) as a full-round action. Furthermore, an ozodrin that uses a standard action to add or remove a feature may add/remove two features instead (or perform one of each action). The form points spent on a removed feature do not count against the point limit of a feature added at the same time. An ozodrin with this ability only needs to spend a single full-round action to add a puppet feature.

    Otherworldly Guise (Ex): An ozodrin of 16th level or higher can force aspects of its true nature onto its worldly guise. With an hour of meditation the ozodrin may swap the features of it worldly guise for different features. Calculate the worldly guise features as if you were a puppet of your race, do not count features from aberrant feats. Each part of your body counts as whatever feature/augment combination could mimic it with the fewest form points (some abilities, such as certain graft powers, might not be copyable). A maximum of the form points needed to form such a puppet plus the bonus form points granted by this ability may be redistributed into new features and augments. You may not add Puppet and/or Spawn features and/or the augments of those two features to your worldly guise with the sole exception of the Lure Trap augment. A form without eyes is blind, and a form without a mouth can’t speak. A form without limbs or tentacles has a land speed of 0. A form without a mouth may not use devour or Swallow whole. Excess form points after redistribution remain but cannot be used to form regular features.
    You gain a number of additional form points equal to your hit dice that can only be used with this ability.

    Shifting Shape (Ex): An ozodrin of 17th level or higher is able to make its body mutable. As a full-round action the Ozodrin may make a single movement or check as though it were a liquid, potentially seeping through cracks and other small openings. The Ozodrin adds their class level to any escape artist checks made while in this state. Furthermore, the Ozodrin may reposition any of its features from one part of its body to another whenever it uses this ability.
    The Ozodrin may spend a move action instead of a full-round action to simply reposition a single feature (without gaining any of the other benefits of this ability).

    Naught Morality (Ex): A 17th level or higher ozodrin's alignment no longer functions like those of more conventional entities, and may in fact be lost all together (but see Special below). Spells or effects that detect alignment have no effect. The ozodrin is always treated as having the most favorable alignment for the purposes of alignment-based effects (e.g., being treated as lawful for dictum, as good for a holy weapon, etc.). Note that this does not necessarily change how the ozodrin acts. Many cling to vestiges of their former ways of thinking, causing them to act much the same, if not always for the same reasons.
    Special: An ozodrin with this ability may instead choose to define itself using an alternate alignment system, such as the 5 colors of Magic The Gathering™. If it does so this ability works as before, except that any spells and effects that reveal the ozodrin’s alignment reveal its chosen alignment without any explanation of what it means (In the MTG example a spellcaster might find out the ozodrin’s alignment is “Blue”). It still counts as having the most favorable alignment for alignment-based effects.

    Uninhibited Existence (Ex): Whenever an ozodrin of 18th level or higher would be magically transported to a location in a direct manner, such as by Banishment, Planeshift, Trap the Soul, or Wish, it may choose to not be transported instead. If it possesses the Sinister Image ability it may count its intended destination as an image depicting itself for one round. Indirect magical transportation, such as being bullrushed through an open Gate, functions normally.
    Furthermore, an ozodrin with this ability is immune to [Charm] effects, [Compulsion] effects, and effects that would magically change its form against its will.

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

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

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

    Fateless (Ex): An ozodrin of 20th level achieves a mastery over its existence that lesser beings can only imagine. The ozodrin may choose to have its soul linger when it dies; remaining in its own corpse or any other solid object affected by its Sinister Image ability. Such an ozodrin may revive itself in a year’s time, budding off of the object/corpse, unless the image is destroyed (or the Ozodrin is revived by other means). An ozodrin whose soul lingers in its own corpse takes only a month to revive. The revival otherwise functions like True Resurrection. Objects that are only near an image (such as with mental scrying sensors) do not count for this ability. Objects containing the Ozodrin’s soul bleed when struck.
    A dead Ozodrin’s soul and whatever object/corpse it is inhabiting (if any) retains its Twisted Mind, Distorted Mind, Naught Morality, and Uninhibited Existence class abilities and gains the ability to mentally communicate with any creature in contact with it. The soul is otherwise powerless.

    Distorted Mind (Ex): An ozodrin of 20th level or higher is capable of fragmenting and molding its consciousness to any degree; splintering off and recombining new selves or even momentarily purging itself of all higher level thought become effortless, even unconscious acts. Perhaps a single 'self' is maintained to manage interactions with the outside world, but it is hardly required. This state renders the ozodrin immune to other effects that directly alter, reveal, and/or control its thoughts and/or memories. The ozodrin likewise may ignore fear effects and any other attempts to alter its emotions.

    Furthermore, the distortion effect allows the ozodrin to be able to hide more mundane truths from itself and falsify memories, essentially allowing it to fool both magical/psionic and mundane methods of lie detection, since as far as everybody (ozodrin included) is concerned, it's technically not lying.

    An Ozodrin with this ability always receives the skill check bonuses granted by the Twisted Mind class feature, even while suppressing it.
    Last edited by Magikeeper; 2015-06-18 at 08:47 PM.

  3. - Top - End - #3
    Bugbear in the Playground
     
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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Features

    Overview(repeated from above)
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    An ozodrin's manifested form has varying features. Every feature costs a certain number of form points. An ozodrin chooses which features its manifested form possesses. An ozodrin may add or remove a feature from its manifested form as a standard action. Unless otherwise noted, an ozodrin may only change features while in its worldly guise.
    Some features can be augmented. If so, the augmentation must be chosen when adding the feature unless otherwise noted. Augments can only be applied once to any given feature unless otherwise noted.
    Features only are visible and grant their effects while an ozodrin's true nature is manifested.

    Features that are of a different size than the ozodrin use the ozodrin‘s size modifiers, not the feature‘s. Features use the ozodrin’s reach as well (augments that specifically increases a feature’s reach use the ozodrin’s reach as a base), except for the mouth feature which has its own reach (usually 0ft).
    Any feature with the [FLUCTUATING] tag can freely increase or decrease its size, to a minimum of fine and to a maximum of its base size, as a free action and/or as a part of any other action. Such a feature can freely increase or decrease its reach as well, to a maximum of its initial reach.
    Unlike regular natural weapons, features deal +2 damage per size category above medium and -1 damage (minimum 1) per size category below medium. This is in place of changing damage dice.

    An ozodrin cannot make more attacks with its natural weapons granted by features per round than half the sum of its class level + its Charisma modifier. Like regular natural weapons, feature granted natural weapons do not receive iterative attacks for a high base attack bonus.
    All of an ozodrin‘s natural weapons gained from features are considered primary natural weapons unless otherwise noted. If the ozodrin has natural weapons from sources other than its class levels, such as its race, it may choose to use treat its racial natural weapons as primary instead. If an ozodrin makes natural attacks and attacks with a regular weapon, the natural weapons are considered secondary.

    Any given feature may not have more than one kind of [EXCLUSIVE] augment applied to it (Some [EXCLUSIVE] augments can be applied to the same feature multiple times).



    Tables
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    Eyes
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    Level Name Benefit Cost Other Requirements Multi-Use? Exclusive? Special Restrictions
    - Telescopic Eye Reduce Range Penalty 1 - Yes –------------------
    - Darkvision Eye 10’ Darkvision 2 - Yes
    - Sightless Eye Hear instead of See 2 - -
    - Many 360’ Vision, add bonus to Search Checks 2 - -
    - Perceptive Eye +1 Spot Check, Swift Action Spot 3 - Yes Yes Does not grant swift action Search
    - Efficient Eye +2 Dodge to AC, See text 5 - Yes Yes Limited by armor
    2 Coordinated Eyes +1 Reflex and Tumble, 10% Chance Not-Flanked 4 Many Yes Yes
    3 Insightful Eye 10’ See Invisibility 3 - Yes - Not usable with Sightless Eye
    3 Acute Eye 5’ Blindsense 3 Sightless Eye Yes - -
    5 Trembling Eye Gain Tremorsense 2 Acute Eye - - -
    7 Sonar Eye Gain Blindsight 5 Acute Eye - - -
    10 Spirit Eye See Magic, Ethereal 4 Insightful Eye - - -


    Mouth
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    Level Name Benefit Cost Other Requirements Multi-Use? Exclusive? Special Restrictions
    - Large Mouth +1 Max Size Category 2 - Yes Maximum Colossal
    - Stretching Mouth 5’ Reach 5 - -
    - Air Tasting Mouth Gain Scent 3 - -
    3 Deceptive Mouth Mimic Sounds 2 - Yes
    4 Trail Tasting Mouth Track by Scent 2 Air Tasting Mouth -
    4 Hooked Teeth +5 grapple VS bit target 4 - -
    5 Jagged Teeth Any Con damage dealt by bite is increased by 1, 20/x3 Crit Range 6 - -
    6 Enchanted Jaws Enchanted Bite Varies - - Supernatural Ability, 1/3-1 level limit
    11 Spitting Mouth Ranged Energy Attack 6 - - Yes
    11 Drooling Mouth Enhance bite attack 3 Spitting Mouth - -
    12 Sniping Mouth +5’ Spit Range 1 Spitting Mouth Yes -
    13 Concentrated Spit +2 Spit/Drool Damage of a specific energy type 3 Spitting Mouth Yes -
    13 Psuedopodia Trade Bite for Range/Grapple 3 - - Yes
    15 Spraying Mouth Breath Weapon 3 Spitting Mouth - Yes
    18 Flowing Shape Gain Miss Chance 5 Pseudopodia - -


    Tentacle
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    Level Name Benefit Cost Other Requirements Multi-Use? Exclusive? Special Restrictions
    3 Large Tentacle +1 Max Size Category 1 - Yes - Maximum Colossal
    3 Tail Replace Tentacle, 1d6 Damage Slam 2 - - Yes Can’t Grapple
    3 Steady Tail +2 Balance 3 Tail Yes -
    3 Hooked Tentacle +2 Grapple, See Text 3 - -
    3 Serrated Tentacle +1 Damage, 19-20 Crit 3 - Yes -
    4 Long Tentacle +5’ Reach, -1 attack 3 - Yes -
    5 Constricting Tentacle Pull, Constrict 4 - -
    6 Enchanted Tentacle Enchanted Attack Varies - - Supernatural Ability, 1/3-1 level limit
    6 Budding Tentacle Tip can open up; See text 3 - - Yes Single Mouth or Eye
    6 Swiping Tail Tail Swipe Attack 2 - - - Effects one size category smaller, standard action
    7 Sophisticated Tentacle Trip/Disarm; See Text 4 - - - See Text
    9 Recovering Tentacle One/round extra attack upon failed opposed roll initiated via tentacle 3 - - - Can’t repeat failed maneuver; see text
    11 Traveling Tentacle Strange Movement through Tentacle 4 - - - -
    14 Writhing Mass Improved Grappling/Manipulation 6 Sophisticated Tentacle - - Single target
    16 Magic-Ripping Tentacle Tear Away Magical Effects 15 - Yes - Standard Action
    18 Graceful Tentacle Halve Attack Penalties, +4 to opposed rolls initiated via tentacle 3 Sophisticated Tentacle - - -
    20 Magic Rending Tentacle Dispel Effect in Area 3 Magic Ripping Tentacle, Writhing Mass - - Full Round Action


    Limb
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    Level Name Benefit Cost Other Requirements Multi-Use? Exclusive? Special Restrictions
    - Large Limb +1 Max Size Category 5 - Yes Maximum Colossal
    - Long Limb +5’ Range, -1 Attack 3 - Yes --------------------
    - Leg Trade Manipulation for +5’ Land Speed; See text 0 - - - -
    - Claw Natural Attack 1 - - -
    - Many Legged +5’ Land Speed; See Text 4 Leg - -
    - Swift Leg +5’ Land Speed 4 Leg Yes -
    - Enchanted Claw Enchanted Attack Varies Claw - Supernatural Ability, 1/3-1 level limit
    8 Crawling Limb Climbing related abilities; See text 4 - - -
    8 Clasping Claw +2 Grapple and/or Climb; See text 3 Claw Yes While claw is free
    8 Trampling Leg Trample Enemies with a strength check; See Text 6 Leg - Effects up to one size catagory smaller
    13 Absent Limb Limb isn’t there; See text 3 - - Movement Only
    14 Rending Claw Situational Extra Damage 3 Claw - -
    18 Reflexive Claw Free Action Attack 1/round 1 Claw - Can’t attack with claw normally in the same round


    Spike
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    Level Name Benefit Cost Other Requirements Multi-Use? Exclusive? Special Restrictions
    - Many Count as Armor Spikes 1 - -
    - Throwing Spike Ranged Attack 3 - -
    7 Large Spike +1 Max Size Category 2 - Yes Maximum Colossal
    7 Deadly Spike +2 Damage, 19-20/x3 crit 4 - Yes Crit only effects spike being used on its own.
    7 Horn 1d8 Damage Gore 1 - - Can’t be Thrown
    7 Enchanted Spike Enchanted Attack Varies - - Supernatural Ability, 1/3-1 level limit, other restrictions (See text!)
    8 Longshot Spike +10’ Range 2 Throwing Spike - Yes
    8 Quickfire Spike Additional Attack; See Text 4 Throwing Spike - -
    9 Twisting Spike Ignore some DR; See Text 3 - Yes -
    10 Piercing Rain Attack nearby foes 6 Throwing Spike, Many Yes - Costs 4 more each time it is applied. Full-Round Action
    10 Hollow Spike Can fill with poisons/diseases; See Text 5 - - -
    10 Fillible Spike Easier to fill 2 Hollow Spike - -
    11 Debilitating Spike Secrete venom; See Text 2 Hollow Spike - Yes
    11 Deteriorating Spike Secrete venom; See Text 5 Hollow Spike - Yes
    12 Brutal Venom +2 Initial Damage 4 Debilitating or Deteriorating Spike Yes - Costs 2 more each time it is applied
    12 Potent Venom +2 Secondary Damage 3 Debilitating or Deteriorating Spike Yes - Total can’t exceed 2x initial
    13 Virulent Venom +1 DC 1 Debilitating or Deteriorating Spike Yes - -
    13 Chambered Spike Hold extra dose 3 Hollow Spike Yes - -
    14 Obliterating Venom Additional Effects upon reducing an ability score to 0 4 Deteriorating Spike - - -
    15 Harpooning Spike Impale foes 6 - - - -
    16 Unfolding Spike Superior Impaling 3 Harpooning Spike - - -
    16 Tether Attached Harpoon, See Text 2 Harpooning Spike, Throwing Spike Yes - See Text
    17 Frenzied Contraction Pull Self to Spike 3 Tether - - -
    17 Pumping Spike Pump venom into foes 2 Harpooning Spike, Spike that can secrete venom - - -
    18 Rapid Venom Secrete Dose as a Free Action 1/round 3 Spike that can secrete venom - - -
    19 Deleterious Existence Secrete from unattached Spikes 3 Pumping Spike, Harpooning Spike - - See Text

    Fin
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    Level Name Benefit Cost Other Requirements Multi-Use? Exclusive? Special Restrictions
    - Many Gain Swim Speed 2 - -
    - Swift Fin +10’ Swim (+5' other) 4 Many Yes
    9 Violent Fin Gain Secondary Slam Attack 3 - Yes Multi-Stacking req Many; Each Attack must target a different creature.
    9 Wide Fin +1 Max Size Category 2 - Yes Maximum Colossal
    9 Skillful Fin +2 Skill Check 3 - Yes
    9 Wing Fly Speed, Jump Check Bonus 6 - - Yes
    9 Razor Fin Attack effects moved through opponents; See text 6 Violent Fin - Only one Razor Fin can effect any given opponent in round.
    9 Enchanted Fin Enchanted Attack Varies Violent Fin - Supernatural Ability, 1/3-1 level limit, other restrictions (See text!)
    12 Unearthly Fin Improved Movement; See text 2 - Yes -
    12 Digging Fin Burrow_Speed, Climb check bonus 6 - - Yes -
    16 Absent Fin Fin not actually there; See Text 2 - - Movement_Only


    Special Eyes
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    Level Name Benefit Cost Other Requirements Multi-Use? Exclusive? Special Restrictions
    - Selective Gaze Creatures spared from manifest form spared from gaze; see text. 0 - -
    - Farsight +5’ Gaze Range 2 - Yes
    - Intense Gaze Increase severity of gaze; See text 8 - Yes Ability damage increase by 1, doesn’t effect Dazzling Gaze, see text
    - Beckoning Gaze Averting eyes only 25% immunity chance 4 - -
    - Penetrating Gaze +2 Save DC 5 - Yes Yes
    - Frightful Gaze Scare instead of damage, See Text 2 - Yes
    - Silencing Gaze Silence/Fatigue for 1d4 rounds instead of damage 2 - Yes
    - Disorienting Gaze Confuse for 1d4 rounds instead of damage, Will Save 4 - Yes
    - Charming Gaze Charm for 1 day instead of damage, Will Save 6 - Yes
    12 Proclaiming Gaze Telepathy, See Text 6 - -
    14 Wasting Gaze Deal physical ability damage, Fort Save 6 - Yes
    14 Unraveling Gaze Deal mental ability damage, Will Save 6 - Yes
    15 Devouring Gaze Heal half damage dealt 6 - -
    16 Dazzling Gaze Daze for 1 round instead of dealing damage 6 - Yes
    17 Relentless Gaze Half damage on failed save, Penalty for repeated saves 6 - Yes
    19 Binding Gaze Hard to stop looking when damaged by Gaze, See Text 10 - - -


    Flesh
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    Level Name Benefit Cost Other Requirements Multi-Use? Exclusive? Special Restrictions
    - Luminous Flesh Shed Light in some pattern 2 - Yes
    - Filtering Flesh Breath a harmful substance 2 - Yes
    - Fragrant Flesh Change Smell/Taste; Bonus to Disguise or Hide 2 - -
    - Slick Flesh +1 to Escape Artist Checks 2 - Yes Yes
    12 Energy Consuming Flesh Resist Energy; See Text 4 - Yes Yes
    12 Iron Flesh +1 NA/DR 4 - Yes Yes Does not count for standard flesh +Escape Artist Benefit
    13 Magic Eating Flesh Gain SR; See Text 5 - Yes Yes
    14 Pretending Flesh Look like something else 6 - - -
    14 Blending Flesh +1/Level to Hide 6 - - - Effects worn, but not held, objects.
    15 Condensed Flesh Reduce Size; See Text 8(4) - - - Doesn’t change other features, ability scores; See text
    15 Engorged Flesh Increase Size; See Text 8 - - - Doesn’t change other features, ability scores; See text
    16 Secreting Flesh +1 Energy Damage; see text 2 - Yes Yes Doesn’t effect spikes
    16 Supernatural Consuming Flesh Resist Obscure Energy Types; See Text 5 - Yes Yes
    17 Cystic Flesh Harm Attackers; See Text 5 Secreting Flesh - - Multiple Cystic Fleshes do not stack.
    17 Regenerative Flesh Heal after Eating 3 - Yes - See Text
    17 Concept Filtering Flesh Breathe… Just See Text 8 - Yes - -
    17 Force Consuming Flesh Resist Force Damage; See Text 5 - Yes Yes
    18 Reality Warping Flesh Protection from planar traits; See Text 10 - - -
    19 Nth Dimensional Flesh Act from nearby location, see text 15 Reality Warping Flesh Yes - Cost doubles each time it is applied to same flesh.
    20 Inscrutable Flesh Become difficult to fully remember, see text 20 Reality Warping Flesh - - -


    Puppet
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    Level Name Benefit Cost Other Requirements Multi-Use? Exclusive? Special Restrictions
    - Massive Puppet Increase Size of Puppet 2 - Yes See Text
    - Hidden Puppetier Keep Puppet out while hiding via Strange Movement; See Text 2 Strange Movement Class Ability - -
    - Collapsing Puppet Puppet dissolves when triggered; See Text 4 - - Dissolved puppets are not unformed; See Text
    13 Extended Cord Increase Range by 5’ 4 - Yes -
    13 Jerk the Line Move Puppet as an immediate action; See Text 4 - - -
    13 Appealing Make Creatures want to help/protect puppet; See text 4 - Yes Does not work with a triggered lure trap
    14 Missing Strings Hide String in Digestive System; See text 4 - - -
    15 Puppet Show Create an additional Puppet; See text X - Yes See Text
    15 Lure Trap Puppet can suppress/release some features; See text 4 - Yes -
    15 Deadly Lure Puppet may make an immediate attack or grapple attempt when Lure Trap is triggered 2 Lure Trap - Maximum one extra attack per round per puppet, counts against number of feature granted attacks
    15 Lunging Trap Move puppet 5’ when Lure Trap is triggered 2 Lure Trap - Maximum one activation per round per puppet
    16 Disturbing Release +2 Lure Trap Release Save DC VS Shaken 2 Lure Trap Yes -
    16 Haunting Release Future encounters may trigger trauma; See text 2 Lure Trap - -


    Stomach
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    Level Name Benefit Cost Other Requirements Multi-Use? Exclusive? Special Restrictions
    - Large Stomach Increase Stomach Capacity by 2 Large(16 Small) creatures 2 - Yes
    - Resistant Innards Stomach gains Resistance 10 to an Energy Type 3 - Yes
    - Teleportation Trap Teleporation Effects do not function in Stomach 4 - -
    14 Stomach of Steel Increase Stomach Hardness by 5 3 - Yes
    15 Formed Stomach Stomach can keep a defined form; See Text 5 - - See Text
    15 Membranous Construction Shape 20 cubic feet of stomach material; See Text 3 Formed Stomach Yes See Text
    15 Duplicitous Appearance Disguise Stomach; See Text 2 Formed Stomach Yes -
    15 Doorway Connect two Stomachs together; See Text 1 Formed Stomach, at least two Stomachs Yes See Text
    15 Entryway Convert Mouth into a Stomach Entrance; See Text 2 Formed Stomach, a Mouth Feature Yes See Text
    16 Rapid Furnishing Regurgitate things from other Stomachs into this Stomach; See Text 2 Formed Stomach - Standard Action
    16 Still Stomach Flight, Magical or Mundane, does not work in Stomach 3 - - --
    16 Slick Stomach Make Surfaces in Stomach Slippery 4 - Yes Yes --
    16 Sticky Stomach Make Surfaces in Stomach Sticky 4 - Yes Yes --
    18 Digesting Liquid Deal 5 Energy Damage per Round; See Text 3 - Yes Creatures in a Formed Stomach can Save for Half
    19 Inner Universe Apply one Elemental, Magical, or Gravity trait to Stomach 10 - Yes Each time choose a different type of trait, some options cost more/cannot be chosen; See Text
    20 Monster Within Stomach Walls can function as a Mirror_Of_Opposition 10 - - See Text


    Spawn
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    Level Name Benefit Cost Other Requirements Multi-Use? Exclusive? Special Restrictions
    - Varied Spawn Add a Feature to the Spawn X - Yes See Text
    - Robust Spawn Increase Spawn HP by 30 2, 10hp - Yes Regaining HP follows same rules as those spent on the feature itself.
    - Projection Can spend actions to more directly command a spawn; See Text 3 - Yes See Text
    16 Aberrant Heritor Spawn gains use of one of the Ozodrin’s_Aberrant_Feats 1 - Yes Any given Spawn cannot have more copies of a feat than the ozodrin (Usually One)
    16 Elite Spawn Spawn can follow Simple Instructions 5 - -- Still limited to a single attack per round, although it still gains the benefits of the ‘Slay’ Command when attacking
    17 Deadly Twin Spawn is instead multiple Spawn; See Text X - Yes Costs 10 more each time it is applied
    17 Famished Spawn Spawn gains Bizarre Grappler, Swallow Whole, and Devour Ozodrin class abilities 5 Elite Spawn, Varied Spawn(a Stomach Feature) Yes Spawn picks one stomach to count as Primary.
    17 Distant Child Increase Range of Link by Two Miles 1 - Yes --
    18 Rapid Assault Spawn can make two attacks instead of one 3 - -- Yes Spawn controlled via Projection do not gain this benefit
    19 Swarm Child Spawn gains the [Swarm] subtype, See Text 10 - -- Yes See Text
    20 Lasting Servant Spawn can remain formed while the Ozodrin is in their Worldly Guise 2 - -- -------------------------------
    Last edited by Magikeeper; 2015-05-16 at 08:06 PM.

  4. - Top - End - #4
    Bugbear in the Playground
     
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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Features, Cont.

    Feature Descriptions (Basic Eyes, Mouth, Tentacle, Limb, Spike)
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    Basic Eyes: Cost - 1
    Appearance: Basic eyes look like strange, usually inhuman eyes on various parts of the ozodrin's body or hair.
    Required Level: 1
    Benefits: Eyes are the simplest feature for an ozodrin. An Ozodrin with one or more eye features receives a +2 bonus on spot checks and gains lowlight vision. An Ozodrin with 6 or more eye features may also apply this bonus to search checks, and gains 360 degree vision (even if none of those eyes has the ‘many’ augment).
    Augments:
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    Telescopic Eye: Additional cost 1
    An Eye with this augment allows you to ignore up to 10ft of distance when calculating its spot and search check penalties. This augment may be applied multiple times to the same eye, its effects stack.

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

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

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

    Perceptive Eye [EXCLUSIVE]: Additional cost 3
    An eye with this augment increases your bonus to spot checks for having one or more eyes by 1. Furthermore, you may actively make spot checks as swift actions. This augment may be applied to the same eye multiple times, the bonus to spot checks stack.
    Special: If applied to a sightless eye this augment lets you actively make listen checks as swift actions instead of spot checks. This augment does not let you make swift action search checks.
    Reactive spot/listen checks are non-actions, but actively making a spot/listen check is normally a move action.

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

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

    Insightful Eye: Additional cost 3
    Requires Level 3: An eye with this augment is able to see invisibility as the spell within 10 ft. This augment may be applied to the same eye multiple times, its effects stack with both itself and other sources of See invisibility.
    Special: This augment cannot be applied to a sightless eye (and vice-versa)

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

    Trembling Eye: Additional cost 2
    Requires Level 5 and Acute Eye: An Eye with this augment grants Tremorsense equal to twice the range of any Blindsense or Blindsight it grants (So if it grants 5’ blindsense it grants 10’ tremorsense).

    Sonar Eye: Additional cost 5
    Requires Level 7 and Acute Eye: An eye with this augment grants blindsight instead of blindsense. This benefit stacks with any other sources of blindsight.

    Spirit Eye: Additional Cost 4
    Requires Level 10 and Insightful Eyes: This glowing eye allows you to see magical auras, up to the range of the see invisibility effect granted by this eye (but not other sources). This functions like Arcane Sight, except that it also detects psionic powers/manifesters in addition to arcane and divine spells/spellcasters and that it also allows you to see ethereal creatures. This augment may be taken multiple times, its effects stack with both itself and other sources of arcane sight (Add the ranges together and apply all benefits of Spirit eye to the arcane sight). You may make level checks in place of any spellcraft or psicraft checks required by this ability.


    Mouth [FLUCTUATING]: Cost - 2
    Appearance: An orifice used to eat things has appeared somewhere on the Ozodrin's hair or body. It might have lips, mandibles, etc. It seems to have a throat even if it seems physically impossible for the location.
    Required Level: 2
    Benefits: You gain a medium-sized mouth with a bite attack that deals 1d6 damage + strength modifier. It counts as a primary natural weapon. Unlike other features, Mouths always have a reach of 0ft (unless a Stretching Mouth or Pseudopodia) and can only attack creatures in the same square as them (usually the same square as you).
    Augments:
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    Large Mouth: Additional cost 2
    The mouth’s maximum size is increased by one size category. You may add this multiple times to the same mouth. The effects stack, to a maximum size of colossal.

    Stretching Mouth: Additional cost 5
    The mouth's reach becomes 5' instead of 0.
    Special: If the mouth has the Pseudopodia augment, its reach is increased by 5’ instead.

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

    Deceptive Mouth: Additional cost 2
    Required Level 3: The mouth is capable of emulating other sounds. This grants it a +2 bonus to Bluff and Disguise checks made to mimic a specific sound or voice. You may add this multiple times to the same mouth. The skill check bonus stacks.

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

    Hooked Teeth: Additional cost 4
    Required Level 4: The sharp teeth of your mouth can swivel inward, giving you a +5 bonus to grapple checks against opponents you bite with it. This bonus stacks with other bonuses to grapple, including those granted by other mouths, and lasts for one round.

    Jagged Teeth: Additional cost 6
    Required Level 5: Whenever this mouth deals constitution damage, that damage is increased by one. Furthermore, the mouth's bite attack gains a critical range of 20/x3.

    Enchanted Jaws: Additional cost X
    Required Level 6: You may exchange an amount of the enhancement bonus granted to this mouth's bite attack by the unearthly power ability for an equivalent enhancement bonus to attack and damage or a weapon special ability (e.g. you could trade 1 point for either +1 to attack and damage or a +1 special ability like Flaming). This amount may not exceed 1/3 your class level rounded down - 1. This augment costs twice amount of the enhancement bonus being traded.
    You may apply this augment to the same mouth multiple times so long as the total amount of enhancement traded does not exceed 1/3 your class level rounded down - 1. The effects stack. This is a supernatural ability.

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

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

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

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

    Pseudopodia[EXCLUSIVE]: Additional cost 4
    Requires Level 13: Instead on a conventional mouth you have some manner of pseudopodia that can reach out and absorb targets. The mouth loses its bite attack as well as the ability to make noise. However, it gains a reach equal to that of a creature of your size (or 5’ if used with budding body) and can be used to make grapple attempts (for which it grants a +2 bonus) as a natural attack. A pseudopodia can treat successful grapple attempts as bite attacks for the purposes of Devour (including dealing con damage). It is also able to smother up to a single creature you are grappling within its reach, preventing the creature from speaking and breathing (it cannot be used to Devour creatures besides this target).

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

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


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

    Tail [EXCLUSIVE]: Additional cost 2
    Required level 3: The tentacle is instead a tail, an appendage that is sturdier than a tentacle but not quite as flexible. Its tentacle attack is replaced with a natural slam attack that deals 1d6 damage. The tail cannot be used to grapple unless the Ozodrin has some special ability regarding grappling with tails.
    Special: Augments applied to the same feature as this augment, that grant a bonus to grapple checks, do not grant such a bonus when on a tail that can’t be used to grapple.

    Steady Tail: Additional cost 3
    Required level 3 and Tail: The tail grants a +2 bonus to balance checks.
    Special: This augment may be applied to the same tentacle multiple times. The bonus to balance checks stacks.

    Hooked Tentacle: Additional cost 3
    Required level 3: The tentacle grants a +2 bonus to grapple attempts. In addition, this bonus increases by 2 for every 5 feet the tentacle could reach beyond the target. This bonus stacks with other bonuses to grapple. If the tentacle is being used to hold a specific target (such as via snatch) its bonus cannot be applied to any other targets at the same time.

    Serrated Tentacle: Additional cost 3
    Required level 3: The tentacle’s attack deals an additional point of damage, counts as being both a slashing and a bludgeoning weapon, and has a base critical threat range of 19-20/x2. You may apply this augment multiple times to the same Tentacle. The bonus to damage stacks.

    Long Tentacle: Additional cost 3
    Required Level 4: Your tentacle's reach is increased by 5', but it and any features it connects to your main body receive a -1 penalty to melee attack rolls. You may apply this augment multiple times to the same tentacle. The effects stack.

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

    Enchanted Tentacle: Additional cost X
    Required Level 6: You may exchange an amount of the enhancement bonus granted to this tentacle's natural attack by the unearthly power ability for an equivalent enhancement bonus to attack and damage or a weapon special ability (e.g. you could trade 1 point for either +1 to attack and damage or a +1 special ability like Flaming). This amount may not exceed 1/3 your class level rounded down - 1. This augment costs twice amount of the enhancement bonus being traded.
    You may apply this augment to the same tentacle multiple times so long as the total amount of enhancement traded does not exceed 1/3 your class level rounded down - 1. The effects stack. This is a supernatural ability.

    Budding Tentacle[EXCLUSIVE]: Additional cost 3
    Required Level 6: This tentacle can have the tip open up. While open, it is unable to attack normally. However it can perform fine manipulation of objects, such as holding a pen, writing, or performing tasks that require a sleight of hand check. It is however not strong enough to wield weapons. It is also capable of having a single eye or mouth feature placed on the inside of the bud. If a mouth is put on it, the bite attack of the mouth gains a reach equal to that of the tentacle (while the bud it open).

    Swiping Tail: Additional cost 2
    Requires Level 6 and Tail augment: The tail gains a tail sweep attack. This special attack allows you to sweep with your tail as a standard action. The sweep effects a half-circle with a radius equal to the tail's length, extending from an intersection on the edge of the tail's originating space in any direction. Creatures within the swept area are effected if they are one or more size categories smaller than the tail. A tail sweep automatically deals its tail’s slam attack damage, except that it adds 1 ½ times your strength mod (rounded down) instead of just +str. Effected creatures can choose to attempt reflex saves (DC 10 + ½ class level + strength modifier) to take half damage. Creatures that fail such reflex saves are knocked prone.

    Sophisticated Tentacle: Additional cost 4
    Requires Level 7: The tentacle can be used to make grapple, disarm, and trip attempts in place of its regular natural attacks and does not provoke attacks of opportunity when doing so. Any penalty the tentacle has to melee attacks is applied to the opposed strength check made to trip a target. Any bonuses the tentacle grants to grapple checks (by the hooked tentacle or writhing mass augments) may be applied to its opposed disarm check. The tentacle receives an additional +6 bonus to disarm checks and counts as an unarmed strike for the purposes of what benefits, penalties, and capabilities it has when disarming a target. It still cannot wield weapons (although it can pull them away).
    Special: An ozodrin of at least level 7 or higher can qualify for feats as though it possessed the improved disarm, improved trip, and improved grapple feats. The benefits of any feat qualified for via this ability can only be applied to the trip/disarm/grapple attempts of Sophisticated Tentacles unless the ozodrin actually has the required feat(s).
    Remember that tentacles, being light weapons, receive a -4 penalty to disarm checks

    Recovering Tentacle: Additional cost 3
    Requires Level 9 and Sophisticated Tentacle: Once per round, when the ozodrin fails an opposed roll it used this tentacle to initiate (such as a disarm check), they may immediately make an attack with this tentacle against the opposing foe as a free action. This extra attack cannot be used to perform the same kind of action that led to the failed roll (e.g. You cannot follow up a failed trip attempt with another trip attempt).

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

    Writhing Mass [EXCLUSIVE]: Additional cost 6
    Required Level 14: The tentacle can almost completely separate into a multitude of thinner, powerful tentacles as a free action. While separated the tentacle’s regular natural attack is replaced by a melee touch attack that initiates a grapple attempt (for which it grants an additional +4 bonus) in place of damage if successful. If a writhing mass successfully grapples an opponent of equal or smaller size to itself the foe may be held at any spot within tentacle’s reach and may be freely moved about by the Ozodrin (who is not considered grappled). This movement does not provoke attacks of opportunity. A writhing mass can only hold/wield one target at a time. Furthermore, a writhing mass can perform fine manipulation of objects and can even wield weapons and/or foes although all such weapons count as improvised weapons even if they would not normally be considered as such.
    Special: If this tentacle also has the Sophisticated Tentacle augment it can also make disarm and trip attempts while separated.

    Magic Ripping Tentacle: Additional cost 15
    Required Level 16 and Hooked Tentacle: You may, as a standard action, make a melee touch attack with this tentacle. If successful, you may then attempt to pull away a lingering magical/psionic effect (such as a spell) that is on the touched target. If you do not choose a specific effect (that you are aware of by other means), then the most powerful lingering effect is chosen. You then make a dispel check against the targeted effect, using a level check in place of a caster level check. Upon success the effect is dispelled. Continual effects, such as the benefit of a Ring of Protection, are suppressed for one round instead. This ability is not prevented by freedom of movement and similar effects but it cannot dispel effects that are immune to being dispelled. You may apply this augment to the same tentacle multiple times, with each time beyond the first granting you a cumulative +5 bonus on the level check.

    Graceful Tentacle: Additional cost 3
    Required Level 18 and Sophisticated Tentacle: If this tentacle has and/or grants a penalty to attack rolls, those penalties are halved (rounded down, minimum of -0). This includes temporary effects. Furthermore, the tentacle receives a +4 bonus on all opposed rolls it is used to initiate (such as disarm checks).

    Magic Rending Tentacle: Additional cost 3
    Required Level 20 and Writhing Mass and Magic Ripping Tentacle: This tentacle, while separated, can attempt to pull apart lingering magical effects within its reach that are not on a specific creature/object. This works like magic ripping tentacle, except you immediately make the dispel attempt as a full-round action without first needing to make a melee touch attack or targeting a specific creature/object.



    Limb [FLUCTUATING]: Cost - 4
    Appearance: You have an extra limb growing from somewhere. It need not look like one of your regular limbs, although a limb has more structure to it than a tentacle.
    Required Level: 6
    Benefits: You gain an extra limb. It some sort of hand that is capable of holding things such as weapons. Having one or more limb features grants you a +2 bonus to grapple checks provided you have at least one hand free. The Ozodrin cannot wield the same weapon with more than four limbs at the same time.
    Special: An ozodrin of at least 6th level can take feats that require more than two arms or legs, such as the Multiweapon Fighting feat (Monster Manual).
    Augments:
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    Large Limb: Additional cost 5
    The limb’s maximum size is increased by one (maximum colossal). The limb's size restrictions on weapon use depend on its size, not yours. You may apply this augment to the same feature multiple times. The effects stack.
    Special: A limb might represent being "larger" by attaining a more complex/efficient structure instead of / in addition to simply being bigger.

    Long Limb: Additional cost 3
    The Limb's reach increases by 5', but it and any features it connects to your main body receive a -1 penalty to melee attack rolls. You may add this multiple times to the same limb. The effects stack.

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

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

    Many Legged: Additional cost 4
    Requires Leg augment: Your leg is instead a set of some arbitrary number of legs. Your base land speed is increased by 5ft. If you have four or more legs in total (counting legs that are not features) you are counted as a quadruped.
    Special: If the limb has the ‘Claw’ augment you gain an additional rake attack.

    Swift Leg: Additional cost 4
    Requires Leg augment: Your land speed increases by an additional 5ft. You may apply this augment to the same feature multiple times, its effects stack.

    Enchanted Claw: Additional cost X
    Claw augment: You may exchange an amount of the enhancement bonus granted to this limb's claw attack by the unearthly power ability for an equivalent enhancement bonus to attack and damage or a weapon special ability (e.g. you could trade 1 point for either +1 to attack and damage or a +1 special ability like Flaming). This amount may not exceed 1/3 your class level rounded down - 1. This augment costs twice amount of the enhancement bonus being traded.
    You may apply this augment to the same limb multiple times so long as the total amount of enhancement traded does not exceed 1/3 your class level rounded down - 1. The effects stack. This is a supernatural ability.

    Crawling Limb: Additional cost 4
    Required Level 8: This limb is a crawling limb. Possessing one or more crawling limbs grants you a +2 bonus to climb checks. Your climb speed, should you have one, is increased by 5'. If your climb speed would be higher than your base movement speed, you may choose to use it in place of your base movement speed (but not while using your crawling limbs to hold objects and the like).
    Special: If you have at least two limbs with this augment, or one crawling limb with the ‘Many' augment, you gain a base climb speed of 10' that stacks with any preexisting climb speed. Furthermore, any bonus a limb with this augment applies to your base land speed is applied to your climb speed as well. Finally, if one or more of your crawling limbs possesses the Claw augment the bonus to climb checks is increased by 2.

    Clasping Claw: Additional cost 3
    Required level 8 and Claw: A limb with this augment increases the bonus to grapple checks for having one or more limbs by 2, provided this limb’s claw is not holding anything and that this limb is not a leg. If this claw is also a crawling limb (Leg or not), then your bonus to climb checks for having one or more Crawling Limbs is also increased by 2. You may apply this augment to the same limb multiple times, the effect stacks.

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

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

    Rending Claw: Additional cost 3
    Required level 14 and Claw: This claw/rake attack deals an additional 1d6 + Str mod damage whenever it successfully strikes a creature that has already taken damage from one or more of your other claws/rakes that round.

    Reflexive Claw: Additional cost 1
    Required level 18 and Rending Claw: Once per round you may, if you have not already used this limb’s claw attack in that round, make a single claw attack with this limb’s claw as a free action. A claw that uses this ability cannot be used to make any other attacks in the same round.


    Spike [FLUCTUATING]: Cost - 4
    Appearance: You have a spike growing out of you.
    Required Level: 7
    Benefits: You grow a spike somewhere on you. Spikes start out as medium sized and deal 1d6 points of piercing damage but cannot normally be used to attack on their own. Unlike most features, you may also apply spike features to tentacles, limbs, and fins (only one spike feature may be applied any given tentacle/limb/fin). If you do, that feature adds the spike's damage onto its own when it deals damage and can deal piercing damage in addition to its other damage types. If the feature lacks an attack the feature instead gains a secondary sting natural weapon that deals the spike's damage. You may also apply this feature to a stomach, in which case the stomach is treated as having caltrops that deal the spikes damage in one square (if the formed stomach augment is applied), or if the formed stomach augment is not applied it gains a secondary natural sting attack.
    Special: If you have the Aberrant feat Darkspawn, you may choose to exchange the spikes granted from it to gain one additional form point + 1 per size category larger than fine they are. You may regain the Darkspawn-granted spikes by losing the FP gained by exchanging them. Either change requires an hour of meditation. You may also use this feature before level 7 if you have the Darkspawn feat, but you may not ignore augment level requirements.
    Augments:
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    Many: Additional cost 1
    You spike is actually a multitude of them. Furthermore, whenever you make a grapple check to deal damage you may add the spike’s damage to the result. Only one ‘Many’ spike may add its damage to any given grapple check. This augment cannot be applied to a spike with the ‘Horn’ augment.

    Throwing Spike: Additional cost 3
    This spike is capable of being launched from your body, gaining a primary ranged natural attack that deals its normal damage. A throwing spike counts as a thrown natural weapon. It has a range increment of 40 feet. Once launched, the spike may no longer be used or deal damage until it is regrown, a process which automatically happens one round after it is fired unless you desire otherwise. You may regrow the spike immediately with a move action. This augment may not be applied to a spike with the 'Horn' augment.
    Special: Spikes embedded into other creatures via the harpooning spike augment do not count as being ‘used’, but another instance of the spike must be regrown to use it for any other purpose. Regrowing spikes is considered to be the equivalent of running for the purpose of tiring.
    Note: Readying another spike for launching (in the case of ‘Many’) is assumed to take as much time as regrowing the fired one.

    Large Spike: Additional cost 2
    Required Level 7: The spike’s maximum size increases by one. You may apply this augment to the same spike multiple times. The effects stack.

    Deadly Spike: Additional cost 4
    Required level 7: Your spike is deadlier in some way (Sharper /More dangerous shape/etc), causing it to deal an additional 2 points of damage. If somehow used to attack on its own, such as via the throwing spike augment, a deadly spike’s base critical threat range is 19-20/x3. You may apply this augment to the same spike multiple times. The bonus to damage stacks.

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

    Enchanted Spike: Additional cost X
    Required Level 7: You may exchange an amount of the enhancement bonus granted to this spike's natural attack by the unearthly power ability for an equivalent enhancement bonus to attack and damage or a weapon special ability (e.g. you could trade 1 point for either +1 to attack and damage or a +1 special ability like Flaming). This amount may not exceed 1/3 your class level rounded down - 1. This augment costs twice amount of the enhancement bonus being traded.
    If applied to a spike on a feature, the enhancement bonuses to damage and any special abilities gained via this augment only apply when the spike is used on its own (such as via throwing spike). If this is applied to a spike with the ‘Many’ augment, the entire group of spikes count as a single weapon for the purpose of determining how any special abilities gained via this augment function.
    You may apply this augment to the same spike multiple times so long as the total amount of enhancement traded does not exceed 1/3 your class level rounded down - 1. The effects stack. This is a supernatural ability.

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

    Quickfire Spike: Additional cost 4
    Requires Level 8 and Throwing Spike: This spike may be regrown as a swift action once per round and may be used twice as part of the same full attack (unlike a regular natural weapon).
    Special: If you possess multiple Quickfire spikes you may use the same swift action to regrow all of them. You may also regrow all of them with the same move action.

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

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

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

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

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

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

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

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

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

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

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

    Harpooning Spike: Additional cost 6
    Requires level 15: Whenever the spike or an attack benefiting from it damages a creature, they must make a reflex save (DC 10 + Damage dealt) or have the spike become embedded in their flesh. A creature with an embedded spike is wracked with pain, causing them to act as though entangled. The spike can be removed by making a DC 10 strength check as a full round action. If the spike was still attached to you (your body, not just to a tether) both you and the target are held fast to the other (within the spike’s reach) until either you or the target makes the strength check or you otherwise disconnect the spike from yourself.
    Special: Embedded Harpooning Spikes do not benefit from the contact damage of secreting flesh. You may also embed spikes into damaged objects; unattended objects do not get a reflex save.

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

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

    Frenzied Contraction: Additional cost 4
    Requires level 17 and Tether: The ‘rope’ created by the Tether augment contains various chemicals and regents that allow it to contract with extreme force. The contraction rapidly pulls you to the harpooning spike without exerting force on the spike itself. Using this ability is a free action that destroys the ‘rope’, but not the embedded spike itself. Moreover, you may choose to have the spike reattach to you upon being successfully reached (this does not remove it from anything it is embedded in). If something successfully stops you from reaching the spike the rope snaps and disintegrates. If whatever is stopping you could be broken/escaped from with a strength/grapple check you may immediately make such a check with a +20 circumstance bonus as a free action.

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

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

    Deleterious Existence: Additional cost 3
    Requires level 19 and Pumping Spike and Harpooning Spike: You may use your Pumping Spike augment whenever this spike is embedded into a creature’s flesh, even if the spike is no longer attached to you.
    Last edited by Magikeeper; 2015-05-15 at 04:31 PM.

  5. - Top - End - #5
    Bugbear in the Playground
     
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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Features, Cont.

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

    Swift Fin: Additional cost 4
    Requires ‘Many’ augment: The swim speed granted by your fins increases by 10ft. This augment may be applied to the same fin multiple times. The effect stacks.

    Violent Fin: Additional cost 3
    Required level 9: You can make a slam attack this fin as a secondary natural weapon (a medium fin deals 1d6 damage + one half strength modifier). A digging fin is instead treated as a secondary claw attack (same damage).
    Special: If this fin has the ‘Many’ augment this augment may be applied multiple times. Each time it lets you make an additional slam attack with one of your fins as a secondary natural weapon as part of a full attack action. However, each additional attack made this way must be against a different creature.

    Wide Fin: Additional cost 2
    Required level 9: The fin's maximum size is increased by one size catagory (maximum colossal). This augment may be applied to the same fin multiple times. Its effects stack.

    Skillful Fin: Additional cost 3
    Required Level 9: A fin with this augment increases the Ozodrin’s bonus to swim checks for having one or more fins by 2. This augment may be taken multiple times, its effects stack.
    Special: If this fin grants a bonus to a different kind of skill, this augment increases that bonus instead.

    Wing [EXCLUSIVE]: Additional cost 6
    Required level 9: Your fin is instead a wing. Possessing one or more wings grants the Ozodrin a +4 bonus to jump checks instead of swim checks. If the wing would grant a swim speed, it grants fly speed equal to half that swim speed instead (Clumsy maneuverability).
    Special: Your fly speed stacks with any flight speed you already posses. Use the better maneuverability of the two.

    Razor Fin: Additional cost 6
    Requires level 9 and Violent Fin Augment: This fin is razor sharp. Whenever you move you may make a single attack with this fin and apply it against each creature whose square you moved through. A razor fin may only attack the same creature once each round. A razor fin deals slashing damage instead of bludgeoning damage. Each attack made with a razor fin counts as only one attack for the purposes of how many feature-granted attacks an Ozodrin can make per round, regardless of how many creatures it is applied to. While using this ability, you may add the result of your attack roll to any tumble checks made against opponents in the path of your movement.
    Special: If you possess multiple Razor fins, no more than one of them can attack any given creature in the same round nor can the attack roll result of multiple Razor Fins be applied to the same tumble check.

    Enchanted Fin: Additional cost X
    Requires level 9 and Violent augment: You may exchange an amount of the enhancement bonus granted to this fin's natural attack by the unearthly power ability for an equivalent enhancement bonus to attack and damage or a weapon special ability (e.g. you could trade 1 point for either +1 to attack and damage or a +1 special ability like Flaming). This amount may not exceed 1/3 your class level rounded down - 1. This augment costs twice amount of the enhancement bonus being traded.
    You may apply this augment to the same fin multiple times so long as the total amount of enhancement traded does not exceed 1/3 your class level rounded down - 1. The effects stack. This is a supernatural ability.

    Unearthly Fin: Additional cost 2
    Required Level 12: If your fin is a wing, your flight maneuverability improves by one category. If your fin is a digging fin, then up to 5ft of your burrowing speed can be applied to any material with hardness of 10 or less. This augment may be applied to the same feature multiple times, its effects stack.

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

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


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

    Augments:
    Spoiler
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    Selective Gaze: Additional cost 0
    Any creature you chose to exclude from the effects of your most recent use of Manifest Form is immune to the effects of your gaze, with the exception of the effects of the Proclaiming Gaze augment (The most recent use is determined at time of effect, not based on when you first formed this feature).
    Normal: Even your allies can be effected by your gaze attack.

    Farsight:Additional cost 2
    The range of your gaze attack increases by 5'. You may add this multiple times to the same eye. The effects stack.

    Intense Gaze: Additional cost 8
    The gaze attack deals an additional 3d6 damage. If the eye deals ability damage, then the damage is increased by one instead. If the eye has an effect with a duration rather than dealing damage, the base duration is increased by four rounds. This augment does not effect dazzling gaze. You may add this multiple times to the same eye. The effects stack.

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

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

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

    Silencing Gaze [EXCLUSIVE]: Additional cost 2
    Creatures that meet the gaze of this eye become silenced instead of taking damage. Creatures that fail the save become mute and fatigued for 1d4 rounds.

    Disorienting Gaze [EXCLUSIVE]: Additional cost 4
    Creatures that meet the gaze of this eye become disoriented instead of taking damage. This gaze effects such creatures as though it were a confusion spell, except that the effect is supernatural, the duration is only 1d4 rounds, and that the the save DC is the same as that of other special eyes.

    Charming Gaze [EXCLUSIVE]: Additional cost 6
    Creatures that meet the gaze of this eye become charmed instead of taking damage. This gaze effects such creatures as though it were a charm monster spell, except that the effect is supernatural, has a duration of one day, and that the save DC is the same as that of other special eyes.

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

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

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

    Devouring Gaze: Additional cost 6
    Required level 15: Whenever this eye’s gaze attack deals damage you are healed for a number of hit points equal to half the damage dealt as bits and pieces of their foes’ essence seemingly flows into the sensory organ. If this eye deals ability damage, this augment heals damage of the same type.

    Dazzling Gaze [EXCLUSIVE]: Additional cost 8
    Required level 16. Creatures that meet the gaze of this eye become dazed instead of taking damage. Creatures that fail the save are dazed for 1 round.

    Relentless Gaze [EXCLUSIVE]: Additional cost 6
    Required level 17. This eye’s gaze attack deals half damage to creatures that successfully save against it. Furthermore, creatures subjected to this gaze receive a cumulative -3 penalty to their saving throw against it for each time they’ve attempted to resist the effects of this eye in the last 24 hours (regardless of success or failure).

    Binding Gaze: Additional cost 10
    Required level 19. Creatures dealt damage by this eye’s gaze attack must make a Will Save at the same DC as the eye’s gaze attack (any penalties to the first save apply to this save as well). If they fail they become unable to avert their gaze, close/cover their eyes, or move out of the range of the Ozodrin’s gaze attack by any willing means for as long as they are within the eye’s area of effect.


    Flesh: Cost - 2
    Appearance: Your flesh takes on a strange texture or coloration. It may have various growths, colors, and/or other unusual textures.
    Required Level: 12
    Benefits: Having one or more flesh features grants you a +2 bonus to escape artist checks.
    Special: Flesh can be used on any puppets without altering their appearance granting the puppet the same abilities as if you applied it to yourself. Puppets otherwise do not gain the benefits of flesh you apply to yourself.
    The Naked Terror feat (See "Feats") grants early access to the flesh feature but augment level restrictions still apply.
    Augments:
    Spoiler
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    Luminous Flesh: Additional cost 2
    Parts of the flesh give off light, with the colours, intensity, pattern, and placement of the light being determined by you when forming the feature. The light may produce up to 5 feet of illumination per class level. If used in a stomach with the Pretending Flesh augment it may be used to mimic the appearance of the sky, or other light sources. The glow may be suppressed or resumed as a swift or move action. This augment may be added multiple times to the same flesh. The effects do not stack. Each time it creates a separate set of glowing spots, each set of which may be suppressed or resumed separately.
    Special: If you have multiple Luminous Flesh augments on the same or different features you may suppress/resume any number of them with the same swift or move action.

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

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

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

    Energy Consuming Flesh [EXCLUSIVE]: Additional cost 4
    Required Level 12: Your flesh grants resistance 5 to the elemental energy type of your choice (Fire, Cold, Acid, Electricity, or Sonic), or increases your preexisting resistance to the chosen energy type by 5. Multiple flesh with the Energy Consuming Flesh augment for the same energy type stack. This augment may be added to the same flesh multiple times. The effects stack, but the same energy type must be chosen for any given flesh.
    Special: Every 50 points of energy damage negated counts as both eating a pound of food and drinking a gallon of water for the purposes of avoiding starvation and dehydration, regardless of how many additional times you have applied this augment to your flesh. A fire consuming flesh renders you immune to heat-based environmental effects that deal nonlethal damage, and a cold consuming flesh renders you immune to cold-based environmental effects that deal nonlethal damage.

    Iron Flesh [EXCLUSIVE]: Additional cost 4
    Required Level 12: The flesh is tough and neigh impenetrable, granting DR 1/adamantine and +1 natural armor. This augment may be added to the same flesh multiple times, its effect stacks with any other source of DR/adamantine and natural armor. This flesh does not count toward qualifying for the +2 bonus to Escape Artist checks for having one or more flesh features.
    Special: If Byshek exists in your campaign world you may gain DR 1/Byshek instead of adamantine by paying an additional form point per instance of this augment.

    Magic Eating Flesh [EXCLUSIVE]: Additional cost 5
    Required Level 13: Your flesh can absorb magic itself. You either gain Spell Resistance 16 or increase your preexisting spell resistance by 3. This augment may be added to the same flesh multiple times.
    Special: If a spell fails to overcome the spell resistance of an Ozodrin with this feature, the Ozodrin gains 5 x spell level temporary hit points. These temporary hit points do not stack with themselves. Eating 3 levels worth of spells counts as eating a pound of food and drinking a gallon of water for the purposes of avoiding starvation and dehydration, regardless of how many additional times you have applied this augment to your flesh.
    If you are using the ‘psionics are different’ variant you may choose to gain power resistance instead of spell resistance when forming this flesh.

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

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

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

    Engorged Flesh: Additional cost 6
    Required Level 15: Your flesh is more engorged than normal. Due to this you are a size category larger. Your ability scores and the size of your other features are not modified, but all other modifiers apply. This stacks with other Engorged Flesh. You may apply this augment to the same flesh multiple times. The effects stack to a maximum size of colossal.
    Special: An ozodrin with at least one instance of this augment is immune to atmospheric pressure effects.

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

    Supernatural Consuming Flesh [EXCLUSIVE]: Additional cost 5
    Required Level 16: This acts as the Energy Consuming Flesh augment except you may choose from the Positive, Negative, and Hellfire energy types.
    Special: Each instance of Negative Consuming flesh you posses grants you a cumulative +4 bonus on fortitude saves made against the major negative dominant planer trait, and each instance of Positive Consuming Flesh you posses grants you a cumulative +4 bonus on fortitude saves made against the Major Positive Dominant planar trait in addition to rendering you immune to the Minor Dominant Positive planar trait.

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

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

    Concept Filtering Flesh: Additional cost 8
    Required Level 17: Choose anything, such as ‘hope’, ‘blue’, or ‘square dancing’. As long as that thing is within 60’ of your person you can breathe normally, even if you are in a void. Being metaphorically present is sufficient. Furthermore, you gain a +10 bonus on all checks made to notice the presence or absence of the thing you chose (within 60’) and can make one such check per round (either spot, listen, search, sense motive, etc) as a free action. You can apply this augment to the same flesh multiple times, choosing a different thing each time.

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

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

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

    Inscrutable Flesh: Additional cost 20
    Requires Reality Warping Flesh: Your presence is hard to comprehend. Anyone who leaves your presence must make a will save (DC 10 + 1/2 class level + cha modifier) to remember the particulars of anything you did while benefiting from this augment during their most recent encounter with you (e.g. "Something.. was there, and it... attacked me somehow?") unless you desire otherwise. Information gathering spells and effects automatically fail to reveal the particulars of anything you did while benefiting from this augment.
    Special: Information gathering spells and effects that attempt to learn of actions you undertook while benefiting from this augment continue to be effected even if you no longer have this augment formed.


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

    A puppet has a +20 bonus to disguise checks to appear as its intended creature type, if it looks like any creature type at all. If it is designed to look like a specific individual, it has a +10 bonus to disguise checks to appear as that individual (or +20 if you know the individual well). Puppets do not suffer from the Ozodrin’s racial or aberrant feat penalties to disguise checks.

    As a part of the Ozodrin, the puppets do not get their own actions. Puppets do have their own space, but they move/attack/etc as part of the Ozodrin’s own actions. Each attack made by each puppet counts towards the number of feature-granted natural attacks an Ozodrin can make. A puppet's non-functional parts can slightly move - enough to look life-like but not enough to actually perform actions.

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

    Collapsible Puppet: Additional cost 4
    When the puppet feature is first formed, select any number of triggering conditions. When so triggered the puppet instantly dissolves. A dissolved puppet does not count toward hidden puppeteer, but is not unformed. You may recreate any number of dissolved puppets with the same standard action.

    Special: A puppet counts as a single feature for the purpose of adding/removing it, regardless of how many features were used in its creation. Unlike a regular feature, adding a puppet feature takes two full round actions (removing it takes the normal amount of time). Features that grant a passive ability only grant that ability to the puppet, if they are applicable at all.
    The Paint On An Empty Canvas feat (See "Feats") grants early access to the puppet feature but augment level restrictions still apply.

    Augments:
    Spoiler
    Show
    Massive Puppet: Additional cost 2
    The puppet is a size category larger (maximum of colossal). This does not change the puppet’s reach nor the damage of its natural attacks. This augment may be added to the same feature multiple times. Its effects stack.

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

    Collapsible Puppet: Additional cost 4
    When the puppet feature is first formed, select any number of triggering conditions. When so triggered the puppet instantly dissolves. A dissolved puppet does not count towards hidden puppeteer, but is not unformed. You may recreate any number of dissolved puppets with the same standard action.

    Extended Cord: Additional cost 4
    Required Level 13: The puppet’s cord is 5’ longer than usual. This augment may be added to the same feature multiple times. Its effect stacks.

    Jerk the Line: Additional cost 4
    Required Level 13: The cord leading back to you is strong enough to jerk the puppet out of danger. As an immediate action you may jerk the puppet granting it a +6 bonus to dexterity checks and reflex saves against effects that target it directly / effect its but not the Ozodrn’s main body’s area. This reduces the disguise bonus against those who saw the puppet be jerked by 10. It can also invoke fear in those who see it, prompting a will save (DC 10 + Charisma modifier), to avoid becoming shaken. You may also choose to move the puppet 5' in any direction when using this ability, the movement does not provoke an attack of opportunity. You may not use this on the same puppet more than once per round.

    Appealing: Additional cost 5
    Required Level 13: The puppet just has something about it that makes others want to protect or otherwise help it. Creatures seeing the puppet must make a will save (DC 10 + 1/2 class level + charisma modifier) or treat the puppet as friendly and desire to help and protect it. Creatures that know the puppet for what it is gain a +4 bonus to this save. If the puppet takes recognizably hostile actions against a creature or group, the effects of this ability toward that creature or group end. The puppet may choose to exclude creatures from the effects of this aura. This effect does not function if the puppet has a triggered lure trap.

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

    Puppet Show: Additional cost X
    Required Level 15: The puppet is instead two puppets. While they have the same general shape and the same added features, they may look like different individuals (does not need to be specific individuals). X is equal to 4 + the cost of any non-puppet features used to create the puppet. This augment may be applied multiple times to the same puppet, creating an additional puppet each time. Each puppet must remain within 40' of every other puppet created by this augment. All puppets created by this augment are formed/unformed at the same time, and their individual features cannot otherwise be modified.

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

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

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

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

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



    Last edited by Magikeeper; 2015-05-16 at 08:12 PM.

  6. - Top - End - #6
    Bugbear in the Playground
     
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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Features, Cont.

    Feature Descriptions (Stomach, Spawn)
    Spoiler
    Show
    Stomach: Cost - 4
    Appearance: You have a secondary stomach inside your body.
    Required Level: 14
    Benefits: You gain a secondary stomach in addition to your primary one. A secondary stomach is automatically large enough for a single huge creature (or 64 small ones). Any mouth can lead to any stomach. A secondary stomach has all the benefits of your primary stomach as described in Swallow Whole. Anything in a secondary stomach that is removed is either pushed through an opening into another stomach or is placed into a square next to the Ozodrin.
    Special: You may apply or remove augments to a stomach after it has been created as a move action. You may apply augments to your primary stomach as if it were a secondary stomach.
    Any other classes that advance the stomach feature also count as ozodrin levels for the purpose of calculating the size of the ozodrin's primary stomach (unless otherwise specified).
    The Living Dungeon feat (See "Feats") grants early access to the stomach feature but augment level restrictions still apply.
    Augments:
    Spoiler
    Show
    Large Stomach: Additional cost 2
    Increases the capacity of the stomach by 2 large creatures (or 32 small creatures). You can add this augment multiple times to the same stomach. Its effects stack.

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

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

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

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

    Membranous Construction: Additional cost 3
    Requires Level 15 and Formed Stomach: You can create object(s) in your stomach. This augment functions like several castings of wall of stone, except that the object(s) are made out of your flesh instead of stone, fuses with surrounding flesh, and only 20 cubic feet worth of material is formed. This flesh has the same hardness and energy resistances as the rest of the stomach. The object(s) can be cut through like your stomach walls, and you take 1 point of damage for every 10 damage dealt to them. This augment can be applied to the same stomach multiple times to create a single object using more than 20 cubic feet worth of material or to form additional object(s). Unlike wall of stone, the object(s) can be finely shaped with successful craft checks of the appropriate type.

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

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

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

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

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

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

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

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

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

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


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

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


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


    A spawn looks like a mass of material and may possess some number of legs, an eye, and a mouth. These body parts do not grant the powers of their respective features unless the ‘varied spawn’ augment is used to apply the desired feature(s) to the spawn.

    Special Abilities

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

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

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

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

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

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

    Projection: Additional cost 3
    You may spend your actions to direct this spawn as though you were the spawn itself. Such a spawn is not limited to a single attack per round. Only one spawn at a time may be controlled in this manner.

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

    Elite Spawn: Additional cost 5
    Required Level 16: The spawn may follow simple instructions, similar to a golem or homunculus. The spawn still gains the benefits of the ‘slay’ command when attacking (it is still limited to a single attack per round).

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

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

    Distant Child: Additional cost 1
    Required Level 17: The telepathic link between you and this spawn is increased by two miles.

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

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

    Lasting Servant: Additional cost 2
    Required Level 20: The spawn may remain formed when you enter your worldly guise.


    Quick Listing of Augments by Level:
    Spoiler
    Show
    LIST OF AUGMENTS (Not counting starting ones and ones gained at the same level as their feature [I.E. “basically starting but not accessible via early access feats”] – Bold means a new feature and all of its starting augments become available at this level.):
    1. Basic Eyes
    2. Mouth, Coordinated Eyes
    3. Tentacle, Deceptive Mouth, Insightful Eye, Acute Eye
    4. Trail Tasting Mouth, Hooked Teeth, Long Tentacle
    5. Trembling Eye, Jagged Teeth, Coiling Tentacle
    6. Limb, Enchanted <Various>, Budding Tentacle, Swiping Tail
    7. Spike, Sonar Eye, Sophisticated Tentacle
    8. Crawling Limb, Clasping Claw, Trampling Leg, Longshot spikes, Quickfire Spikes
    9. Fin, Recovering Tentacle, Twisting Spike
    10. Spirit Eye, Piercing Rain, Hollow Spike, Fillable Spike
    11. Special Eyes, Spitting Mouth, Drooling Mouth, Traveling Tentacle, Debilitating Spike, Deteriorating Spike
    12. Flesh, Sniping Mouth, Brutal Venom, Virulent Venom, Potent Venom, Unearthly Fin, Digging Fin, Proclaiming Gaze
    13. Puppet, Concentrated Spit, Pseudopodia, Absent Limb, Chambered Spike, Magic Eating Flesh
    14. Stomach, Writhing Mass, Rending Claw, Obliterating Venom, Wasting Gaze, Unraveling Gaze, Pretending Flesh, Blending Flesh, Missing Strings
    15. Spawn, Spraying Mouth, Harpooning Spike, Devouring Gaze, Condensed Flesh, Engorged Flesh, Puppet Show, Lure Trap, Deadly Lure, Lunging Trap, Formed Stomach, Membranous Construction, Duplicitous Appearance, Doorway, Entryway
    16. Magic Ripping Tentacle, Unfolding Spike, Tether, Absent Fin, Dazzling Gaze, Secreting Flesh, Supernatural Consuming Flesh, Disturbing Release, Haunting Release, Rapid Furnishing, Still Stomach, Slick Stomach, Sticky Stomach, Aberrant Heritor, Elite Spawn
    17. Frenzied Contraction, Pumping Spike, Relentless Gaze, Cystic Flesh, Regenerative Flesh, Concept Filtering Flesh, Deadly Twin, Famished Spawn, Distant Child
    18. Graceful Tentacle, Flowing Shape, Rapid Venom, Force Consuming Flesh, Reality Warping Flesh, Digesting Liquid, Rapid Assault
    19. Deleterious Existence, Binding Gaze, Nth Dimensional Flesh, Inner Universe, Swarm Child
    20. Magic Rending Tentacle, Inscrutable Flesh, Monster Within, Lasting Servant
    Last edited by Magikeeper; 2015-04-22 at 08:37 AM.

  7. - Top - End - #7
    Bugbear in the Playground
     
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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Feats
    Spoiler
    Show


    Aberrant Feats:
    From Wizard's official website: A character who has selected at least one aberrant feat gains an inhuman, unsettling presence. You take a -1 penalty on Diplomacy, Disguise, Gather Information, Handle Animal, and wild empathy checks for every aberrant feat you possess.

    Unnatural Legacy (Aberrant)
    Your body is infused with an aberrant power. This power might be inherited or perhaps you acquired it later in life by exposure to some immense, otherworldly force.
    Prerequisite: Ability to use form points
    Benefit: You gain two form points.
    Special: This feat is treated as Aberrant Blood (Lords of Madness) for the purposes of meeting the prerequisites of feats.

    Early Access Feats

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

    Darkspawn (Aberrant)
    The abnormalities of your aberration-tainted heritage grow more pronounced. Bone-like spikes jut out from your flesh.
    Prerequisite: Aberration Blood
    Benefit: You grow spikes. They count as fine sized armor spikes (but not as armor). You are considered to be proficient with them even if you are not proficient with actual armor spikes. They are considered to be a size category larger for every 2 additional aberrant feats you possess.
    Special: If you are an Ozodrin you gain early access to the Spike feature and any of its augments that are not restricted by level.

    Inhuman Flexibility (Aberrant)
    Your body can stretch in ways that just shouldn’t be possible.
    Prerequisite: Aberration Blood
    Benefit: Once per round you may extend the reach of one of your natural attacks by 5’, plus an additional 5’ for every five aberrant feats you possess, for a single attack.
    Special: If you are an Ozodrin, you gain early access to the tentacle feature and any of its augments that are not restricted by level.

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

    Paint on an Empty Canvas (Aberrant)
    Your increasing detachment to normality makes it all the easier to be something you’re not.
    Prerequisite: Aberration Blood, 9 ranks in Bluff, 4 ranks in Disguise
    Benefit: You receive a +4 bonus on bluff checks made to act in character and on sense motive checks made to realize someone suspects you are not what/who you say you are. This bonus increases by 1 for each other aberrant feat you posses.
    Special: If you are an Ozodrin, you gain early access to the puppet feature and any of its augments that are not restricted by level.

    Naked Terror (Aberrant)
    Your aberrant nature alleviates your need for mundane garments.
    Prerequisite: Aberration Blood, 6 ranks in Disguise
    Benefit: You may, as a full-round action, form mundane ‘clothing’ for yourself made of living flesh, hair, etc. It may be of any color and texture. The clothing need not look alive but some part of each garment must remain attached to your body. All clothing created this way is still a part of your body; it does not gain any additional properties/hardness. The clothing counts as a masterwork tool (+2 bonus) for disguise checks and/or hide checks when used for either purpose. The clothing grants a +1 bonus to your natural armor.
    Special: If you are an Ozodrin, you gain early access to the flesh feature and any of its augments that are not restricted by level.

    Traumatic Secretions (Aberrant)
    What comes from inside you is about as horrendous as you’d expect.
    Prerequisite: Aberration Blood, any two other aberrant feats, Base Fortitude Save +2, access to the Spike feature or a natural poison attack.
    Benefit: Any creature that successfully saves against a poison that was created by your body is sickened for one round. Any creature that fails a save against such a poison is instead sickened for the rest of the encounter.
    Special: If you are an Ozodrin, you may ignore the level requirements of the Hollow Spike and Debilitating Spike augments and may treat your effective ozodrin level as two higher than normal when determining if you have access to any other augments that involve poison.

    Focused Horror (Aberrant)
    Your mastery of a chosen feature is particularly impressive, but not without cost.
    Prerequisite: Aberration Blood, Form Points, Aberrant Metamorphosis class feature.
    Benefit: Choose a feature you have access to. For the purposes of qualifying for that feature’s augments you may treat your Ozodrin class level as two higher than it actually is (even if this would be higher than your HD). Furthermore, you gain an additional form point per aberrant feat you posses that can only be spent on the chosen feature and its augments.
    However, your effective Ozodrin class level for qualifying for any other feature’s augments is reduced by one.
    Special: If you have early access to a feature this may allow you to take level-restricted augments (provided your effective Ozodrin level is high enough).
    Yes, this works very well with Farspawn if you are not multiclassing.

    Feats that expand the list of Aberrant Feats

    Otherworldly Skill (Aberrant, Fighter)
    Prerequisite: Aberration Blood, Base attack bonus +4, any 2 other aberrant feats.
    Benefit: All fighter bonus feats that you possess count as aberrant feats for all purposes. You may select a fighter bonus feat whenever you would normally be able to select a bonus aberrant feat.
    Furthermore, for the purpose of prerequisites, you possess a fighter level equal to half the number of aberrant feats you possess (unless your actual fighter level is higher). Lastly, you may slightly alter your natural weaponry at will, allowing all attacks with natural weapons to deal bludgeoning, slashing, or piercing damage (your choice), in exchange for taking a -1 penalty to damage.
    Special: Fighters may select this feat as one of their bonus feats.

    Aberrant Monstrosity (Aberrant, Monstrous)
    Prerequisite: Aberration Blood, any 2 other aberrant feats.
    Benefit: All (Monstrous) feats that you possess count as aberrant feats for all purposes. You may select a (Monstrous) feat whenever you would normally be able to select a bonus aberrant feat.
    Furthermore, you may select a creature type (such as “dragon”). If you do, you may choose to count as both that type and/or as your actual type for the purpose of qualifying for (Monstrous) feats.
    Special:You may take this feat multiple times, each time choosing a different creature type you may count as.

    Twisted Fate (Aberrant, Luck) by General Patton
    Your amazingly good luck is a manifestation of your reality-warping, cosmic potential.
    Prerequisite: Character level 3rd, Aberrant Blood, any luck feat or the Lucky class feature
    Benefit: All luck feats that you possess count as aberrant feats for all purposes. You may select a bonus luck feat whenever you would normally be able to select a bonus aberrant feat and vice-versa. Furthermore, when expending luck rerolls or a use of the Lucky class feature to reroll skill checks, you may ignore all skill check penalties for possessing aberrant feats.

    Other Aberrant Feats

    Decentralized Body (Aberrant)
    You no longer suffer from having vital portions of your body that can't be replaced.
    Prerequisite: Aberration Blood, Form Points, Feature (Mouth)
    Benefit: Your head is no longer required to live. As such you are able to survive decapitation. In addition, if you lose a limb, you may regrow it by eating the severed limb and changing between manifesting your true nature and repressing your true nature. This also applies to internal organs, etc.
    Special: If you also have the Conservative Form aberrant feat, your head counts as a limb you are able to remove for a form point.

    Flesh Calls to Flesh (Aberrant)
    Your body is now a part of you even when separated.
    Prerequisite: Aberration Blood, Decentralized Body, Constitution 13
    Benefit: If parts of you are cut off, they will no longer die on their own, but remain living, though inert, until killed off or you die, and as an extraordinary ability you can always detect the direction and distance to them. In addition as a move action you may cause a severed portion of your body to move up to 5 feet in the direction of your main body. As a full round action you may cause any number of severed body parts to do so. This ability works across planes, although parts of you on another plane cannot move.
    Normal: Pieces cut off of you die and cannot move.

    One's Form in Miniature (Aberrant)
    Your severed body parts are like your main body on a smaller scale.
    Prerequisite: Aberration Blood, Shifting Shape Class Feature, Flesh Calls to Flesh, Constitution 15
    Benefit: If any given severed portion of you is still alive and weighs at least half a pound, you may treat it as an image depicting you for the purposes of Sinister Image. If you don't have Sinister Image, you are treated as having it for this ability, but may not use its normal functionality. Spawn features do not count for the purposes of this feat. In addition, when having your severed pieces move they are no longer limited to moving toward your main body. This ability works across planes, including being able to move your severed parts.
    Normal: Pieces cut off of you cannot have features placed on them.

    Frantic Consumption (Aberrant)
    You feast like only an aberrant horror can.
    Prerequisite: Aberration Blood, Swallow Whole special ability.
    Benefit: Whenever you successfully grapple a foe you may immediately make a swallow whole attempt as a free action. Furthermore, you may now consume food as quickly as three hungry creatures of your type. You likewise require three times as much food as normal to avoid starvation.
    Special: If you also possess the Devour Ozodrin class ability you regain 3 hp per round spent eating a fresh corpse instead of 1. This doesn’t change the maximum amount of HP you can regain by eating the body.

    Discerning Taste (Aberrant)
    You have learned to gain knowledge of things through tasting them.
    Prerequisite: Aberration Blood, one other Aberrant feat, Devour or Swallow Whole special ability
    Benefit: You gain a bonus equal to the number of aberrant feats you posses on knowledge checks about objects, creatures, or people you have eaten/swallowed whole within the last minute. This also causes untrained knowledge checks about anything benefiting from this bonus to be treated as trained.
    Special: If you also have the Scavenging Gullet feat (Lords of Madness), this bonus is increased by 3.

    Refined Palate (Aberrant)
    Your taste has become more refined, allowing you to gain more knowledge about things you eat as well as allowing you to reassess your judgment with further tasting.
    Prerequisite: Aberration Blood, Discerning Taste
    Benefit: The bonus to knowledge checks granted by Discerning taste is increased by two. Furthermore, spellcraft and psicraft checks now also benefit from the bonus and may also be attempted untrained with regard to anything benefiting from the bonus. Note this bonus only applies to spellcraft and psicraft checks made to gain information about the object or creature, and does not aid in deciphering scrolls, preparing spells, or performing other such checks based on reading. Additionally, you have learned to reassess your judgment with further tastes. If, after having made a check about something benefiting from a bonus granted by Discerning Taste or Refined Palate, you again eat or swallow whole some of it, you may retry the check even if you would normally not be able to retry a check of that type. Retrying checks in this manner always takes a full round action.

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

    Biorupture Cannonade (Aberrant)
    Your muscles have become capable of expelling throwing spikes with reckless abandon.
    Prerequisite: Aberration Blood, Ability to use Form points, Feature(Spike)
    Benefit: Whenever you attack with a throwing spike you may pay 2 hp, plus 2 hp per size category of the spike above medium, to expel it with extreme force. Such a spike’s range increment is doubled. If the spike was at least gargantuan at the time of firing it counts as a siege weapon as well.

    Deranged Assault (Aberrant)
    You can disconnect yourself from ordinary thoughts, relying instead on a perverse insight to shatter your foe’s defenses.
    Prerequisite: Aberration Blood, Cha 13.
    Benefit: Once per round, when making a full attack action, you may take a penalty to armor class up to your HD to ignore up to that amount of your opponents' damage reduction when dealing damage with your natural attacks. Both the penalty and the benefit last for one round.
    Special: This feat counts as Power Attack for the purposes of meeting the prerequisites of other feats. Furthermore, any feat this feat is used to qualify for may treat the AC penalty as taking an equivalent attack penalty from power attack (for example, if it only functions on attacks where you take a penalty of at least –X).

    Iron Horror (Aberrant)
    Prerequisite:Aberration Blood, Strange Anatomy Class Feature, ability to use form points.
    Benefit: You can, with a minute of concentration, fuse a worn or wielded object to your body by spending two form points. While so fused, the object counts as a part of you instead of as an object for the purposes of spells and effects (including taking damage), cannot be removed, and can be suppressed when you enter your worldly guise. The object’s magical effects/abilities, if any, are still considered magical and can be suppressed/dispelled as though they were spell-like abilities. The object can be detached as a full-round action, and automatically detaches if the body part it is fused with is unformed. The spent form points are regained when the object is detached. Weapons fused this way count as both manufactured and natural weapons, and gain the benefit of [FLUCTUATING]. All such objects detach from a dead creature, emerging from them if suppressed. Detached items return to their normal size.
    Special: You can still communicate with suppressed sentient objects. Only willing sentient objects can be fused with you.

    Resilient Form (Aberrant)
    Your body is tougher than it has any right to be.
    Prerequisite: Aberration Blood
    Benefit: You receive a +1 bonus on Fortitude Saves. Furthermore, you gain 2 HP for each other aberrant feat you possess.
    Special: You cannot take this feat if you have the Durable Form feat (Lords of Madness), nor can you take the Durable Form feat if you’ve taken this feat.
    Losing Durable Form really hurts some basic Ozodrin builds, so this alternative was created.

    Strange Mover (Aberrant)
    You have become adept at entering your extra-dimensional pocket and moving through it.
    Prerequisite: Aberration Blood, Strange Movement class feature
    Benefit: You gain an extra 5' of strange movement for every odd class level of ozodrin you have.
    Special: This feat may be taken more than once. If it is an even time you've taken it, then it grants you an extra 5' of strange movement for every even class level of ozodrin you have.

    Stigma (Aberrant)
    You have a mark of your nature that you can't remove.
    Prerequisite: Aberrant Blood, Features
    Benefits: Upon choosing this feat, select one feature you can form (a specific feature, not a type of feature). You may not remove this feature, though you may add or remove augments from it (even if augmenting that type of feature would normally require removing and reforming it). This feature remains formed even when in your worldly guise, and will continue to confer any benefits it would grant. This feat may not be suppressed when in your worldly guise like other aberrant feats. This feat counts as two aberrant feats for the purposes of aberrant skill check penalties.
    Special: You may take this feat multiple times. Each time you select a different feature. If you choose a flesh feature, it may not have the pretending flesh augment applied.

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

    Strange Energies (Aberrant)
    You may generate energies not normally possible.
    Prerequisite: Aberration Blood, 10 ranks in Knowledge(The Planes), Augment allowing a choice of energy for damage.
    Benefit: For any augment other than Enchanted X augments that allow the selection of an energy type for a damage dealing attack or ability, you may also select sonic, positive, negative, hellfire, or force in addition to the normal choices. However, if you do so, the damage dealt is reduced by 2 (to a minimum of 1), or in the case of force divided by 2 (minimum 1).
    Normal: You can only choose from the mentioned energy types.
    Note: Positive energy is actually damaging unless it notes otherwise. Which virtually every source of it in D&D 3.5 does, but there are a few damaging spells that don’t.

    Soothing Energies (Aberrant)
    You may use positive energy to heal others.
    Prerequisite: Aberration Blood, Strange Energies
    Benefit: When you form a feature with an augment that allows it to do positive energy damage, you may choose to make it heal rather than deal damage. This does not prevent any damage the attack carrying the positive energy would deal. This choice, once made, is permanent until the feature is reformed. You may also choose to make a touch attack with such features as a standard action to heal a target and avoid your normal damage for attacking with it.
    Normal: Your positive energy is always damaging.

    Conservative Form (Aberrant)
    When you manifest your true nature, you are capable of removing limbs you possess normally in order to form more features.
    Prerequisite: Aberration Blood, Form Points, Feature (Limb)
    Benefit: Each limb you choose to remove grants an additional form point. Removed limbs are gone and as such can't be used to hold things or perform other functions. If it provides a form of movement, removing all limbs that provide such movement causes you to lose that move speed.
    Additionally you may choose to enhance your existing limbs as if they were features provided you have access to the corresponding feature. In most cases this means you may apply augments to them without having to pay the base cost for the feature, though they do not provide any of the benefits that would be gained by the unaugmented feature (unless they provide it normally). Specifics below:
    Spoiler
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    • Eyes count as basic eyes or for 4 form points extra special eyes (granting the gaze attack of a special eye).
    • Mouths count as mouths, and may be given a bite attack (as per the mouth feature) for 1 fp if they lack one.
    • Tentacles count as tentacles.
    • Arms count as limbs.
    • Legs count as limbs with the leg augment.
    • Claws count as an arm or leg with the claw augment (as appropriate).
    • Tails with a tail slap attack count as tentacles with the tail augment, while those without may be upgraded to such for 1 fp.
    • Spikes count as a single spike feature with the many augment.
    • Stings count as a single spike.
    • Horns count as a single spike with the horn augment.
    • Fins count as fins with the many augment.
    • Wings count as fins with the wing and many augments.
    • Skin (scales, etc.) count as a single flesh feature.
    Special: If you also have the Decentralized Body aberrant feat, you head counts as a limb you are able to remove for this feat.


    Syringe (Aberrant)
    You may store curatives as well as poisons in your hollow spikes.
    Prerequisite: Aberration Blood, Hollow Spike augment
    Benefit: Your hollow spikes may now store any kind of potion, though if you choose to store it in the spike you don't gain the benefits of it. In turn you may administer the potion to an individual as you normally can administer poisons and diseases with hollow spikes (dealing damage to the target in the process). Alternately, you may, as a standard action, automatically administer the contents of a spike to a willing individual within reach of your spike without damaging them (Or within one range increment, if the spike is a throwing spike).
    Normal: You may only fill your spikes with poisons and diseases.

    Medicine Maker (Aberrant)
    You become able to produce restoratives and other beneficial fluids rather than just detrimental ones in your spikes.
    Prerequisite: Aberration Blood, Syringe, Deteriorating Spike augment
    Benefit: You gain access to the below spike augments. Note: medicinal bonuses do not stack.
    Normal: You may only produce detrimental fluids.
    Special: If you have the strange energies feat, the restoratives that grant temporary hit points may be infused with negative energy to instead heal that many hit points for undead, but not effect others. If you have the soothing energies feat, the restoratives that grant temporary hit points may be infused with positive energy to instead heal that many hit points, but not effect undead. (chosen upon adding the augment)
    Spoiler
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    Regenerative Spike[EXCLUSIVE]☨: Additional cost 2
    Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. As a move action you may fill it with a dose of Lesser Restorative. This restorative requires a Fort save (DC = 10+ half class level + Con modifier) which can be willingly failed. The target gains 5 temporary hp each round for one minute, after which point any remaining temporary HP granted by this effect fades away. The granted temporary HP does not stack with itself, nor with any other source of temporary hp (including other doses of lesser regenerative). The larger quantity of temporary HP replaces the smaller.

    Enhancing Restorative[EXCLUSIVE] ☨: Additional cost 6
    Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. Choose a base stat (Str/Dex/Con/Int/Wis/Cha) when forming this feature. As a move action you may fill it with a dose of Enhancing Restorative. This restorative requires a Fort save (DC = 10+ half class level + Con modifier) which can be willingly failed and grants a +2 medicinal bonus to the chosen stat for five rounds. A creature already under the effects of an enhancing restorative, even one effecting a different stat, cannot gain the benefits of another.

    Rapid Restorative: Additional cost 5
    Requires Medicine Maker feat and Regenerative Spike: The restorative the spike can produce is quicker acting than before. The restorative produced by the spike no longer has a duration; it is instead an instantaneous effect the grants an amount of temporary HP equal to the amount it would have granted per round times four. This temporary HP lasts for a single round.

    Lasting Restorative: Additional cost 2
    Requires Medicine Maker feat and Regenerative Spike: The duration of this spike's restorative, should it have one, is increased by one minute. This augment may be applied to the same spike multiple times, its effect stacks.

    Great Enhancement: Additional cost 8
    Requires Medicine Maker feat and one of the ☨ Spike augments: The restorative the spike can produce is more potent than usual. The stat bonus granted by the restorative increases by 2 and any temporary HP granted by the spike increases by 10. This augment may be added multiple times to the same spike. Its effects stack. The cost of this augment doubles every time it is applied to the same restorative (8->16->32->64, etc).

    Virulent Restorative: Additional cost 1
    Requires Medicine Maker feat and one of the ☨ Spike augments: The save DC of one of the restorative this spike can produce is increased by 1. This augment may be added multiple times to the same spike. Its effects stack.



    Epic
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    Class
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    Epic Progression: Class features and DCs advance as normal for the class with the following changes and exceptions:
    > The ozodrin gains a bonus aberrant feat, which may be epic, at level 21 and every 5 levels thereafter - this is in place of continuing the pattern of bonus aberrant feats gained at levels 8 and 16.
    > At level 22 and every four levels thereafter, the maximum size of any augment with a restricted maximum size is increased by one. Thus, at level 22 an Ozodrin could form a Colossal+ tentacle that deals 2 more damage than a Colossal one and so on. When using Engorged Flesh and the like, Colossal+ creatures take up more space (5x5 5' squares->6x6->7x7, etc) and have a longer reach, but otherwise keep the same size modifiers [see Epic Level Handbook for examples].
    > Unearthly Power increases at a rate of +1 enhancement bonus every three levels beyond 20 instead of every two levels. Any attack benefiting from an Epic Ozodrin’s (level 21 or higher) Unearthly Power bypasses DR/Epic.
    > The Enhanced Form Class Feature does not continue to follow its pre-epic pattern.


    Epic Feats
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    Effortless Flow (Aberrant, Epic)
    Prerequisite: Aberration Blood, Distorted Mind Ozodrin Class Feature
    Benefit: You are able to partially share control over your body with your innumerable selves. This allows you to take an additional standard or move action per round that may only be used to add/remove/modify features, use Strange Movement, or use Shifting Shape.

    Harmonic Mass (Aberrant, Epic)
    Prerequisite:Aberration Blood, Effortless Flow, Charisma 25
    Benefit: Your innumerable selves further refine their interactions. You may, once per round as a free action, attempt to use the “aid another” action to aid yourself on an attack or skill check. You may choose to take 10 on any skill check successfully aided by this ability as though you were not rushed or threatened.
    Special: You may take this feat multiple times. Each time you gain an additional attempt to aid yourself per round that may be used on the same or different attacks/skill checks.

    Shunned Name (Aberrant, Epic)
    You are sensitive to your chosen name.
    Prerequisite: Aberration Blood, Sinister Image Ozodrin Class Feature, Charisma 21
    Benefit: You may choose a name for yourself. This name may not be a common word. Whenever someone speaks your name, you immediately sense it, knowing the direction, distance, and gaining a mental image of the speaker (though not their surroundings). This ability works across planes.

    Unspeakable Name (Aberrant, Epic)
    Your chosen name is now a part of you.
    Prerequisite: Aberration Blood, Shunned Name, Charisma 23
    Benefit: When your chosen name is spoken, you may, as an immediate action choose to move one or more of your features (to a maximum of your charisma modifier) within 5 feet of the speaker. If you choose to wait, you are unable to do so unless it is spoken again.
    Special: If you possess the Corrupting Land feat, you may instead place the feature(s) within 5’ per 2 aberrant feats you possess of the speaker, treating the area as if it is within range of your main body via Corrupting Land.

    Incomprehensible Existence (Aberrant, Epic)
    Your existence just… doesn’t…fit
    Prerequisite: Aberration Blood, Unspeakable Name, Charisma 27
    Benefit: Your existence confounds understanding. Creatures that meet you must make a will save (DC 10 + ½ your HD + your charisma modifier) after you leave their presence to remember any details of your encounter beyond a vague feeling of unknowable dread. Any creature that makes a knowledge check, reads a book, employs magical means, etc. to learn about you must likewise make a will save to retain any knowledge so acquired. You may choose to have any creatures that fail any of the above will saves also be rendered permanently Insane, as the spell. In anycase, a creature that passes its saving throw becomes immune to the effects of this feat for 24 hours. The insanity, but not the other aspects of this feat, is considered a mind-effecting effect.
    You may suppress and/or resume the effects of this feat as a free action, and may freely designate specific creatures as being immune to the effect (or remove such designations).

    Anathema (Aberrant, Epic)
    ~ᵴ€¥Ȱ⌡∞ᵴ≠~
    Prerequisite: Aberration Blood, Incomprehensible Existence, Charisma 31
    Benefit: Your existence denies understanding. Divination spells and abilities that look upon you or seek to unearth information about you reveal nothing of use; empty blackness, garbled words that cannot be deciphered, etc (Failed effects still count towards Sinister Image and Incompressible Existence as though they had succeeded).
    Prayers made within a thousand feet of you are not heard unless you allow it, making it impossible for clerics to regain their spells or have their miracles granted.
    The powers of deities do not directly effect you unless they can effect other divinities (this feat does not actually make you a deity).
    You gain SR 32 against divine magic.
    The suppression of prayer, but not the other aspects of this feat, is supernatural.

    Epic Farspawn (Aberrant, Epic)
    You were born to be whatever unspeakable thing you are.
    Prerequisite: Aberration Blood, Form Points, Aberrant Metamorphosis Class feature, Charisma 21
    Benefit: Your effective ozodrin level is increased by four when calculating any ability based on it. This benefit can’t increase your effective Ozodrin level to higher than your hit dice, nor does it grant you access to class abilities you do not already have access to (it may grant access to higher-level augments, however). This benefit stacks with any similar ability/feats you possess.
    You gain an additional form point for each aberrant feat you possess.

    Hole in Time (Aberrant, Epic)
    Your stomach is outside of normal time, allowing you some control over the flow inside.
    Prerequisite: Aberration Blood, Monster Within Stomach augment
    Benefit: You gain access to the Warped Time stomach augment.
    Warped Time: Additional cost 10
    Required Level 21: The flow of time is slower in this stomach. Only a single round passes inside your stomach for every two rounds that pass outside of it. You may apply this augment to the same stomach multiple times. The effects stack. This ability does not effect the ozodrin itself, effectively allowing the ozodrin to take multiple turns worth of actions at the same time when dealing with creatures trapped in its slow-time stomach.
    Special: Upon reaching level 25, you may choose to pay an additional 15 form points for this augment to change the factor of change from rounds to minutes. At level 30 you may pay an additional 35 form points to change this from rounds to hours instead.

    Unorthodox Union (Aberrant, Epic)
    You can channel powers not meant to combine.
    Prerequisite: Aberration Blood, Naught Morality Class Feature
    Benefit: You may count as having any combination of the Good, Evil, Lawful, and Chaotic subtypes for any purpose (including bypassing alignment-based damage reduction with your natural weapons).

    Untouchable Abomination (Aberrant, Epic)
    Your defensive abilities are more potent than the norm.
    Prerequisite: Aberration Blood, Form Points, Aberrant Metamorphosis Ozodrin Class feature, Charisma 21
    Benefit: Whenever a feature/augment would grant a bonus to your armor class that bonus is increased by 50% (rounded up). For example, you would add 3 to your armor class for each instance of Efficient Eye instead of 2.
    The natural armor bonus of your stomach and spawn features, should you posses them, are likewise increased by 50% (rounded up).

    Whispers of the Outer Spheres(Aberrant, Epic)
    You can make sounds that defy comprehension.
    Prerequisite: Aberration Blood, any two other aberrant feats, 8 ranks in perform (sing), possesses a gaze attack or the ability to form a feature that grants one.
    Benefit: You may replace any number of gaze attacks you possess with non-visual sonic attacks that are otherwise identical (same duration, action type (including passive), any and all limitations, etc) except that any required reflex saves are instead will saves and the attack’s range is halved (maximum 120 feet). Averting one’s gaze no longer offers a defense against the attack, but methods of defending against sonic attacks work normally. Anything that would cause you to lose the gaze attack (like unforming a feature) likewise causes you to lose the sonic attack. Whenever you would gain a gaze attack you may choose to replace it as noted above.
    Any eyes associated with a replaced gaze attack(s) are replaced with eye-like mouths that have no other special uses beyond their sonic attack.
    Last edited by Magikeeper; 2015-05-22 at 05:02 PM.

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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    [Reserved for misc].
    Last edited by Magikeeper; 2015-04-23 at 06:53 AM.

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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Changes

    A Synopsis of What’s Different in this Version of the Ozodrin and Why
    Spoiler
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    Why a new version?
    Primary Goal: Streamline calculations without significantly reducing the complexity of the class. This was done in the following ways -
    1) The old version promoted having many features that each increased a variety of statistics (speed, AC, skill checks, grapple, etc, etc) by a small amount. This made swapping out features monotonous as any attempt to change statistic X likely changed several other statistics by different amounts (especially with the flesh feature)! To solve this augments that fell under "PCs would make a ton of this feature for the sole purpose of boosting this statistic" were generally altered to be multi-stackable on the same feature, and in a number of cases were made [Exclusive] if on a feature with multiple numerical statistic boosters (Basic Eye, Flesh). To compensate for this change, the Ozodrin’s ability to swap features in/out was slowed down as the intent is to make swapping features faster OOC, not IC.

    2) Some of the Ozodrin abilities (Like Budding Body), were far more complicated to use than they needed to be. Many of these mini-game-esq abilities were streamlined to be quicker to use - and in many cases made more effective.

    3) Features were altered to simply increase/decrease their damage when their size was changed instead of using damage dice. This would have become a bigger issue otherwise due to Fluctuating.

    4) The 'Many" augment, taken/modified from their 3.P version, is now possessed by the Basic Eyes, Limb(Leg), Spike, and Fin features/augments.

    5) Base skill bonuses granted by some features (such as Basic Eye and Fin) was changed to being a bonus for having X, generally 1 or more, of them. Same reasoning behind this as (1). This was a big change for Basic Eyes - in general their previous functionality was split among some new augments that individually modify fewer things but boost them a little more efficiently. Fin has a +Skill augment as well now.
    This version likely will have much lower +Spot simply because it isn't tied to AC anymore (it also has a less efficient FP:+Spot ratio, but a more efficient FP:-Distance Penalty ratio so this Ozodrin is at least much better at seeing stuff from a distance. I never found the +Spot thing to be an issue in the old Ozodrin, but it did cause many a negative knee-jerk reaction back in the day so this might be for the best.)

    Secondary Goals
    1) Fix the high level FP starvation issue: Basically, playtesting was showing high-level Ozodrin to be extremely strapped for FP. This didn't matter in practice because the (pretty much overpowered) Farspawn feat served as a band-aid. But the class really shouldn't be relying on a feat band-aid, so I altered Farspawn and simply gave the Ozodrin more FP. 4/Level at start, with Enhanced Form retroactively increasing this ratio by 1 at level 10 and 20. (I changed Horror for unrelated issues, but it came online too late to fix the starvation issue anyhow).

    2) Support Different Combat Styles: Although I wanted to avoid "Silver Bullet"-type abilities, I felt that high level Ozodrin that wanted to stick with being a very martial, combat-y, sort of PC basically got to choose between Full Attack, Regular Attack, and Holy Cow My Opponent Is Somehow Not Immune To Grappling Let's Do This. To fix this I
    > Added a fair number of higher-level augments for Tentacle/Limb/Spike that better supported different combat styles while also differentiating the attacking features a bit. These were safe additions power-wise, I think, as they all basically do the same thing (fight in combat) in different ways without being too specialized towards a specific sort of foe. Although if someone wants to play a Sophisticated Tentacle focused Ozodrin and tell me how that goes that'd be great.
    > Improved Special Eye's Direct Damage option. Or at least, added some augments (Intense/Devouring/Relentless Gaze) that allow focusing on it to possibly be a good idea.

    3) Remove Dependencies On Other Sources: I don't want this class to depend on other homebrew or even non-core books if it doesn't have to. Each extra source is another source that might be unavailable, banned, etc. One day I hope to make a PDF of this class such that a prospective player can just print it out, bring it to their DM, and ask to play it. If they have the core books they're good to go. I also wanted to limit time spent looking up things in other books, even the core ones, so I tried to keep references to a minimum.

    4) Fix Minor Issues: Cleaning up Primary Stomach, fixing wording errors, stuff like that.

    5) Keep as many old capabilities as possible: I sort of folded budding/blossoming tentacle into one but, although the exact mechanics and values may have changed, this class should be able to do whatever your previous Ozodrin liked to do to some extent or another. I didn't want to create a situation where switching over to this version would retroactively make something you did completely impossible. The degree to which you can do things changed, however, in some cases more than others.
    I did remove the negative FP cost 'small' augments [Fluctuating covers such things now], but I don't really consider "was able to squeeze out more FP" to be a major defining trait of how your Ozodrin did things; at least, besides it's existence heavily pushing PCs to have at most one big attacking feature (if they wanted to use Snatch) and make everything else fine-sized always (even if they were combat heavy, IMO) - which was one of the reasons why I axed it.
    I guess I nuked puppet riding from orbit - I mean, you can still ride puppets. It just isn't crazy cost efficient anymore.

    6) More Control over Build Type: This is not to the extent of the 3.P version, which I feel has to deal with making too much of itself balanced at all levels of play, but there are a number of early access feats that provide some benefit in addition to letting you have the basics of some feature a few levels earlier. An example would be that Darkspawn now enables ranged combat from level 1 (In return, Darkspawn no longer enables ++Size/damage from level 1).

    7) More control Over Fluff: Not to the extent of the 3.P version, but it should now be easier to look how you want to look with more open feature descriptions, the 'Many' augment, etc. Fluctuating* basically exists so the size of your stuff as you walk around depends on how you want to look instead of what size is optimal for your build.
    *See Feature Class feature for how that works - basically just lets you change size from fine to it's maximum size [base medium] as a non-action

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

    Other Notes:

    > Several Class abilities have been reworded/significantly altered. I think Budding Body/Otherworldly Guise/Shifting Shape/Horror are the biggest changes.
    >>BB: Streamlined and such.

    >>Otherworldly Guise: Works pretty close to how it did before, but the puppet change meant this had to be re-worded. The separate pool is because the old Otherworldly Guise combined a cap with discounted features to sorta give you extra FP just to use with Otherworldly Guise and I wanted to keep the spirit of that.

    >>Shifting Shape: This was way too much minutia, especially for an ability whose only non-fluff use was with Sinister Image and Corrupting Land (and budding body, I suppose). I also liked the 3.P class' ability to become more fluid and saw an opportunity to both incorporate a bit of that into the 3.5 version and make Shifting Shape more interesting on its own instead of being just an enabler for Sinister Image (It's still an enabler of Sinister Image, don't worry).

    >>Horror Fateless: This has been completely changed. The class gets more FP earlier now, and should be okay for Epic without the massive FP boost the class used to get at 20. How it became what it is now, however, is another story. Basically, I thought the 3.P capstone was neat but that it would also get shot down in a lot of games because divine ascension is often very campaign specific (I hear capstones tend to be bigger in pathfinder though?)
    In anycase, I sat down and tried to figure out exactly why I liked the 3.P capstone and came to the conclusion that it was fitting for a class that bodily transformed at level 10 and mentally changed in the teens to spiritually change at level 20. Separating oneself from the natural spiritual system felt right. So I made a deity-free mechanical effect that gave the same general feeling. The resurrection effect is so slow because this class has a lot going on at level 20 (and I don't want to make dread necros cry).
    I also took advantage of this ability to apply the class abilities that seemed central to an Ozodrin's very existence (like Naught Morality) to their dead spirit.

    >> Distorted Mind: No longer references spells/psionic powers and somewhat better defines what the schism effect does for the Ozodrin. Schism effect has been streamlined as well.

    >> Distorted Mind: The previous version felt kinda stapled together.. it pretty much came about as a result of "what powers would an Epic Ozodrin need?". The new version has tighter fluff IMO. I moved (and modified, no longer complete immunity) divination protection to a new level 20 flesh augment and moved the modified +action effect to the epic feat Effortless Flow. Epic Ozodrin get a bonus feat at level 21 now, so any preexisting Ozodrin can still be changing out features with greater speed.

    >> Aberrant Metamorphosis: Besides the name change (This was Aberrant Nature), this hasn't changed much aside from the fact that it now allows you to use Strange Movement, Strange Anatomy, and Jaws that Bite while in your Worldly Guise. You are an aberration now, after all.

    >> Twisted Mind: Gives some social bonuses against aberrations while it is up (similar to the 3.P version). Otherwise is pretty much the same as the old version.

    >> Bizarre Grappler: Stills count as Snatch, no longer counts as Improved Grab. This is entirely to remove the ability to take the Greater MultiGrab feat (There is a MultiSnatch feat somewhere, but no greater version).

    >> Irregular Maneuvering: This was a later change to Bizarre Grappler, which was decided to push the Ozodrin too heavily towards grappling at low levels. Maneuvering still enables snatching and such without making it so optimal, and now helps small Ozodrin do manuvers as well. Also, nixed ability to innately qualify for MultiSnatch.

    >> Naught Morality now has the old Orange-Blue Morality alternate class feature listed as a potential alternative in the "special" section right below it. It's not very large and I think it is neat/simple enough to be featured that prominently.

    >> A new class ability was added (Uninhibited Existence) as the new Spawn was moved to level 15. The level 15 bonus feat was moved to level 16.


    > Most features have been significantly altered, as have many augments. Puppet and Spawn in particular work very differently from before. Most augments* present in the old Ozodrin are present in the new Ozodrin, although a number of them have been tweaked. Also, Lure Trap was folded into puppet (It was basically a series of augments in the first place). *Those that are not present were either combined together (such as having a single augment that lets you pick ability score damage type instead of 6 different nearly-identical augments like the old version has) or were otherwise removed because something else covered their functionality.

    > A number of new augments exist, particularly at the mid/high levels for Tentacle/Limb/Spike/Special Eyes.

    > Some new feats have been added, some old ones have been changed/tweaked. Farspawn is very different from before. Hole in Time Epic Feat no longer creates fast time zones.

    > The aberrant monstrosity feat no longer grants PRC access. Maybe it should get that ability back, I might just be paranoid here.

    > I haven't updated the dual class feats. A number of them were with other homebrew I have no familiarity with and thus I can't really update the feats.

    > Perform is now a class skill. Because why not?
    > Balance is also a class skill now. That was probably an oversight.
    > Every augment does something that is not completely overtaken by later augments/abilities now.

    > I changed the epic Ozodrin progression. Feats are at 21 and every 5 levels thereafter (replacing the 1/8 level pre-epic progression), max size caps increased at 22 and every 4 levels thereafter (unlike original, this effects Engorged Flesh and such as well), Unearthly Power slowed down to 1/3 levels but counts as Epic for bypassing DR. Added a bunch of new epic feats.



    Changelog
    Spoiler
    Show
    12/31/2014: Posted the updated 3.5 Ozodrin.
    1/1/2015:
    >>Renamed "Horror" => "Fateless". The ability had been completely changed anyway; "Fateless" is a better fit (I think).
    >> Added "What is an Ozodrin?" Section.
    >> First draft of picture put up.
    >> Added "While using this ability, you may add the result of your attack roll to any tumble checks made against opponents in the path of your movement" to Razor Fin. Because otherwise using that ability at all requires tumble optimization to be sane.
    >> Fin Table is Up.
    1/2/2015:
    >> Renamed "Rending Gaze" => "Intense Gaze"
    >> Modified Silencing Gaze (+Fatigue), changed durations of Disorienting Gaze and Charming Gaze.
    >> Changed the "rather than harmed" wording to the more explicate "instead of taking damage"
    >> Relentless Gaze damage wording changed to actually work as intended (on success, not failure) and the save penalty was increased to -3.
    >> Special Eye table is up.
    >> Flesh Table is up
    >> Modified Luminous Flesh - Although the penalty makes sense, other D&D light sources don't specify it and I don't think it's worth the complication. Also allowed multiple flesh to be suppressed/resumed with move/swift actions and raised cost to 2fp.
    >> Minor wording fix for Nth Dimensional Flesh, gave bonus a type (Racial).
    >> Puppet Table is up.
    >> Fixed the wordings of various puppet augments, no mechanical changes besides Jerk the line having a slightly higher save (5+Cha => 10+Cha).
    >> Otherworldly Guise now allows you to add Lure Traps to yourself, but still doesn't allow any other puppet/spawn augments (including the augments that boost Lure Traps).
    >> Formed Stomach is now 5'x5'x5' per 2 small creatures instead of 5'x5'x10' per medium creature. Which.. is the same total amount of space. But everything else is based around small creatures for some reason so why not Formed Stomach?
    >> Inner Universe now allows applying gravity traits. I know old Ozodrin had a 3 level prestige class that did that, but Gravity - although fun - isn't exactly that powerful compared to all the other stuff you can do to people in your stomach. I guess combining Heavy + Directional + Slick could be interesting but you can't apply two gravity traits to the same stomach anyhow.
    >>Tweaked wording of Membranous Construction. No mechanical change.
    >> Perceptive Eye now allows for swift action spot checks.
    >> Added Balance as a class skill. Why wasn't this already a class skill? 0_o I mean, Ozodrin already had Tumble, Move Silently, and Jump as class skills!
    2/9/2015:
    >> Moved around some sections of the FAQ for DMs.
    >> Stomach and Spawn Tables are up.
    2/10/2015:
    >> Cleaned up Feature size modifier wording (it said attacks and AC, which was confusing since you can't directly attack non-puppets/spawn anyway). Now just notes the features use the Ozodrin's size modifier as was intended.
    >> Replaced Bizarre Grappler with Bizarre Maneuvering, which better explains how the snatch works and doesn't push the Ozodrin quite so strongly towards grappling at those levels while still keeping grappling a viable option. Also doesn't render impossible anything an old Ozodrin PC might have done unless they were flinging foes larger than themselves (which required reading the class interactions a certain, not necessarily correct, way in the first place).
    >> Sophisticated Tentacle now lets you grab feats for it as though you had Improved Grapple as well.
    >> Changed name of Bizarre Maneuvering to Irregular Maneuvering. I think it sounds less forced.
    2/11/2015
    >> Changed typical FP value ranges in FAQ for DMs. Decided a player that doesn't take any aberrant feats nor focuses on their Cha should still be within 'typical' range, and a PC that grabs Farspawn with Flaws, dumps most +stat into Cha, and takes virtually all aberrant feats should also be within 'typical' range; flaws are allowed often enough from what I've seen.
    >> Changed Inhuman Flexibility. It should have been an aberrant feat (it now is), and I changed it to only effect 1 attack per round instead of basically being +range on full attacks for anything using improved unarmed strike.
    >> Added (Aberrant) to any other feats I noticed missing it. I think I got them all. If it is on this thread, it should be an aberrant feat.
    >> Removed "[opposed] attack rolls" from Irregular Maneuvering, since Disarm doesn't actually give size penalties and there doesn't actually seem to be any other combat maneuvers that use attack rolls so it was both confusing and pointless.
    2/12/2015
    >> Changed Distorted Mind to be more united fluff-wise, moved and changed messing with divinations to Inscrutable Flesh augment, moved extra action thing to Effortless Flow epic feat.
    >> Changed Ozodrin Epic progression in a number of ways
    >> Added the Harmonic Mass and Unorthodox Union feats. Noted the insanity effect (but not the rest) of the Incomprehensible Existence feat is mind-effecting.
    >> Moved Binding Gaze augment from level 20 to level 19.
    >> Recovering tentacle had a typo, the table was right (it costs 3, not 4).
    >> Tweaked Recovering Tentacle and Graceful Tentacle to use more explicit wording. Although it was clearly not the intent, recovering tentacle in particular could possibly have been argued, under the old wording, to grant pounce via intentionally failing rolls.
    2/13/2015
    >> Moved Hooked Teeth to level 4 and Air Tasting Mouth to level 2. Hooked Teeth had little purpose at level two unless the Ozodrin had improved grapple feat - but if the PC has improved grapple at level 2 their check is probably already high for that level. Air Tasting could be at either level, although having it before Acute Eye is available might result in it getting more use.
    >> Moved Razor Teeth to level 5 (just to make flow of abilities look nicer), changed its name to Jagged Teeth (To avoid sounding the same to the very different Razor Fin augment), changed it to add +1 con damage whenever it deals con damage [more explicite than previous wording and it allows for some interesting optimization stuff], and added the benefit of making giving its bite a 20/x3 crit range.
    >> Fixed up the description of the Feature overview section and the Mouth feature section. No mechanical changes.
    >> Increased cost of Stretching Mouth to 5. It was either that or change the cost of the Large Mouth augment to accommodate for mouths now being a viable weapon when not grappling.
    >> Fixed the wording of all enchanted X augments to be much more explicate regarding what they do. Also changed the 1/3 level rounded down -1 limit to apply to the sum total of all exchanges made for a single feature (So a level 9 Ozodrin could trade for a +2 weapon ability, or apply the augment twice for two +1 weapon abilities, but could no longer end up with a +2 weapon ability and two +1 weapon abilities).
    2/14/2015
    >> Tweaked Wording of Membranous Construction augment and added a line detailing how attacking/breaking the created object(s) work (as opposed to creating infinitely strong cages).
    >> Changed Formed Stomach to 5'x5'x5' per small creature, decided that although the number of squares is massive the actual space isn't really that big - (20^2 * 2) = 800 cubes, which can mimic.. a 50'x20'x20' space. And that's the primary stomach at level 20. Also avoids odd situations where a max capacity stomach no longer as room for all the creatures inside it if it becomes a formed stomach.
    >> Tweaked wording of Duplicitous Appearance to specifically effect Membranous Construction augments.
    2/16/2015
    >> Fixed the wording of the Swift Fin, Wing, and Digging Fin fin augments to properly result in Flying/Burrowing being half the speed of swimming (previously Swift Fin worked that way but you could use regular fin+many to get full speed flight and burrowing which was not intended. This change also means burrowing/flying start at 5' instead of 10', that might not be so good. Hrm. I'll ponder that.).
    >> Added that Wide Fin has a maximum size of Colossal.
    2/18/2015
    >> Tweaked wording of Syringe feat.
    >> Significantly altered Medicine Maker feat. It no longer enables easily keeping your entire party heavily buffed indefinitely. I suppose the amount of temp HP per round was greatly increased for the average user, but the HP no longer builds up over time (it replaces itself each round). Thus, it has become less of a benefit to have up at all times as it was before.
    >> Removed [Exclusive] from Selective Gaze. That was a typo; the table was correct in this case.
    >> Cleaned up some wordings and such for a few other eye augments. No mechanical changes.
    >> Changed some Spawn augment wordings to use "you" instead of "the ozodrin" like all of the other features. No mechanical changes aside from the reference to "Bizarre grappler" now referring to that abilities replacement (Irregular Maneuvering).
    2/24/2015
    >> Large Stomach erroneously claimed 2 Large creatures = 16 small creatures when dealing with stomach capacity. Based on ozodrin stomach math that it should actually be 2 large creatures (or 32 small creatures). I think the number of big creatures was the intended value, so I modified the small creature reminder to be 32.
    4/14/2015
    >> Fixed up Crawling Limb in response to some comments; the old wording was confusing. I also slightly tweaked the effect and cost (so that Leg+Crawling = Adding swift leg twice to a preexisting Leg+Many+crawling limb).
    4/19/2015
    >> Changed Tail's bonus from +2 balance to going from 1d4 tentacle -> 1d6 slam. This both matches the typical slam attack dice and gives a benefit for having multiple tails (the lack of such a benefit was brought to my attention by another poster).
    >> A couple of tiny wording tweaks, nothing that changed mechanics.
    4/22/2015
    >> Talked into developing the Collapsing Puppet augment, which is a new unrestricted augment that allows for Ozodrin everywhere to go "Ha! It was just a puppet!".
    >> Changed Puppet to be connected with one or more tendrils, so an ozodrin's puppet can be an actual puppet.
    >> Added a line in Puppet's description that allows for non-functional features to slightly move. Not enough to take actions, but enough to look life-like. The massive disguise bonus was rather nonsensical otherwise.
    5/4/2015
    >> Changed Devour in an attempt to have its RAW behavior be roughly the same as how -I think- people have been assuming it worked. Apparently the official pinning rules are more of a mess than I initially believed. (I personally had been assuming it worked in a completely different fashion due to missing a bit in the pinning rules, but changing it to reflect that would require changing the grapple rules which I'm not going to assume people will do).
    >> As asked, I have added a "Special:" to the large limb augment allowing it to be represented IC in ways other than having a massive limb. Limbs do differ from tentacles by their structure, I suppose.
    >> Specified that Irregular Maneuvering does indeed apply to grapple checks. (I believe grapple is still a strength-based check, but I can see the argument against it. So, clarified!)
    5/5/2015
    >> After crunching the numbers on it, I have come to the conclusion that Biorupture Cannonade required waay too much life to use. The new value (Base 10+2X -> 2+2X) actually leaves open the possibility of dealing more damage than you paid to fire the shot without taking deadly spike 3 times. It also no longer heavily favors having one massive super spike, which the spike feature honestly already pushes pretty hard.
    5/15/2015
    >> Moved the fluffy limb Special to the correct augment (It had been under long limb instead of Large limb).
    5/22/2015
    >> Added the Deranged Assault feat to allow mass-attack focusing Ozodrin to have some hope against DR, since twisting spike is expensive enough to only really help Ozodrin focusing on a few attacks. It also can be used as power attack feat pre-req wise.
    >> Added Iron Horror as a support for ozodrin that actually want to be horror knights or whatever. As a side benefit, it can protect your stuff from being destroyed which could be very useful in certain campaigns (in fact, in some games that might be the main benefit).
    [b]6/16/2015]
    >> An Ozodrin's Stomach(s) specifically do not count as extra-dimensional spaces for spells and effects. This stops a lot of the issues that might arise from having such a space as an unremovable part of one's body.
    Last edited by Magikeeper; 2015-06-18 at 08:49 PM.

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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Prestige Classes

    [I intend to update the epic level Cosmic Horror PRC and some of the Owrtho prestige classes (I assume he would be okay with that since he gave me permission to post a new 3.5 Ozodrin?). I have had a request to update Malshaper, I'll look into that.]
    Last edited by Magikeeper; 2015-02-11 at 01:24 PM.

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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    [This post Reserved.]
    Last edited by Magikeeper; 2014-12-31 at 10:12 PM.

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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    [Reserved. Y'know, maybe 2 Misc posts will be enough.]

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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    [Reserved for Misc.]

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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    [Reserved for Misc.]2

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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    [Reserved. Really hoping I reserve enough of these.]

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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    [Also reserved!]

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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Okay! That should be enough reserved posts. Feel free to comment on stuff now, if you feel like doing so while I'm getting set up.

    Actually if you are reading this, here's something I could use some quick help with right now: I don't like the name "Enhanced Form". A fitting name that felt more... Ozodrin would be delightful.
    Last edited by Magikeeper; 2014-12-31 at 08:50 PM.

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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Is there a changelog between this and Owrtho's version?
    I do not see one, and it would be very helpful.

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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    There is one now! Well, a large chunk of one. I'm still working on fixing it up. I think my wrist is about to refuse further typing.

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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Well this is pretty exciting. I'm glad it got made, because as much as I like Hanuman's remix, and the ideas for the upcoming sequel, I missed the complexity of Owrtho's.
    Now is the era of all Ozodrin parties.

    Is there any area that needs attention?

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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Quote Originally Posted by qazzquimby View Post
    Is there any area that needs attention?
    I would actually like help with the <currently missing> acknowledgements section! So many people have helped with this project, I wouldn't want to leave anyone out.

    Spoiler: Playtesting Help
    Show

    I don't have anywhere to playtest this version of the class. I was originally going to switch over the main Ozodrin I used to playtest the previous version, but that campaign ended prematurely when the DM died last summer.

    The on-again-off again low level game I was also using to playtest the class is on indefinite pause while its DM claws his way up the corporate ladder, so I am without a gaming group.

    I could definitely collect a group if I ran a game, but running a good game takes a lot of work and I am already moderating what.. I guess I would call a PbP MMORPG (Not D&D)?.. in addition to grad school and such.

    TL;DR: Magikeeper does not have a D&D 3.5 group to playtest this version with, nor, in fact, play D&D at all.


    Spoiler: On PRCs
    Show
    If anyone has Ozodrin PRCs they'd like to update/get critiqued/etc I'd be happy to look them over. My current PRC goal is to fix up Menacing Manor, Cosmic Horror, and maybe create some general feature-focusing class that combines all of Owrtho's 3 level things into a choose-your-path sort of PRC. I really do want the Windswept Maw augment to make a return, but there wasn't a spot to slip it into the main class. Although I suppose most of those PRCs would still work as-is with the new version since it didn't drastically change any core mechanics. I mostly see this as an excuse to update them too. :D


    Spoiler: On Names
    Show
    There is currently a feat named Biorupture Cannonade. I can't think of anything better to name it. Not that fond of the name for the "Enhanced Form" class feature as well.


    And on a completely random note, how do people feel about the level 18 mouth augment Flowing Shape? It's from the previous Ozodrin, I've always felt iffy about it but that might just be me.

    Edit: Another random comment: I'm considering adding a non-stacking rider effect on Perceptive eye (the 3fp for +1 spot augment). Something like letting you make a spot check once per round as a free action if you have at least one perceptive eye. Hrm, maybe that'd be too much.

    Edit 2: Perceptive Eye now lets you make active spot checks as swift actions.
    -----------------------------------------------


    I would also like someone else to post so I can stop editing this one. :P

    Anyway, I've felt iffy about Distorted Mind for awhile now. The first paragraph really feels like a hodgepodge of useful high-level powers stapled together now that I just described mind blank's benefits instead of just referencing the effect. I think part of this is a fluff description issue, but another part is that I don't really see how the ability is blocking divinitation magic fluff-wise. I mean, the mind blank spell is more like some sort of barrier field / magical static than actually clearing your mind - It's blanking out the information going to other people's minds.

    I don't want to remove capabilities, and that's the only place Ozodrin gain divination immunity.. hrm. What if I took

    The current Distorted Mind:
    Spoiler
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    Distorted Mind: An ozodrin of 20th level or higher is capable warping its mind in a way that protects it from other influences. This can be done in two ways: by either portioning off small parts of its brain where the knowledge is (granting it an extra mental-only standard action each round that never provokes attacks of opportunity*) or by clearing its mind (granting it immunity to mind-effecting and divination effects). The ozodrin can switch between the two with one hour of mental focusing.

    The distortion effect also causes the Ozodrin to be able to hide more mundane truths from itself, essentially allowing it to fool magical/psionic lie detection in addition to mundane methods of lie detection, since as far as everybody (Ozodrin included) is concerned, it's technically not lying.

    An Ozodrin with this ability always receives the skill check bonuses granted by the Twisted Mind class feature, even while suppressing it.
    *Swapping features counts as mental-only


    And replaced it with this new version:
    Spoiler
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    Distorted Mind (Ex): An ozodrin of 20th level or higher is capable of fragmenting and molding its consciousness to any degree; splintering off and recombining new selves or even momentarily purging itself of all higher level thought become effortless, even unconscious acts. Perhaps a single 'self' is maintained to manage interactions with the outside world, but it is hardly required. This capability provides the following benefits:

    First, the ozodrin becomes immune to effects that directly alter, reveal, or control it's thoughts and/or memories. The ozodrin likewise becomes immune to fear effects and may ignore any other attempts to alter its emotions.

    Second, the ozodrin's superior multitasking capabilities grant it an additional standard or move action per round that may only be used to add/remove/modify features, use Strange Movement, use Shifting Shape, and/or make non-physical skill checks.

    Third, the distortion effect allows the ozodrin to be able to hide more mundane truths from itself, essentially allowing it to fool both magical/psionic and mundane methods of lie detection, since as far as everybody (ozodrin included) is concerned, it's technically not lying.

    Finally, an Ozodrin with this ability always receives the skill check bonuses granted by the Twisted Mind class feature, even while suppressing it.

    ^I think that feels more like a single ability. Also, remember that Uninhibited Existence (the level 18 ability) grants immunity to Charm/Compulsion effects already so Extra Action + Mental protection was mostly already a thing. I think the biggest change would be that it can't block divinations while dead, even if the below augment were added.

    and maybe this hypothetical level 20 flesh augment:
    Spoiler
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    Inscrutable Flesh: Additional cost 20
    Requires Reality Warping Flesh: Your presence is hard to comprehend. This renders you immune to divination effects and abilities. Furthermore, anyone who leaves your presence must make a will save (DC 10 + 1/2 class level + cha modifier) to remember the particulars of anything you did during their most recent encounter with you (e.g. "Something.. was there, and it... attacked me somehow?") unless you desire otherwise.
    Special: Divinations that attempt to learn of actions you undertook while benefiting from this augment continue to fail even if you no longer have it formed.
    Last edited by Magikeeper; 2015-01-24 at 08:23 PM.

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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    I really like what I'm seeing, there's a lot of really cool things and I see you've borrowed from the remix quite a bit as well

    As for similarities between versions feel free to use as much content as you wish, my signature will serve as the cite I suppose :)

    I'm moving away from Ozodrin in the future, that is, I am not currently settled that the class I am working on will be called an "Ozodrin", it is some sort of shapeshifter that need not be Ozoi based. It's more like the entire class was given the [FLUCTUATING] tag in different respects. I might take a look at your Transmorpher for some help with object emulation, but most of the framework is already set.

    As for your private message:
    Poisons are quite easy if you start with pathfinder as a balancepoint as their poisons are quite a bit more tame, diseases however you should take a look at the xenoalchemist http://www.giantitp.com/forums/showt...lf-To-Sleep%29 as they have some unique insights, I was planning to work this somewhat into the remix but the work is dragging on. Generally I would like a system to handle poisons, diseases, curses, madness, all in one little package, pathfinder sorts these as "Afflictions" and has a nice little section. Kind of like "conditions" has it's own section.

    Look forward to seeing more! Love the new augments, let me know if you want specific feedback

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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    For PRC's that I would like to see adapted would be the Malshaper The evolutionist/oozrdin dual progression. I know you wanted to avoid having to need more homebrew to play it but that is definitely a cool class and the evolutionist is decently well known for homebrew.
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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Anyone got advice on converting this to Pathfinder? The only thing I can see is combining the skills, but I'm not sure it's at Pathfinder's power level.

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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Oh wow, lots of response at the start of the month. This month / next month will be rather busy for me, alas.

    Silva: I am unfamiliar with the evolutionist. However, I will try to get around to reading up on it in order to see what changes would need to be made to the malshaper. Thanks for the suggestion!


    Rex:
    Hanuman created a pathfinder Ozodrin (see his signature three posts up), although his version differs in many more ways than just being a straight conversion.

    If you desired to more directly convert this update to pathfinder I would suggest:

    Spoiler: suggested changes
    Show
    > Combining Skills would be needed, of course. Also, Pathfinder Ozodrin should have ‘Fly’ as a class skill.

    > Modifying augments the give bonuses to combined skills (This would be some of the eye augments, Steady Tail, and the jump bonus given by wings). The easiest change would be to have them only grant a bonus for a subset of uses (such as “Visual Perception Checks”), although you might want to change wings to instead grant a bonus to fly checks made to glide (or perhaps halve the bonus and apply it to both acrobatics checks made to jump and fly checks made to glide).

    > The augments that give a bonus to grapple, disarm, etc, would likewise need to be modified. Granting a bonus for a subset of uses would likely work here as well, although I don’t know if the numbers match pathfinder’s (if not, slightly tweaking the FP:bonus ratio could work fine).

    > The Bizarre Grappler ability might need to be looked at, I’m not that familiar with pathfinder grappling.

    > Since pathfinder gives out a few more feats than regular D&D, removing the bonus feats at level 8 and 16 might be appropriate (this would result in the converted Ozodrin never having more than 1 extra feat compared to the D&D version until level 19). Even doing that much probably isn’t necessary, though.

    > Speaking of feats, this version no longer depends on Lords of Madness (unlike the original Ozodrin), so the lack of preexisting aberrant feats in pathfinder is not an issue.

    > The poison mechanics would need to be changed. I suggest the following:
    >> Debilitating Venom deals half the damage/penalty it did before and has a cure condition of 1 save, no onset time, and a frequency of 1/round for 2 rounds. All Debilitating venom counts as the same poison for the purposes of dose stacking, the first instance to take effect determines damage dealt.
    >> Deteriorating Venom deals half as much ability damage as it did before, has a cure condition of 1 save, no onset time, and has a frequency of 1/round for 2 rounds. Deteriorating venom that effects the same stat counts as the same poison for the purposes of dose stacking, the first instance to take effect determines the damage dealt.
    >> All augments that increase poison damage/penalty either cost twice as much or give half the increase (choose which ever one works for the DM – the former option maintains “ability damage dealt is always an even number for easy calculations” while the latter allows for more fine-tuning of damage amounts).


    As for general power level, I still need more people to playtest this updated version, but I doubt that’s an issue. As far as I can tell, pathfinder’s power level isn’t really that different from D&D’s?

    ---

    Hanuman

    On afflictions and such: Although interesting, a 3.5 implementation of that sounds more like something that should be a separate bit of homebrew. As a general rule, I keep game changes and homebrew class stuff separate because doing otherwise means you have to sell prospective DMs not just on allowing a class but also on making a major change to how other non-members of that class go about things.

    I will eventually get the remaining tables up. Tables are all up!

    On stuff to look at: Well, what do you think about my suggested change to Distorted Mind in the post above yours? I think my suggestion is too long, personally, and I would rather remove the extra standard/move action thing and then make the change (adding the new augment as well). The original Ozodrin’s Distorted Mind schism effect was rather unclear about which Ozodrin abilities it could be used with anyway.

    On the other hand, I think that would greatly effect any preexisting epic-level Ozodrin and I wanted to avoid outright removing a capability.. hrm.. maybe just make it an epic feat? Maybe even have it be granted as a bonus feat at level 21…

    Spoiler: Possible Epic Feats
    Show

    Effortless Flow (Aberrant, Epic)
    Prerequisite: Aberration Blood, Distorted Mind Ozodrin Class Feature
    Benefit: You are able to partially share control over your body with your innumerable selves. This allows you to take an additional standard or move action per round that may only be used to add/remove/modify features, use strange movement, use Shifting Shape and/or make non-physical skill checks.

    Harmonic Mass (Aberrant, Epic)
    Prerequisite:Aberration Blood, Effortless Flow
    Benefit: Your innumerable selves further refine their interactions. You may, once per round as a free action, attempt to use the “aid another” action to aid yourself on an attack or skill check. You may choose to take ‘10’ on any skill check successfully aided by this ability as though you were not rushed or threatened.
    Furthermore, you gain a racial bonus to Concentration checks equal to the number of aberrant feats you posses.
    Special: You may take this feat multiple times. The bonus to concentration checks does not stack. Each time you gain an additional attempt to aid yourself per round that may be used on the same or different attacks/skill checks.


    Granted, even the current updated version removed a capability for epic Gestalt PC / extreme high level caster multiclass Ozodrin but those are rather niche situations.
    Last edited by Magikeeper; 2015-02-10 at 01:00 AM.

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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    @Pathfinder
    Ozodrin have a lot of options, they are at best a very tilted class. Some options will be very strong, you can optimize ozodrins fairly effectively, but in the way most people envision them they are fairly medium range, somewhere between a fighter and a cleric, which is kind of a mesh between tier4 and tier3 because you can overcome options somewhat like a tier2 can (conceptually similar) but your actual power to effect or dish out raw combat sway is more like a tier3-4 depending how you build. The Snatch ability is exceptionally strong (snatch at low level essentially would make any combat class tier3) and won't be making a direct appearance in my new build (my new build does not have a name), instead after a long rest the ozodrin can choose one ab/monster/combat feat with an adjusted BAB and attribute scores, this will allow some customized options. I feel like the ozodrin is really built to be a frontline grappler and I wanted to give players the option not to be. If they want to spec overrun (like a literal tank) then that's cool.
    Take a look at the remix and find a good balance in power scale, the biggest thing to keep in mind is that all features/augments in the remix are 1FP and that 1FP = 3FP for any strictly 3.5 build to date.

    @Selling DM's
    That's actually a really really good point and is something I totally agree on.

    Distorted mind seems good in both versions, I think your epic stuff is actually pretty good too, reminds me of evangelion. I also got reminded of the dimensional conduit which may be more my jam than yours, here take a look http://www.giantitp.com/forums/showt...-yourself-quot

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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    @Ozodrin combat: As noted under Changes (what's different and why), one of the goals of this version was to better support other combat styles. Ranged, other combat maneuvers (Sophisticated Tentacle), various movement-based attacks (See this version's Razor Fin and Trampling Leg), make stuff like sweeping tail viable options, etc.

    Frontline Grappling, although a thing they can do, is far from their only option (Although it is a very good option ~level 4). I'm not sure snatch is that amazing though - a 3.5 monk can, at level 3, easily pick up Scorpion's Grasp to initiate grapples with every unarmed strike, attempt to hold in one hand, attack without -4 penalty, etc. and I wouldn't call them tier 3 (Although combat proficiency alone can only bring a class to tier 4 anyhow IMO). Granted, that monk build would likely be quite strong at low levels. I don't think grappling is a very reliable attack mode at higher levels though (although the new Frantic Consumption feat at least gives a grapple-minded Ozodrin some hope against teleporters).

    @Dimensional Conduit: I do like making character sheets, although that class needs to fix its table. :(
    Last edited by Magikeeper; 2015-02-10 at 01:50 AM.

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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Snatch at level 4 means not only are you set up as a mid-high level grappler, you're also capable of bullrushing (any direction, even up) for free out of grapples, without movement and do a nonresistable 1D6D6 damage on bullrush. This is an exceptionally strong tool go grant any class and is one of the big highlights of the ozodrin.

    Jiopaba could explain better as he's more used to minmaxing ozodrin in all versions but he's in bootcamp atm.
    Last edited by Hanuman; 2015-02-10 at 02:52 AM.

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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    @Snatch:
    Spoiler: earlier stuff
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    Ah, I should have re-read the feat. Fixed the greater multi-grab issue but otherwise transferred it over from the old version. I forgot about the 'fling' option, that makes it more interesting than Scorpion's Grasp.

    However, based on the wording it sounds like the free-yourself plan only works if you initiated the grapple via snatch, unless you are talking about Snatching yourself and then self-flinging yourself out of a grapple? Even if that works, that would require at least two rounds as you can't fling the same round you snatch yourself (flinging takes a standard action). Not to mention you'd be taking damage for your troubles. As for the unresitable comment - that damage is very much resistible since the opponent has to not only be grappled but fail to escape before you can fling it so that's at least two grapple checks to oppose unless you grapple via AoO.

    I'll give you it heavily pushing grappling as the go-to for a 4th level Ozodrin. But I didn't really contest Ozodrin being predisposed towards grappling at lower levels, or being capable of favoring grappling at higher levels. Although trying to focus on it at high levels when Ozodrin never gain a way to break freedom of movement and grapple in the same round seems.. iffy. Obviously, you could make it work, but at that point you are working on a grapple-centric optimized build. You could put that amount of effort into other combat styles.

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

    I realize all of my own playtesting either did not make it to level 4, or was not in a situation where grappling was useful at level 4, or was a high level PC/NPC that could expect dang near everything actually worth spending grapple actions on being immune/virtually immune to it. I presume other playtesters used snatch's fling ability? Now that I think about it, I think this is the first time I've seen it mentioned on any of the Ozodrin threads. 0_o


    -----------

    Important Edit: I just realized this, but the Ozodrin has no precedent for Snatch being based on the size of the feature, which would mean it is limited to one size category below the Ozodrin. I'm not sure I should change it to specifically be able to effect any creature smaller than the feature used (the wording does sorta imply that is the intent, and is certainly how I initially read it).

    Later Edit: After pondering Bizzarre grappler for awhile.. it really does push the Ozodrin heavily towards grappling at earlier levels, doesn't it? Why do Ozodrin even need improve grapple anyway? To avoid the AoO? They already have a decent way to bolster that check... idea for replacement to Bizarre grappler:

    Irregular Maneuvering (Ex): A 4th level or higher Ozodrin's grapple and disarm attempts do not automatically fail if they are damaged by an opponent's attack of opportunity. In addition, the Ozodrin may ignore size penalties when making opposed attack rolls and/or strength-based checks.
    Finally, an Ozodrin gains the benefits of the Snatch feat (Monster Manual pg. 304), except they move into their opponent's space upon success if the foe is larger than themselves, can grapple but not squeeze opponents of any size, cannot fling opponents larger than themselves, may use tentacle attacks to snatch foes, and do not need to be size huge or larger. They do not count as having Snatch for the purposes of qualifying for other feats.


    ..huh, I was going to leave out trip anyway but apparently grapple and disarm are the only combat maneuvers that auto-fail if you get damaged. Removed the "does not need to be Huge" thing as spending 4-6fp for the effect is reasonable (Claws have it harder, but they do have their own grapple grab feat in the feat section). Removing improved grapple changes things so even with the snatch it would probably take around 18fp to have a similar grapple check (assuming tentacle snatch cost) to a full bab PC with improved grapple.

    Edit 3: Ehh, on the other hand the Huge thing combined with normal grappling involving getting attacked pushes any Ozodrin who want to grapple at all into dumping points into +size... yeah, that's probably not something to push. *Edits back in the no-huge thing* In anycase, this means that Ozodrin at level 4 have to actually hit with a non-touch attack to grapple without taking a blow.. and the most effective +grapple option they have at that level reduces their +attack. I think this keeps grapple as a thing the class is good at without making it the obvious choice for that level even if building around something else. Thoughts?

    Edit 4: I made the switch, but I dislike the name "Bizarre Maneuvering". Bizarre Motions? ..Nah, that's not descriptive enough. Eh, anyway, another reason I made the switch because it results in the Ozodrin grappling in more monstrous ways instead of going about it like normal folk (unless they actually grab Improved Unarmed Strike and Improved Grapple).

    Edit 5: I just realized the wording of Bizarre Maneuvering might let you ignore the size penalties to Intimidate Checks as well... but only if you are small or smaller. Ehh, I don't mind ignoring size penalty to intimidate but having a medium creature take a large penalty against a dragon when a small would take no penalty doesn't feel right. *Edits Ability*

    Edit 6: ..Disarm checks don't use size penalties, choosing to instead use a different all-bonus system that results in the same relative modifiers. Of course they do that, why would they want to use a standard system *sigh*. Eh, you often don't end up disarming really big creatures anyway so it's less of an issue. Disarming without sophisticated tentacle or improved disarm would be kinda desperate anyway.

    Edit 7: Changed name to Irregular Maneuvering.
    -----------------
    Last edited by Magikeeper; 2015-02-12 at 02:25 AM.

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    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Owrtho's Ozodrin was primarily a grappler, you could KINDA play it differently but that's kind of like taking a grapple fighter and using a bow.
    If you're mid level (8+) you can start putting save-or-die effects on tentacles (RAW) if your DM allows all source enchantments.
    Owrthodrin (lol) is a front or midline grappler/melee blender with debuffing and TECHNICAL SOD/SOS effects. It has a lot more tools than that, but none of them are exceptionally balanced into the class.

    I feel like losing primary stomach is actually a huge hit to low level ozodrin. You're now going to see ozodrin walking around with haversacks and bags of holding until level 8.

    Consuming a creature based on # of rounds passed is actually brilliant, because it leaves the fluff kind of blurry. Made adjustments to my new project to follow suit, big help.
    Last edited by Hanuman; 2015-02-12 at 08:12 PM.

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