New OOTS products from CafePress
New OOTS t-shirts, ornaments, mugs, bags, and more
Page 2 of 2 FirstFirst 12
Results 31 to 59 of 59
  1. - Top - End - #31
    Bugbear in the Playground
     
    Magikeeper's Avatar

    Join Date
    Dec 2009
    Location
    IL, USA
    Gender
    Male

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    @On Owrthodin tentacles: At level 9 you can only trade 2 points of Unearthly power for a special ability at a time. What save-or-die is a +2 modifier for weapons? Although that reminds me that it should probably either cost twice as much enhancement bonus as special ability cost, or the restriction should apply to ALL instances of the augment on the same feature. Hrm.. I think the second one is better....

    @On Owrthodin grappling: Or they could focus on utility at high levels. But yes, I noted in the changes section that more support for alternate combat styles was among the goals for this version.

    @
    Spoiler: On Primary Stomach
    Show
    Quote Originally Posted by Hanuman View Post
    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..
    The original Owrthodin doesn't really note how primary stomach works with objects you ate "normally", and several parts of both the original devour and the original primary stomach suggest you digest most objects fairly quickly*. So unless such PCs were getting artifacts at level 2 I don't see what effect this has? All the quick retrieval effects in the original came about by me convincing Owrtho that the Ozodrin needed a way to retrieve the loot of devoured opponents before they were stabbed to death by their infuriated partymates, so I can't say that storage method was at all the intent of the ability either, heh.
    *They contradict each other because the bit in primary stomach was supposed to be altered.

    Primary stomach was only at level 2 because it dealt with the retrieval of loot. That's no longer an issue in this version, and having that ability at level 2 is kinda confusing.

    Granted, the updated Primary Stomach actually could be used as a dimensional storage space as it gives the Ozodrin complete control over what gets digested. But I don't see why the confusion having that at level 2 without swallow whole causes is worth giving the Ozodrin the ability to move large amounts of stuff at very early levels? They have plenty of stuff going on at those levels without getting unusually early access to mass storage as well. (And the party will probably just use someone else's haversack).

  2. - Top - End - #32
    Bugbear in the Playground
    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Oh my bad, we must have been working with some alt rules at the time for SoD effects. There are some pretty mean ones that disable spellcasting and such in combination with touch of golden ice.

    If you're getting sustain from devour post-combat, does it need to be done mid-combat?

  3. - Top - End - #33
    Bugbear in the Playground
     
    Magikeeper's Avatar

    Join Date
    Dec 2009
    Location
    IL, USA
    Gender
    Male

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Quote Originally Posted by Hanuman View Post
    If you're getting sustain from devour post-combat, does it need to be done mid-combat?
    Well, the mid-combat stuff deals with eating creatures while they are still alive while the post-combat stuff deals with eating fresh corpses for smaller gains. Or you could beat creatures well into unconscious-ville and eat them alive post-combat for greater healing gains (can hardly resist the grapple then). Corpse eating is certainly the less involved option; if the party lacks any particular taboos against eating already dead foes (more likely than them rubber stamping a plan to consume unconscious prisoners) it is pretty much a little free HP after each combat.

    More importantly, I don't see any particular reason to change the mid-combat Devour stuff. Ease of PC conversion is a reason to keep it, and it isn't having a negative effect on the class as far as I can see. If you are keeping an opponent pinned over multiple rounds they're screwed regardless, it doesn't enable grappling awesomeness so much as compliment it.



    This did bring me to taking another look at the Hooked Teeth augment, however. Hooked Teeth doesn't really enable grappling if you don't already have a good way to pull it off (which the class doesn't at all give you at that level), does nothing if you are not grappling mid-combat, and if you actually snagged improved grapple at level 1 it lets you get massive bonuses at level 2 to grapple that make the DM wonder why they allowed this class. Thinking of having it swap levels with one of the other mouth augments.

    I also realized that adding Stretching Mouth and not changing the Large Mouth augment cost means that Ozodrin can easily have a 1d6+8+str attack at level 2. Like, cha 14 and any two aberrant feats result in enough FP. That feels.. actually, its not that bad compared to a greatsword wielder with a decent strength. But a more optimized Ozodrin could be attacking with TWO 1d6+8+str mouths. That's a lot, and the "leaving gaping vulnerabilities by over-focusing" bit is less of a drawback at level 2.

    I began working on the first prestige class revamp recently (Going to start with Owrtho's Menacing Manor).

    Edit: Changed Hooked Teeth and such.
    Last edited by Magikeeper; 2015-02-13 at 10:06 PM.

  4. - Top - End - #34
    Bugbear in the Playground
     
    Magikeeper's Avatar

    Join Date
    Dec 2009
    Location
    IL, USA
    Gender
    Male

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Alright, this post contains the current (rather rough) draft of the update to the Menacing Manor prestige class (after this is finalized I will move on to the small tweaking of Cosmic Horror and then Malshaper).

    Menacing Manor's update will almost surely be the biggest change PrC-wise, so much so that a previous Menacing Manor might not be able to switch to this one (For one thing, it is now a 10-level PrC that can be entered as early as 10th level instead of a 5-level PrC that can be entered as early as level 16). The first 5 levels grant many of the same capabilities - and some new ones - but don't progress all features.
    I'm not sure there are any previous menacing manors though, and I don't recall the class ever being playtested. Actually, now that I look at it again I'm not sure the class was ever finished (some text at the top still says it isn't complete yet).

    In anycase, here it is:
    Spoiler: Manor V2
    Show
    Menacing Manor



    I ride my elevator through the shafts of your heart. When you climb aboard baby, there's no getting off.
    'The Elevator Man'


    Among the strange things of this world, there are buildings where something seems fundamentally wrong. There may seem to be rooms out of place, or changing halls. Some may trap people, forever unable to find an exit. Others may suddenly shift to contain horrors untold. Such are the terrors of a menacing manor.

    Requirements:
    ‣Abilities: Primary Stomach Class Feature
    ‣Feats: Living Dungeon
    ‣Skills: Disguise 12 ranks, Knowledge (Architecture and engineering) 5 ranks, Knowledge (dungeoneering) 2 ranks, Knowledge (the planes) 2 ranks
    † Ozodrin Class ability, see above[/COLOR][/url]
    ‡ Feat listed above


    Hit Dice: d8

    Class Skills: The menacing manor's class skills are Bluff (Cha), Craft (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge (Architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (the planes) (Int), Listen (Wis), Perform(Cha), Search (Int), Spot (Wis), Survival (Wis)

    Skill Points: 4 + Int mod

    Level Base
    Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Special
    1st +0 +2 +0 +2 Manifest Form, Form Points, Features, Expansive Stomach, Sense Structure (Visible face), Internal Architect, Lingering Remains
    2nd +1 +3 +0 +3 Complex Membrane, House of Spectacles, Growing Gate
    3rd +2 +3 +1 +3 Little Plot, Sense Structure (Connected Rooms)
    4th +3 +4 +1 +4 Hefty Membrane, Mimic Rooms
    5th +3 +4 +1 +4 Building Plot, Sense Structure (Building Plot)
    6th +4 +5 +2 +5 Manor Guise, Livery
    7th +5 +5 +2 +5 Masterful Landscaping, Sense Structure (Dimensions)
    8th +6 +6 +2 +6 Dedicated Host, Vast Membrane
    9th +6 +6 +3 +6 Neighborhood, Infested with Dungeons
    10th +7 +7 +3 +7 Overgrown Estate, Lasting Remnant

    Weapon and Armor Proficiencies: A menacing manor gains no weapon or armor proficiencies.

    Spoiler: Class Features
    Show

    Manifest Form (Ex): Levels in menacing manor stack with levels in ozodrin for the purposes of the manifest form ability.

    Form Points (Ex): A menacing manor gains a number of additional form points equal to its class level that may be spent on features/augments. It also gains a number of additional form points equal to four times its class level that may only be spent on stomach features/augments, mouth features/augments, and any features/augments placed within one of its stomachs. Any non-mouth feature/augment formed by spending these latter points immediately unforms if it is ever not in one of your stomachs.

    Features (Ex): A menacing manor's class levels stack with its ozodrin levels for determining what stomach, mouth, puppet, and spawn augments it has access to, whether or not it has access to the puppet and spawn features, the number of feature granted attacks it can make in a round, and for any level-based abilities gained via features and/or augments.

    Expansive Stomach (Ex): A menacing manor's class levels stack with its ozodrin levels for determining the size of its primary stomach. In addition the primary stomach of a menacing manor has twice the capacity of other ozodrin. Any secondary stomachs that it would gain using the stomach feature similarly start at twice the size (the Large Stomach augment is not improved). If a menacing manor would die, its stomachs petrify and remain in the form they were in at the time of the manor's death rather than decaying and ejecting all creatures inside.

    Internal Architect (Ex): A menacing manor may use the Formed Stomach, Membranous Construction, Doorway, Entryway, and Duplicitous Appearance stomach augments without meeting their level prerequisites (any other prerequisites must still be met).

    Sense Structure (Su): A menacing manor possesses the ability to ascertain knowledge about a structure by touching it and spending a full round action. The amount and types of knowledge it can choose to ascertain is based on its class level.

    At first level the menacing manor is able to learn the precise dimensions of the face of the structure that it is touching, as well as the locations of any doors and windows on that face. This does not reveal hidden doors or secret passageways.

    At third level, if it is touching the face of a structure that possess one or more doors and/or windows, the menacing manor can learn the dimensions of the room(s) any such doors or windows leads to, as well the appearance and dimensions of any unattended objects in the room(s). This does not reveal hidden doors, secret passageways, or objects that are inside of other objects.

    At fifth level, the manor can learn the dimensions, appearance, and location of all rooms, unattended objects, and/or structures within its building plot without touching them. This use of the ability does reveal hidden doors and passageways, although it still does not reveal objects inside of other objects.

    At seventh level, the manor can learn the dimensions of a touched structure and all rooms within it, including doors and windows (but not secret or hidden passageways). This use of the ability does not reveal the appearance of any rooms nor any information about unattended objects within it.

    Lingering Remains (Ex): The corpse of a dead Menacing Manor exhibits special properties (although this does not much help the late Manor), see the “Death and Menacing Manors” section below.

    Complex Membrane (Ex): A second level or higher menacing manor can use the Membranous Construction augment to create objects and structures that posses movable parts and/or that are not attached to the stomach’s walls. The manor may also apply features to any such objects as though they were still a part of its stomach wall. Any such objects dissipate, themselves and the features on them instantly unforming, if brought outside the manor’s stomach / little plot / building plot.

    House of Spectacles (Ex): A second level or higher menacing manor gains a number of additional stomach augments. The level requirements below only count levels in menacing manor.
    Spoiler: Additional Stomach Augments
    Show

    Augments:

    Lift: Additional cost 2
    You have a surface up to 5 by 5 by 2 feet that is capable of moving up to 5 feet in one direction as a swift action. It can only so move while some part of it is in contact with the wall/floor/ceiling of your stomach. You may add this augment multiple times to the same stomach. Each time you do you may either add another platform, or improve an existing one. If you improve an existing one, you may increase the area by another platform, increase how far it can move at a time by 5 feet, or give it another direction it can travel in.

    Window: Additional cost 1
    You may create a window in your stomach. Doing so creates up to a 5 by 5 foot membrane within the stomach on one or more surfaces (the membrane need not all be in one piece).
    This initially looks like a blank, slightly transparent membrane. As free action, you may connect any two unconnected windows together, even if they are in different stomachs. The windows share sight and sound. Once connected they remain so until one of them is unformed.
    You may add this augment multiple times to the same stomach. Each time you gain an additional window or increase the size of a preexisting one by five square feet.

    Complimentary Cuisine Additional cost 3
    Required Membranous Construction: You may make any number of the objects created by this stomach’s Membranous Constructions edible. They may taste/smell like whatever you like, and are as delicious or detestable as you desire. Each object can have a different taste/smell and you may change such designations as a free action. You take 10 damage for each pound of yourself consumed in this way. This nourishment otherwise functions as normal.

    Levitating Lift: Additional cost 2
    Required level 3 and Lift: Select one of the plot’s/stomach’s Lift augments. The lift no longer needs to stay in contact with a surface when it moves, although it cannot move outside the stomach. You may apply this augment to the same stomach multiple times, each time selecting a different lift to improve. A levitating lift is immune to effects of the Still Stomach augment.

    Controlled Window: Additional cost 2
    Required level 3 and window augment: Select a window augment in this stomach. You may, as a free action once per round, choose whether that window functions two ways, one way, only transfers sight, and/or only transfers sound. You may have the window add sights and sounds that aren’t really on the other side, or even create entirely false images (A DC 25 Spot, Listen, or Search check notices any inconsistencies). Any light/noise created by the window is real, if misleading. You may apply this augment to the same stomach multiple times. Each time either effects a new window or increases the spot/search DC to discern inconsistencies by 2.

    Cloudscape Additional cost 2
    Required level 3: You may create a 20 cubic feet of fog in your stomach that obscures vision, causing creatures within 5ft of another to have concealment and ones more distant than that to benefit from total concealment. You may freely shape and move this fog around your stomach (but not outside of it) as a swift or move action. If condensed into a 5’ cube, the fog blocks all vision. If expanded (up to 40 cubic feet) beyond 20 cubic feet, the fog grants one step less concealment than normal (e.g. no concealment for creatures within 5ft of each other). You may apply this augment to the same stomach multiple times, each time it creatures an additional cloud. You may move and shape any number of cloudscapes within the same stomach with the same swift or move action. Fog created this way cannot be dispersed by wind.

    Selective Domain: Additional cost 2
    Required level 3: You may choose to have any augment(s) applied to this stomach, that would normally effect the entire stomach, only effect specific subsection(s) of it. You may change any such designations as a full-round action.

    Mischievous Doors: Additional cost 8
    Required level 4 and a doorway or entryway augment: All doorways and entryways in this stomach are now Mischievous Doors. You may, as a swift action, have a Mischievous Door open to a different doorway, entryway, or Mischievous Door (or even to itself) than the one it used to. The new doorway, entryway, or Mischievous Door it opens to in turn opens to it, while the previous destinations of both openings become linked to each other. If more than two such openings would be linked together (e.g. two doors would lead to the same door), choose two doors to be properly linked and have the rest be linked to themselves. Openings that lead to themselves are effectively impassible mirrors.
    You may, as a move action, change the destinations of any number of Mischievous Doors within the same stomach. You may apply this augment multiple times to the same stomach, selecting a different doorway or entryway to apply it to each time.

    One Way Gates: Additional cost 4
    Required level 4 and Mischievous Door augment: You may, as a swift or move action, cause the current destinations of any number of Mischievous Doors in this stomach to lead to themselves instead of to the Mischievous Door(s), yet the Mischievous doors’ destinations do not change. Anything that moves through such a Mischievous Door finds themselves unable to pass through the other way.

    Hostile Fog Additional cost 10
    Required level 4 and Cloudscape: Choose an energy type (Fire, Cold, Acid, or Electricity). Any creature that spends an entire round within one or more of your Cloudscapes takes 5 damage of that type (No Save). A creature that spends less than an entire round within the fog may make a reflex save (DC 10 + 1/2 effective ozodrin level + charisma modifier) to negate the damage. You may suppresses or resume this ability as a free action, and have it effect some Cloudscapes but not others. You may apply this augment to the same stomach multiple times; the damage stacks. Each creature only makes one saving throw per energy type (For example, if you used two instances of this augment to add fire damage, creatures that passed their save would take 5 damage).

    Skyline: Additional cost 5
    Required Level 5 and Window: Choose an unconnected window in your stomach. That window can no longer be connected, instead showing a false image of your own design. Anything that tries to simply move through the window will find itself teleported to another portion of the skyline facing back into the stomach (this is not prevented by dimensional anchor or other similar effects). If they instead attack the window, follow the normal rules for escaping an ozodrin’s stomach.

    Rumbling Clouds Additional cost 4
    Required level 5 and Cloudscape: You may, as a swift or move action, have any sort of sound emanate within one or more of your cloudscapes. You receive a +4 bonus on bluff and disguise checks to mimic a specific noise. You may create a noise so loud it is physically dangerous; creatures that hear it must make a fortitude save (DC 10 + 1/2 effective ozodrin level + charisma modifier) or be deafened for ten minutes. You may choose for the sound to only be hearable by specific creatures within your stomach, in which case this effect is both supernatural and capable of effecting deaf creatures (it is otherwise extraordinary). You may apply this augment to the same stomach multiple times, increasing the bonus to bluff and disguise checks by 4 each time.

    Empty Cuisine Additional cost 2
    Required level 5 and Complimentary Cuisine: You may alter any number of edible membranous constructions within your stomach to give no real nourishment when consumed. If so, you do not take damage when they are eaten.

    Lightscape: Additional cost 8
    Required level 5: You can freely control the illumination in this stomach, possibly making different subsections different levels of illumination. Such illumination may range from complete darkness to vividly bright, and may either emanate throughout the stomach or seem to come from specific locations/objects. Such light does not extend beyond the confines of this stomach.

    Unbound Constructions: Additional cost 10
    Required level 6 and Membranous Construction: You may, as a full round action, cause all deteched Membranous Constructions within your stomach to take a single move action. Assume all such objects have base movement speed of 20’ while benefitting from this effect, or 30’ if their design facilitates movement (wheels, etc).

    Rain Cloud: Additional cost 2
    Required level 6 and Cloudscape augment: You may, as a swift or move action, cause one or more Cloudscapes in your stomach to produce rain, snow, heavy snow, sleet, or hail for one round. This weather functions as normal for its type, although its smell and taste can be whatever you desire. Creatures exposed to the precipitation of a Cloudscape are treated as being within the fog for the purposes of the Hostile Fog augment.

    Persuasive Cuisine: Additional cost 2
    Required level 6 and Complementary Cuisine: You may choose to have any creature that eats a nourishing object created via one of your Membranous Constructions make a will save (DC 10 + ˝ effective ozodrin level + charisma modifier) or have a thought planted within their head. They believe the thought is their own, and follow it without question for as long as they remain within one of your stomachs (and this stomach both exists and has this augment applied to it). If the suggestion is obviously harmful or out of character for them they may make a second save with a +10 bonus to resist the effect.

    Violent Possessions: Additional cost 5
    Required level 7 and Unbound Constructions: Whenever you use the ability granted by the Unbound Construction augment you may have the objects attack any number of creatures in you stomach, provided they are within reach of one of the objects. Make a single modified attack roll (BAB + Charisma Modifier + ˝ effective Ozodrin level) and apply it against each creature so attacked. Any creatures successfully hit by the attack take damage equal to your effective ozodrin level. Each creature attacked in this way counts against the number of feature-granted attacks you can make in one round.

    Waterscape: Additional cost 2
    Required level 7 and Cloudscape: Choose a Cloudscape augment applied to this stomach. You may, as a full round action, convert the cloudscape into (or back from) twenty cubic feet of a water-like liquid that tastes, smells, and looks like any liquid you desire. This liquid cannot produce precipitation, cannot float, and is effected by gravity. It can otherwise be shaped as normal for a cloudscape. Furthermore, you may, as a swift action, change the temperature of the water to any temperature below boiling and above freezing. The waterscape still cannot leave the confines of your stomach.
    You may apply this augment to the same stomach multiple times, effecting a different cloudscape augment each time. You may convert any number of Waterscapes in the same stomach to/from their liquid state with the same full-round action, and change the temperature of any such Waterscapes with the same swift action.

    Souvenir: Additional cost 2
    Required level 8 and Membranous Construction: Choose an application of the Membranous Construction augment that was only used to form detached objects/structures. The detached objects or structures created via that augment do not automatically unform if removed from your stomach / is not in a stomach. If the stomach possess the Unbound Construction augment you may still move it even if it is not within your stomach (but you cannot use the effect of Violent Possessions). You may switch which stomach a Souvenir is a part of as a swift action – the form points spent on that instance of the membranous construction augment and this instance of the souvenir augment are forevermore a part of the new chosen stomach and the souvenir is only unformed when this new stomach is unformed (any other augments the souvenir benefitted from do not transfer).

    Maddening Realm: Additional cost 6
    Required level 8: All creatures within this stomach receive a cumulative -2 penalty on will saves made against your abilities for every 8 hours they spend within this stomach. Effected creatures do not notice this effect unless they successfully pass a will save against one of your abilities. Eating a nourishing object effected by the Complementary Cuisine augment counts as spending 8 hours within a stomach for the purposes of this ability. This penalty persists until the creature is either not in one of your stomachs or if this stomach is unformed/no longer has this augment.

    Stay Forever: Additional cost 15
    Required level 9 and Membranous Construction: Whenever a creature dies within this stomach you may bind its soul to a detached object created by one of your membranous construction augments. If so, it cannot be raised or resurrected without that object being present (unless the object is unformed/destroyed).

    Captive Staff: Additional cost 5
    Required level 9 and Stay Forever: You may suppress (but not otherwise alter) the memories of any souls bound to Membranous Constructions within this stomach. Furthermore, you may give each such captive soul control of a single feature and/or stomach augment (within/applied to this stomach) at a time as a free action. Any actions taken by these souls do not count against your own. You may reclaim control of any such features and/or augments as a free or immediate action.

    Ageless Domain: Additional cost 20
    Required level 10: Creatures and objects within this stomach do not decay or age for as long as they remain within it unless you desire otherwise (at which point they begin aging normally).


    Growing Gate (Su): At second level, as a standard action, the menacing manor is able to move one of its mouth features to a nearby surface it is touching. It may choose to have this mouth's appearance match the architecture of the surface (possibly stretching to match an open door if large enough) it touches if the manor succeeds on a DC 15 Knowledge (Architecture and engineering) check. A menacing manor may only have one such mouth placed at a time, and may not move more than 5 feet per class level away from it. If it attempts to place another one, or moves outside that range, the current one vanishes only to appear somewhere on the Manor’s body. A menacing manor may unform the feature as normal. A manor may use this ability to enter their own stomach; if they do so they may, while within their stomachs, spend a full-round action at any time to dissolve into nothingness only to emerge from the Growing Gate’s initial location [even if the gate no longer exists or has been moved]. Although moving the mouth onto a surface and transporting themselves to the Gate’s initial location is supernatural, all other aspects of this ability are extraordinary.

    Little Plot (Su): A third level or higher menacing manor may, once per encounter as a fullround action, designate a 20’ x 20’ x 20’ cube within 60ft of it as its Little Plot. As part of this action the manor may spend the appropriate number of form points to apply a single stomach augment to the Little Plot. The little plot counts a formed stomach, although it cannot benefit from any augments that would change the plot’s size. Additional augments may later be applied to the plot as normal for stomach features, except the manor may only apply or remove a single augment with each move action. All unattended surfaces in the Little Plot count as the Plot’s stomach wall (surfaces being stood on do not count as being “attended”). Like a stomach, the manor may form features on its stomach walls. When the Little Plot is unformed, which can either be done as a full-round action or by forming a new Little Plot, all features within it that are not attached to your main body are unformed as well. Although designating a Little Plot, adding augments to it, and forming features on unattended surfaces are supernatural abilities, the features and augments themselves are still extraordinary (unless noted to be otherwise in their own descriptions).

    Hefty Membrane (Ex): Whenever a fourth level or higher menacing manor uses the Membranous Construction augment they may form up to 40 cubic feet of material instead of 20.

    Mimic Rooms (Ex): – Whenever a fourth level or higher manor uses their sense structure ability they may, if they have enough form points available to do so, immediately form a stomach with any number of Large Stomach augments, and one or more Formed Stomach, Membranous Construction, and Duplicitous Appearance augments, whose dimensions and appearance perfectly match any of the rooms and objects discerned by this ability, increasing the DC of any checks made to notice that something isn’t right by 15. Any entrances/windows mimicked via this ability are nonfunctional until the appropriate features/augments are added to the stomach.

    Building Plot (Su): A fifth level or higher menacing manor may, with an hour of focus, designate an area as their Building Plot. Designating a Building Plot functions like designating a Little Plot, except the manor must be somewhere within the designated area when the designating the plot and that the area is a cube whose length, width, and height is 10’ x twice manor’s level in classes that counts towards the size of their stomach. The menacing manor may only have one building plot at a time (this is in addition to having a little plot). Removing a building plot requires 2 consecutive full round actions spent inside the building plot and unforms all features within it. Although designating a Building Plot and forming/moving features on/to unattended surfaces is supernatural, all other aspects of this ability are extraordinary. Any creature within an area that is in the process of being designated as a building plot feels a horrible sense of wrongness coming from the menacing manor’s direction.

    Manor Guise (Ex): At sixth level, a menacing manor learns to expand its ability to change form. The menacing manor gains an additional true nature it may enter as a swift action (suppressing its other nature as normal) that has a number of form points equal size its normal true nature. This form may only have form points spent on mouth features, large mouth augments, stomach features and augments, and features inside of its stomachs as well as any augments to such features. Any non-mouth feature, or any mouth with an augment besides Large Mouth formed while using this ability immediately unforms if it is ever not in a stomach.

    Livery (Ex): All spawn features formed within a sixth level or higher manor’s stomach may automatically gain the benefits of possessing a flesh feature with the Pretending Flesh augment (see ozodrin base class). Furthermore, the manor’s Little Plots and Building Plots automatically gain the benefit of possessing an instance of the Duplicitous Appearance augment (this benefit stacks with any actual Duplicitous Appearance augments).

    Masterful Landscaping (Ex): A seventh level or higher manor may, as a full-round action, move any number of features from its stomachs, little plot, and/or building plot to any other location within its stomachs, little plots, or building plots. Any restrictions on feature placement, such as needing to be within 120ft of any features moved to a Little plot, still applies. Membranous Construction augments may be moved as well, becoming a part of the destination stomach for the purposes of unforming them. Moving a feature to a Little plot or Building Plot is Supernatural.

    Dutiful Host (Su): An eighth level or higher menacing manor may, as a full-round action, dissolve into nothingness only to emerge from any unattended surface or membranous construction within their Building Plot or Little Plot. This manor cannot use this ability if they do currently have any designated plots.

    Vast Membrane (Ex): Whenever a eighth level or higher menacing manor uses the Membranous Construction augment they may form up to 100 cubic feet of material instead of 40.

    Neighborhood (Ex): A ninth level or higher menacing manor may have up to two little plots at the same time. Furthermore, they may have up to two building plots at the same time. Alternately, they may form plots that have twice the dimensions (eight times the volume) – such plots count as two plots for the purposes of determining how many they may have formed at one time.

    Infested with Dungeons (Ex): A ninth level or higher menacing manor’s primary stomach increases in capacity once more, now becoming four times that of a regular ozodrin. All of the manor’s secondary stomachs gained via the stomach augment also start at four times their regular size. The manor’s Large Stomach augment increases a stomach’s size by one huge creature (64 small ones) instead of its prior amount.

    Overgrown Estate (Ex): At tenth level menacing manor gains a number of additional form points equal to its hit dice that it may only be spent on stomach features/augments, mouth features and the large mouth augment, and any features/augments placed within one of its stomachs.

    Lingering Remnant (Ex): - Upon death, a tenth level or higher manor’s spirit infuses one of their currently designated building plots instead of passing on. Any features not already within the plot immediately unform, and the newly dead manor may immediately use all of their remaining form points (including those regained by the unformed features) to form features anywhere within the plot (not just within 40ft of their main body). After this point the manor loses any control over their corpse, which functions as noted in the Death and Menacing Manors section, although they remain aware of anything that happens within their chosen building plot and may telepathically whisper into the mind of up to one creature at a time within its area (the spirit is otherwise powerless). If the manor did not have a Building Plot designated at their time of death one centered on themselves is immediately designated, their spirit rushing into the land around them. Unlike a normal designation, this automatic designation is extraordinary - although it still takes an hour before completion (at which point the dead spirit immediately forms any final features as noted above).

    Feats

    Expansive Estate (Aberrant)
    Your Building Plot is larger than most.
    Prerequisite: Aberration Blood, ability to designate a Building Plot
    Benefit: Increase your effective menacing manor level by 5 when calculating the size of your building plots.
    Special: You may take this feat multiple times.

    Master of My Abode (Aberrant)
    All your stomach is a part of you, and you may move within it with ease.
    Prerequisite: Aberration Blood, Strange Mover
    Benefit: Using strange movement within your stomach only requires 5 feet of your daily usage, regardless of how far the distance is.


    I still need to revamp the "Death and Menacing Manors" section. Basically like it was before, but only tweaked to fit the new augments and such. Their corpse is still a workable house.

    Some notes on design decisions:

    Why 10 levels? : Because the concept could fill 10 levels, and the previous mass of class abilities crammed into 5 levels was probably just because stomach couldn't be acquired before level 14. Although the class gets much of what it got in its first 5 levels by level 5 anyhow.

    Why Little Plot: So the PC can easily feel like a Menacing Manor in combat. Yeah, there are more roundabout ways to use the MM abilities in sudden combats, but I didn't feel that was really enough.

    Why does this no longer progress all features: Because the Ozodrin was pretty much already designed to be competitive to Class 10/PRC 10, and Menacing Manor gets a lot of class abilities. I wonder if it loses enough...

    Why does this progress all mouth augments: I felt the high-level mouth attacking augments fit the general flavor of the PrC.

    Why does this class no longer use Structures/Landscape features: Because they were basically stomach augments. If you want terrain you can just use the increasingly enhanced Membranous Construction augment.

    Why good Fort: Eh, the old MM had it?
    Last edited by Magikeeper; 2015-02-24 at 04:58 PM.

  5. - Top - End - #35
    Bugbear in the Playground
    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    @Mid-Combat Healing
    Yeah I think ease of conversion is a huge point, everyone is pretty used to a mid-combat heal from ozodrin.
    I was more approaching from an abstracted balance perspective, like "does the ozodrin actually need the mid-heal to be functional and balanced" sort of thing.
    Think I've decided they don't, especially if not running a grapple build but I may have decided that the player can heal whenever they do attribute damage with their ozodrin abilities, not sure where that's at though, I just want to keep the Dreamshaper clean (or whatever im brewing).

    @Hooked Teeth
    I think the huge bonuses are pretty standard to 3.5 for being able to grapple bigger creatures in 3.5, seems fine.
    Ideally I think the ozodrin would become a stronger grappler with a baseline of how much grapple, but investing entirely in grapple is good if you want to have a class that for sure shuts something nasty down.

    @Menacing Manor
    As usual a huge number of really creative concepts to read through

  6. - Top - End - #36
    Bugbear in the Playground
    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    I've been thinking about alternate manifest mechanics, I think blessing allies (+1 moral bonus to attack roll, saves and fear effects) is balanced enough to make it an ACF.

    I'm wondering what the balance points would have to be to start dealing damage with manifest, either as a psychic attack within line of sight who can observe you, or even just once-per-encounter type effects like point blank AOE damage, grease, or really anything.

  7. - Top - End - #37
    Ogre in the Playground
     
    Yasahiro's Avatar

    Join Date
    Aug 2013
    Location
    Somewhere in Europe
    Gender
    Male

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    I eagerly await the update of malshaper prestige class to work with this Ozodrin.... Unless in your personal opinion, it is not needed and a Malshaper would work fine with this updated Ozodrin

    Edit: So other than the bonus from having one eye and the one when you have 6 eyes from feature... You don't get anything from giving yourself more unaugmented eyes?
    Last edited by Yasahiro; 2015-04-08 at 01:08 PM.
    "If you can't slam with the best, then jam with the rest" - Charles Barkley

  8. - Top - End - #38
    Bugbear in the Playground
     
    Magikeeper's Avatar

    Join Date
    Dec 2009
    Location
    IL, USA
    Gender
    Male

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Oh wow, I didn't notice people had posted on this thread! Thanks for PMing me Yasahiro. I was going to check it again in the summer, but I've been tied up with other things.

    @Malshaper: I really just haven't gotten around to updating/looking at Malshaper. Y'know, I'll bump that up to being before finishing Manor/Cosmic since I don't have anyone specifically waiting on those (I think). Still, I wouldn't expect anything until later in May.
    Edit: Although if this is for a specific game I might be able to field any questions you might have before then.

    @Eye: Correct. 6 is likely too many for the effect, I might lower that. The ability itself is more of a "makes sense" / holdover from the old Ozodrin.

    @Manifest Ideas: I think.. that would depend greatly on the class as a whole. I know you're working for on a different sort of transforming class, and I could see all kinds of potential balance points. Although my gut says ~level 5 would be the lowest for area damage from what would surely be a secondary/tertiary effect (not for Ozodrin as is, but assuming a class that makes room for mightier manifest-effects).

    @Mid-Combat Healing: With respect to the new class you are brewing, no, I don't think mid-combat healing is a vital aspect of the class/concept.

    @ Hooked Teeth: It was less what it did than when it was being acquired. I think its new location level-wise fits it better.

    @Menacing Manor: Doooo iiiiittt


    Also, I need to fix an issue that was brought up regarding Crawling Limb. I'll probably get to that tomorrow but in general I won't be very active Ozodrin-wise for a couple more weeks.
    Edit: Changed Crawling Limb
    Spoiler: New Crawling Limb
    Show
    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.
    Last edited by Magikeeper; 2015-04-14 at 09:50 PM.

  9. - Top - End - #39
    Bugbear in the Playground
     
    Magikeeper's Avatar

    Join Date
    Dec 2009
    Location
    IL, USA
    Gender
    Male

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Kinda wish that some of the pages of PMs were on this thread so I could stop multi-posting / editing piles of stuff into my last post

    So, I think I want to add something like the following to limb:

    Limbs might represent increases in size by instead increasing the complexity/efficiency of its structure.

    or maybe:

    A limb might represent being "larger" by attaining a more complex/efficient structure instead of / in addition to simply being bigger.

    But I'm not sure whether to put such text in the limb appearance description or in the large limb augment itself.



    I am also considering adding something like the following feat (haven't carefully thought about the wording yet, really):
    Spoiler: Iron Horror
    Show
    Iron Horror (Aberrant)
    Prerequisite: 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 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.

    MK = too lazy to check to see if suppressed would be the right terminology


    Edit: Tail has been changed. It increases the damage dice to 1d6 instead of granting +2 balance. This solves the issue of people wanting multiple tails and being sad that the extra tails don't give any benefits but have an extra restriciton.

    Steady Tail still increases balance.
    Last edited by Magikeeper; 2015-04-19 at 01:31 PM.

  10. - Top - End - #40
    Bugbear in the Playground
    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    @Manifest Ideas
    I'm likely going to update remix with different manifests after, people have asked me for celestial/holy options a lot, I think bless is totally valid. Different level manifest requirement is certainly interesting. Getting new manifest options when you level up

    @Mid-Combat Healing
    We're actually experimenting with a very odd way of handling this. I've decided to put in my machine's flux mechanic and make it sort of into a lay-on-hands thing.
    Basically when you move objects to your stomach you can destroy them, gaining half their gold cost in "essence", corpses count as 5-20g per HD. (Numbers not final.)
    You can then touch heal 1hp/level max and each hp costs 5-20g (numbers not final). Pretty odd mechanic but it will work really well with a lot of ACFs especially machine.
    We've taken out mid-combat healing, this is more of a sustain mechanic, basically we figure that 90% of ozodrins will be buying wands of healing, so we just included a mechanic that allows the character to make their own expendable healing effect without wand micromanagement.

    Here's a new mechanic question:
    We have 2 working models for a replacement for strange anatomy, basically you get [10% + 5%/Level] or [10% + 5% per Fort Save] (we haven't decided which to use, but for simplicity sake I'm leaning towards the /level because it doesn't change.
    As a standard action you can double this % for one round. This means the standard level 8 PC will be be immune to fall damage when that fall damage is intentional, allowing the PC to jump off cliffs at breakneck speed by changing it's form to ease or resist the impact of hitting the ground at full speed.
    Do you like this concept? Do you think it should be based on level or fort? (Build attribute will be CHA > STR > CON or STR > CHA > CON).
    Last edited by Hanuman; 2015-04-19 at 07:03 AM.

  11. - Top - End - #41
    Ogre in the Playground
     
    Yasahiro's Avatar

    Join Date
    Aug 2013
    Location
    Somewhere in Europe
    Gender
    Male

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    @Magikeeper

    I think that it should be possible to use the Unearthly Power in some way to improve the weapons that are connected to your body, so as to make weapons suck less than the natural weapons.

    Although... Multi-weapon fighting and its feat chain still exists. Helloooo 3 more attacks per limbs.

    "If you can't slam with the best, then jam with the rest" - Charles Barkley

  12. - Top - End - #42
    Bugbear in the Playground
     
    Magikeeper's Avatar

    Join Date
    Dec 2009
    Location
    IL, USA
    Gender
    Male

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    @Mid-Combat Healing: How would eating objects with no listed value work? You say you took out mid-combat healing, but how long does it take to consume an item and heal someone? Can you store healing, or must it be immediate?

    @Anatomy: Is this for Remix or the 5E class? Assuming Remix: Well, basing it off Fort makes the ability far more reliant on items/buffing spells. That may or may not be something you want. It would also make the effect far more varied depending on optimization level and such, which might also be something you do or do not want. And as you noted, making it based off of fort would cause it to change more often depending on buffs and such. I don't see any issues with allowing the PC to double the effect for a round by using a standard action - Ozodrin 3.5 already has enough stuffed into that ability but aside from clutter I don't think it would be unbalanced. Why the change from 5% a level to 10% + 5% a level, btw?

    @Yasahiro: Iron Horror would do that as well, since it makes them count as natural weapons and Unearthly Power effects all of the ozodrin's natural weapons (not just feature-granted ones). It would also give the ozodrin proficiency with any weapon they use the feat with, since ozodrin are proficient with all natural weapons they posses. 2fp/item might be too cheap, really. Edit: Maybe I should specify that in the feat, as I'm not sure those benefits are at all obvious... gah, the thing is so wordy already..

    The requirements make it infeasible to have both Iron Horror and Multiweapon fighting before level 8 but... I think that might be for the best.
    Last edited by Magikeeper; 2015-04-19 at 02:27 PM.

  13. - Top - End - #43
    Bugbear in the Playground
    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    @Unearthly Power
    To consider manufactured as natural there are also existing spells that do that.
    http://www.d20pfsrd.com/psionics-unl...g/graft-weapon
    Similarly you can do the same with armor:
    http://www.d20pfsrd.com/psionics-unl.../g/graft-armor

    @Mid-Combat Healing
    If an item has no listed value then there's no point in converting it to money?
    Having the ACF options to construct would need more thought because the idea is that this essence can be used to craft things, how that'd work is that instead of 1/3 the cost you pay 1/2 (no way to reduce this because there are some silly options that can optimize craft down to 1:25) and you get an internal forge that you can craft items with. Because items cost 1/2 to make than they do to buy you're essentially trading mundane items at a 1:1 rate and you don't have to micromanage material acquisition.
    Crunched some numbers:
    Healing 1hp is actually worth a different amount depending on how much you heal at one time. We can assume since the ability can heal 1/level then the HP cost per level goes up (especially because you have control over the exact amount and don't waste HP like conventional PF wands of cure wounds).
    Scaling data:
    Level 2-5 1HP = aprox 3g (healing 5hp at once is 15g so 3g/each) (Level 1 Caster Wand Cure Light Wounds)
    Level 6-13 1HP = between 3g and 7g (healing 13hp at once is 90ish so 7g/each) (Level 3 Caster Wand Cure Moderate Wounds)
    Level 14-20 1HP = between 7g and 11g (healing 20hp at once is 225ish so 11g/each) (Level 5 Caster Wand Cure Serious Wounds)

    10g (5g essence) per HP is actually the maximum cost, so we'll probably tone it down to about 4-6g per HP (2-3g essence).
    When I first started making this conversion mechanic I never thought healing would be that inexpensive, didn't really think about the micromanagement of each hitpoint when I bought my wands of healing. Guess it really adds up though.. corpses are a long-term investment

    @Action Economy, Ect
    Here's our raw notes data We aren't working on 5e, this is for pathfinder and will be adapted later because it is being built with 5e in mind.
    Spoiler: OZODRIN 3.0 (Dreamshaper..or whatever name?)
    Show

    Stomach 2
    You gain access to a private extradimensional space, this space may store one creature per 2 levels
    Your stomach can store 50lbs of unattended objects per level, you are always aware of it’s contents.
    As a move action you retrieve or place objects in the stomach that does not provoke an attack of opportunity, objects do not have a volume while in your stomach.
    As a full round action a creature may enter your stomach, you may retrieve creatures as you would objects.

    Consume 2
    When moving a mundane object to your stomach you may instead choose to destroy it and consume it’s essence.
    The essence gained is equal to half the gold cost of the object, corpses count as 5g per HD.
    As a standard action you may heal a touched creature 1 hitpoint per 5g of essence spent, to a maximum of 1 hitpoint per level.


    I think the point about objects not having volume needs to be reworked, until just recently stomach had a volume but it was infinitely more simple to not need a grid.
    At level 2 your stomach does not need to be a battlespace, but even at level 8 the class features have been changed so that if you're in the stomach you're already incapable of taking any action (because the stomach now places you in a shared phantasm, which is basically the matrix I guess. There will be ACF's to make sure that people who want stomach combat will get it, but being in the stomach has been laid out as more of a save-or-die effect rather than a grapple utility option.

    Spoiler: Level 8 Rough Draft
    Show

    Level 8 -
    Shield (Your natural AC becomes instead a bonus to deflection AC).
    Swallow (Full-Round-Action Touch Attack against helpless, cowering, disabled or pinned creature that will fit in your stomach, failed reflex save (10+1/2level+cha) is transported to your stomach dimension. Willing creatures may choose not to make the save if informed where they are going.)
    Dream (Creatures within your stomach are all affected by an illusionary phantasm, they individually believe they are interacting within a dreamworld while physically they are not capable of any action. This dreamworld is shared between creatures within it, and they can share the same space. Ultimately this dreamworld is up to your design, creatures may interact with it but you have total control, though by default it has no ability to harm a creature.
    As an immediate action once per turn you may deal up to 10/Level damage of any damage type to any or all creatures creatures within your dream, on a successful 10 + Level + Charisma will save they avoid the damage and may exit your stomach into the nearest square. Creatures who enter your stomach willingly may make physical actions, are aware of their physical body as if not under the illusion and may leave the stomach as a move action.


    Has leftover scraps from when stomach had a volume, but basically it's a big coup de gras like effect to perfectly capture an opponent, it's not functional yet but it does hint at the intended functionality-- haven't worked all the angles yet, I mean your rogue could probably just climb inside of you and coup de gras the creature, more thought needs to be put into how parties will make use of all the options and what the ideal setup is. Love to hear your feedback on it.

    @Anatomy
    The usage of fort is actually more to flavor/encourage Con usage as defensive incentive (all key abilities are now Cha for special, Str for combat and Con for defense), this ozodrin has good fort/will and will have an augment that replaces reflex with fort save. The change from 5/level to 10 + 5 was made because the balance didn't indicate a strong reason to make it either way, and that the average player with the fort version will hit 50% sooner. The level gain option kind of gives a stable view of how that range is supposed to work in relation to level. Getting that 50% asap is important for how players will react to the mechanic, there's nothing wrong in an objective balance either way though in terms of scaling. I may have seen indication that the balance was appropriate somewhere and probably checked with at least 3 people.
    Last edited by Hanuman; 2015-04-19 at 09:57 PM.

  14. - Top - End - #44
    Ogre in the Playground
     
    Yasahiro's Avatar

    Join Date
    Aug 2013
    Location
    Somewhere in Europe
    Gender
    Male

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Got a new addition to a Ozodrin Gallery. Representing multiple eyes and mouths... And potentially Spawn.



    ARE YOU READY FOR SATANIC FREDDY?
    Last edited by Yasahiro; 2015-04-29 at 02:22 AM.
    "If you can't slam with the best, then jam with the rest" - Charles Barkley

  15. - Top - End - #45
    Bugbear in the Playground
     
    Magikeeper's Avatar

    Join Date
    Dec 2009
    Location
    IL, USA
    Gender
    Male

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Yeah!

    @Hanuman: I will eventually get around to responding to your post.

    @Yasahiro: So, as you noted via PM, the interaction between the pinning rules and devour was unclear. Particularity since a pin only lasts one round, and takes an attack action to make. I think the following alteration I made should allow devour's RAW behavior to mimic how people have largely been using it:

    Spoiler: Neo Devour
    Show
    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 in a full attack (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).


    I didn't go with your suggestion as I think that enters "tying the class to a specific interpretation of an unclear game mechanic that effects many classes" territory, which I try to avoid. It'd be a fine way to do it in a specific game though.

    -

    @Limbs: I have edited in the note about the fluff of limbs and size. Decided to put it below the augment itself as a "Special:"

    @Irregular Manuvering: I have added "grapple and/or", although I personally think grapple checks are strength-based albeit not strength checks I do see the potential source of confusion.


    @Edit: 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.
    Last edited by Magikeeper; 2015-05-05 at 12:57 PM.

  16. - Top - End - #46
    Ogre in the Playground
     
    Yasahiro's Avatar

    Join Date
    Aug 2013
    Location
    Somewhere in Europe
    Gender
    Male

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Quote Originally Posted by Magikeeper View Post
    Yeah!

    @Hanuman: I will eventually get around to responding to your post.

    @Yasahiro: So, as you noted via PM, the interaction between the pinning rules and devour was unclear. Particularity since a pin only lasts one round, and takes an attack action to make. I think the following alteration I made should allow devour's RAW behavior to mimic how people have largely been using it:

    Spoiler: Neo Devour
    Show
    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 in a full attack (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).


    I didn't go with your suggestion as I think that enters "tying the class to a specific interpretation of an unclear game mechanic that effects many classes" territory, which I try to avoid. It'd be a fine way to do it in a specific game though.

    -

    @Limbs: I have edited in the note about the fluff of limbs and size. Decided to put it below the augment itself as a "Special:"

    @Irregular Manuvering: I have added "grapple and/or", although I personally think grapple checks are strength-based albeit not strength checks I do see the potential source of confusion.


    @Edit: 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.
    You screwed up and put the Large Limb special under the Long Limb augment.
    "If you can't slam with the best, then jam with the rest" - Charles Barkley

  17. - Top - End - #47
    Bugbear in the Playground
    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    No worries!

    Quote Originally Posted by Untitled Class (Dreamshaper?)
    Consume 2
    When moving a mundane object to your stomach you may instead choose to destroy it and consume it’s essence.
    The essence gained is equal to half the gold cost of the object, corpses count as 4g per HD.
    As a standard action you may heal a touched creature 1 hitpoint per 2g of essence spent, to a maximum of 1 hitpoint per level.
    This is what we came up with, 2g seems to be the sweet-spot here (4g total equivalent cost).

    Rationale: One of your functions (as being a bag of holding) is to store stuff, so when you get full-up you can start burning items to get half their worth.
    Then, you gain an ability that emulates having a wand of healing (at 75% cost efficiency) and the ability to generate gold from corpses.

    The utility and adaptability were deemed worthy of creating a secondary currency pool, as playtesting has proven it's easier to manage and has the added benefit of the class' fluff.
    It also branches into the machine flavor as it can be used to craft at 1:1 with some ACFs or feats.
    Previous Process: [Party Damaged During Fight -> Partial Heal During Fight -> Partial Heal After Fight ->
    Retrieve Wand -> Heal Remaining (Self) (Roll Per Charge) -> Heal Remaining (Others) (Roll Per Charge) -> Record Charges Spent -> Store Wand -> Loot]

    Current process: [Party Damaged During Fight -> Loot -> Burn (Corpses/Clutter) -> Record Gold+ -> Heal Remaining (Self) -> Heal Remaining (Others) -> Record Gold-]

    It also has the added benefit of being extremely clean, where devour has the required imagery of ripping apart things and getting gore everywhere that's more optional. My current character just poofs stuff into glowing gold dust and all their loot just silks to the floor, then we divide the loot and i burn the rest. Rooms are pretty tidy.
    Spoiler: Pretty Tidy
    Show
    Last edited by Hanuman; 2015-05-13 at 08:25 PM.

  18. - Top - End - #48
    Bugbear in the Playground
     
    Magikeeper's Avatar

    Join Date
    Dec 2009
    Location
    IL, USA
    Gender
    Male

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    @Devour: Eh, I could see a different fluff explanation for Devour (also, lick the ground clean), but that is likely the standard one. Ability looks fine, although I am predisposed to not being concerned about healing. As a DM I rather prefer the PCs have effective ways to heal.

    How does the crafting work?

    @Limb: Fixed that. Well, did that some time ago. But it's fixed.

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

    Anyway, I’ve been making some Ozodrin PCs (let’s see if any of those games last…), and have gotten a feel for how much Xfp is worth in the new version. Anyhow, I’m adding some two feats to the class (including a slightly tweaked Iron Horror):

    Spoiler: FEATS
    Show
    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 opponent’s 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.


    I'll probably make a feat for folk that want to focus on attacking with fins at some point in the future, although not at the moment. I've been reading through more evolutionist PCs as well wtr to Malshaper and all that. It would probably help if I could see some non-gestalt evolutionist PCs... maybe come across as more reasonable...
    Last edited by Magikeeper; 2015-05-22 at 04:46 PM.

  19. - Top - End - #49
    Bugbear in the Playground
    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    @Crafting
    The best way we've figured to do it so far (for the class called Quorin and no longer Dreamshaper), is to make things kinda mythos (by xefas) style. The class doesn't have a whole lot of item needs so buying abilities with gold made sense, especially because it gives the DM a good way of introducing desired mechanical effects without introducing specific items and all the hassles that goes with that.
    Crafting, as such, is being diverted entirely into purchased abilities, using essence as mythos points kinda. Each ability is given an essence cost.

    This is a quick and dirty replacement for shapesand, where shapesand costs 150g and can become any mundane item made of shaped sand, this makes it into a similarly inert material. The ability is substantially better than shapesand and will probably need to be tweaked, but it is for now a viable level 2 purchased ability that gives the player the ability to mix items into her shapeshifting powers, this ability is work in progress and giving items to players costs the same as giving them an item made of shapesand, but far more wasteful as it doesn't retain it's shaping properties once separated from your body.
    Spoiler: Inert Shaping
    Show
    Intert Shaping
    Cost: 350g of Essence

    As a Standard action you may create up to 3 Inert Objects, which you may choose to appear with your new form if you change forms the same round.
    Inert Objects appear as any mundane object of your choice and may have any appearance as long as it is not mechanically beneficial, when it is created you can choose to wear or carry the objects. If these objects are not attended by you they disappear or otherwise cannot create a mechanically beneficial effect outside of your attendance once your turn ends. If one of your Inert Objects causes you to exceed your maximum lift it is no longer considered to be attended.
    Inert objects are made up of an inert material and are considered mundane, non-alchemical and cannot create masterwork tools or anything that requires a specific material.
    Each Inert Object is up to 5’ long and weighs 10lbs, you may as a Standard Action connect two objects together into a single object.
    When created, Inert Material is considered to have a hardness equal to your [Constitution score with racial bonuses], has hitpoints equal to your [Constitution modifier with racial bonuses] times 5 and has a break or burst DC equal to it’s hardness + 10.
    At any time you may imbue any inert objects with 75g essence each (gained from your Consume feature), any object imbued in this way may persist when not attended and can be used by other creatures as if it were a real object.
    Inert objects retain your style and it’s origins are visually associated with you regardless of form, and while Inert Objects look like real objects, and are worth 150g, they simply cannot be traded for worldly possessions.

    (Yes there are major flaws in this ability, but most of the concepts and enough RAI is there.)

    Crafting as such will likely be expanded outward from this concept of shaping, where you can start playing with more items that actually use craft checks, magic items, ect, and those will be LOCKED at an even trade, the idea would be to speed up crafting and have it do it's own thing, small things could be made in a dungeon and big things may require a long rest, but essentially the Machine idea of having an assembly forge in your stomach. Similar to the concepts of using homunculi, ect. except substantially more costly and influential to the end product. Ideally enough upgrades would be available as to make you a powerful crafter, even if it drains you of all your gold per level wealth table allotment and the other players are the ones funding you.

    Because essence is 1/2 the gold cost, and you print at 1:1 you could swallow a sword and craft it for 1/2 cost to make a new sword of the same value. It wouldn't be intended to be a money saving ability, just a utility

    Thoughts?

    @Iron Horror
    Is this just the graft power with a few changes like flux?
    Last edited by Hanuman; 2015-05-23 at 03:14 AM.

  20. - Top - End - #50
    Bugbear in the Playground
     
    Magikeeper's Avatar

    Join Date
    Dec 2009
    Location
    IL, USA
    Gender
    Male

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Hrm.. at that point, perhaps making it a mythos class with abilities like that would be worth considering? I know those classes are popular.

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

    Iron Horror: I think Iron Horror has some key differences, the biggest being that it is far more useful defensively since it prevents the item from being targeted/effected separately. The graft weapon power also has a bunch of rules that don't work so well with the ozodrin, such as the bits that assume the wearer only has two hands (not to mention that Iron Horror is not limited to fusing items to their hands).

    Also, after reading many abilities, spells, and homebrew classes, I am adding the following to primary stomach:

    > 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.

    ..my longest playtest of the original Ozodrin (4 years, etc, etc) actually did end up on a plane where she had everything in her stomach squeezed out of her but what really prompted me to finally add an exception to such things are the various homebrew classes and such that do... things with/to extra-dimensional spaces. The stomach is rather different from normal spaces anyhow.
    Last edited by Magikeeper; 2015-06-18 at 10:51 PM.

  21. - Top - End - #51
    Halfling in the Playground
     
    PirateWench

    Join Date
    Jun 2014

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Is it possibly to form features on other features?
    Examples: forming a tentacle in my mouth to be my tongue like a monstrous lickitung/frog, limbs/tentacles on limbs/tentacles, eyes in my mouth or on the ends of limbs

    Also can I stack hooked tentacle on the same tentacle or only once per tentacle?
    Last edited by Scaileanna; 2015-06-28 at 01:59 AM.

  22. - Top - End - #52
    Bugbear in the Playground
     
    Magikeeper's Avatar

    Join Date
    Dec 2009
    Location
    IL, USA
    Gender
    Male

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Quote Originally Posted by Scaileanna View Post
    Is it possibly to form features on other features?
    Examples: forming a tentacle in my mouth to be my tongue like a monstrous lickitung/frog, limbs/tentacles on limbs/tentacles, eyes in my mouth or on the ends of limb
    Budding body at level 10 specifically covers things being placed on limbs/tentacles. Stuff in mouth... I'd certainly allow it, not like there is a mechanical benefit (unlike putting stuff on tentacles, which increases reach), but I'm not sure as written the class supports doing so? Hrm... not sure if there is an easy way to specifically allow that without confusing people about what can be put on a limb/tentacle..

    Also can I stack hooked tentacle on the same tentacle or only once per tentacle?
    Augments are only once per feature unless they note otherwise (in the feature tables there is a "Multi-Use?" column for quick noting of what is/is not stackable on a single feature.)


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

    In other news, for some insane reason I have almost completed a draft of a 5E Ozodrin update. I haven't even played 5E, but it is coming. Possibly soon.
    Last edited by Magikeeper; 2015-06-29 at 09:28 PM.

  23. - Top - End - #53
    Ogre in the Playground
     
    Yasahiro's Avatar

    Join Date
    Aug 2013
    Location
    Somewhere in Europe
    Gender
    Male

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    I have an idea... Hear me out.

    Since an Ozodrin can feed itself through energy/magic consuming flesh or the flesh augment that feeds on concept... How about being capable of processing the excess amounts back into food or at least allowing for storing of these processed energies/magics/concepts, for purposes of other ozodrins and such?
    "If you can't slam with the best, then jam with the rest" - Charles Barkley

  24. - Top - End - #54
    Barbarian in the Playground
     
    Gideon Falcon's Avatar

    Join Date
    Jan 2011

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    For the alternate Enhanced Form name, how about Growing Horror?
    I've also thought about some alternate Devour class features- Devour Soul for Cha damage, Devour Mind for Int, Shred Sanity for Wis, Consume Form for Str, and Devour Time for Dex. Feats could be used to sacrifice ability damage for other effects, like Cha damage for essentia drain, or Slowing with Dex damage.
    It's a falcon. Wearing a Fedora. Your argument is irrelevant.
    Official Member of the No Cussing Club

  25. - Top - End - #55
    Bugbear in the Playground
     
    Magikeeper's Avatar

    Join Date
    Dec 2009
    Location
    IL, USA
    Gender
    Male

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    @Yasahiro: Technically, you could sorta store a ton of food in your stomach for later. Also, the flesh that triggers off food presumably already triggers off of any consuming flesh that allows you to count consuming X of Y as a pound of food.

    That said, a feat or something to more directly store that energy (and allows storing up of consumed magic or whatever) could be interesting. I think adding it to the core class would be a lot of additional complication to what is already there.

    @Gideon Falcon:
    Growing Horror: I will consider it. I think the image "Growing Horror" brings to mind is one that more directly relates to size, though.

    On Devour:
    Spoiler: Breakdown of Stats
    Show
    Con - Plays the same game as most of your party (-Con = -HP). Also plays well with any damage you and others dealt in the process of achieving the pin. Reduces Foe's fort saves, which both casters and a fair number of non-casters can take advantage of. Foes that aren't immune to ability damage anyway have 10+ stat, most foes will have a decently high stat. There is a core weapon property that could allow others to join in on the con damage brigade.

    Dex - Lowering Dex sorta helps most of your party (-AC, -Ref). Foe Dex score varies wildly, can be very low at high levels. Doesn't kill enemies, making it easy to capture them for long periods of time. The enemies most likely to be easy kills tend to be great at grappling though.

    Str - Lowering Str messes with damage calculations just a little, making your DM cry. Unlikely to be helpful to the rest of your party until you take down target or deal LARGE amounts of it. Varies wildly, can be extremely high at high levels. Most effective against easy grapple targets, can cripple a victim's ability to escape. Doesn't kill.

    Int - This mechanically does virtually nothing against a non-caster until you take them down, non-casters almost surely can't contribute to an Int damage defeat either. Can make foes less tactically capable after a bunch of hits, but if you can keep them pinned that long in the first place.. meh? Doesn't kill, coma. Foe stat varies wildly at all levels, but low int foes are mook material anyway.

    Wis - Same as Int except it can lower will saves, has even less of an effect on combat capability, and foe stat doesn't vary quite as wildly.

    Cha - Virtually no effect on foe's combat ability unless foe is a Cha-caster or the rare Cha-warrior build. This is basically a mini game only you and maybe the party psion are playing. Foe stat varies wildly at all levels.


    Looking at those, Con seems much better suited to be a main class ability than the other stats. Dex is the only one that comes close, IMO. I'm not sure I'd want swapping it out for another stat as an alternate class feature, this might be another area where a feat could be interesting.

    My only issue with the other ideas (feats that use the ability damage for other effects), is that devour already requires you to continuously pin the target to keep using it. That part of the ability is rather niche, to be honest, and taking a bunch of feats to buff it further would likely end in disappointment. A lot of riders would be of questionable use in that situation anyway.

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

    People have likely already seen this, but there is now a 5E conversion of this class.
    Last edited by Magikeeper; 2015-08-18 at 03:18 PM.

  26. - Top - End - #56
    Bugbear in the Playground
    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    I'd like to note here that I am stopping development of my Ozodrin classes (I may polish up and put a cherry onto my PF class, but it's not going anywhere), my new Quorin class will continue, and will have an Ozoi-like archetype called Nightmare, but other than that I leave it in your hands Magikeeper :)

    Have you thought about playing with the manifest effect in combination or replacement of your targeted debuffing?

    Wis damage can lower sanity, int and cha can effect odd characters like feint rogues or iajutsu swordsages and such.

    Con is the best score to damage, it's 2con dmg = hp loss equal to your hit die. It's objectively the best.
    Being able to change it has merit, especially if you give them ranged options to do so. Being able to tell the caster they can't cast their save-or-die is pretty good situationally, so balance opportunity cost with granting access.

    I look forward to having enough time to check out your take on 5e ozodrin :)

  27. - Top - End - #57
    Ogre in the Playground
     
    Yasahiro's Avatar

    Join Date
    Aug 2013
    Location
    Somewhere in Europe
    Gender
    Male

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    The thing is that with classes that either use ozodrin features as basis for making creatures or modifying existing ones, I am trying to make a race that can not only feed off a concept, but can process it into a physical form to store it or share it with others of such race.

    That is kinda why I asked.
    "If you can't slam with the best, then jam with the rest" - Charles Barkley

  28. - Top - End - #58
    Bugbear in the Playground
    Join Date
    Nov 2010
    Location
    Vancouver BC Canada
    Gender
    Male

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Quote Originally Posted by Yasahiro View Post
    The thing is that with classes that either use ozodrin features as basis for making creatures or modifying existing ones, I am trying to make a race that can not only feed off a concept, but can process it into a physical form to store it or share it with others of such race.

    That is kinda why I asked.
    We played with this concept when making the quorin (listed in my sig) as eating items is a core concept which transferred over from Owrtho's Machine.

    How it will likely work in the future, vaguely, is that a feat/ACF (or mythos-style purchased class feature) will allow a dispel magic effect, then whenever a magic effect or source is destroyed/dispelled you steal the spell. This comes out of eating magical items and gaining the spell(s) used to make it, in addition to straight essence.

    Then use tables like these datapoints for how to utilize them: http://www.giantitp.com/forums/shows...43&postcount=4

    Or, instead of roughly 3/day of one Sp/Psi you could instead gain 1/day of 3+ effects. Depends on how you want to make the mechanic and how you want it to progress with higher levels. You could also unlearn the effect upon use if you go 1/day route which makes the flavor more like you're just holding it. You could potentially end and recast low level spells in this way, but that would be more of just trading your limited dispel casts for other spells in that way, which is fine, and can fail.

    Then, just have a flat craft cost table based on creating potions or infusions, spend essence to cover cost, and a table covering how much potion crafting would cost. You could unlearn the effect by putting it into a potion/infusion. 1 Minute to create a potion/infusion.

    That's what we came up with anyway. Feel free to use.

    Spoiler: Spell Eating/Potiony Thing
    Show

    Magical-Psionic-thingy Consumption
    Cost: 1500g essence (AKA 3000g)
    Requirement: Level 3

    Whenever dispelling or destroying a magical or psionic item or effect of a spell or power level no greater than ⅓ your level you gain a spell-like or psi-like ability identical to the spell or power.
    Variable: [Learn 1 and cast 3/day] or [Learn 3 and cast once] (different versions ect)
    You must have a charisma score equal to 10 + the spell or power level to be able to use it.
    Unlike regular spell-like and psi-like abilities these retain their material costs, which are paid for with essence.
    You may spend 1 full minute to create a Potion out of a spell-like or psi-like effect by unlearning it and spending ˝ the potion in essence.


    This one doesn't have dispel attached for balance purposes, you can probably add that in separately or whatever.
    Last edited by Hanuman; 2015-08-22 at 07:06 AM.

  29. - Top - End - #59
    Ogre in the Playground
     
    Yasahiro's Avatar

    Join Date
    Aug 2013
    Location
    Somewhere in Europe
    Gender
    Male

    Default Re: Fang and Pseudopod [Ozodrin 3.5 update]

    Not sure if I will get answer and I'm sorry for necro-ing this thread, but would spike with Quickfire allow one to bypass the limit on amount of natural attacks an ozodrin can make per round?
    "If you can't slam with the best, then jam with the rest" - Charles Barkley

Tags for this Thread

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •