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  1. - Top - End - #1
    Ogre in the Playground
     
    Owrtho's Avatar

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    Jul 2008

    Default I built a house, that it could live in me [3.5 PRC PEACH]

    This class is currently incomplete. It is designed as a PRC for the ozodrin base class. I will also likely use this thread for other PRC's I make for the ozodrin. Also, here are links to ozodrin PRCs by other people:

    Mindbreak Stalker by Merk (a psionic PRC that advances form points if you have ozodrin levels)
    Transcendent Scion by Matar (a cross between the ozodrin and the true xenothurgist class by Realm of Chaos).
    Eternal Sentinel by Necroticplague (focuses on enhancing flesh and spikes).
    Beast Sculpted by owrtho (a cross between the ozodrin and the Harrowed class by Lord_Gareth. Also a PRC XXIII contest entry. A version updated for the current Harrowed may be found below)
    Azure Beast by StormRaven (a combination of the ozodrin and the Totemist)
    Cosmic Horror by Magikeeper (An epic PRC for the ozodrin. An older incomplete version may be found here & here)
    Protean Horror by Gideon Falcon (PRC based around gaining additional forms to quickly change between)
    Cosmic Monstrosity by Gideon Falcon (PRC combining the ozodrin & the evolutionist by Draken)
    Machine by owrtho, coming eventually...
    Otherworldly Dancer by Delegreg (an ozodrin who has begun dancing to the tune of madness)
    Beautiful Freak by Delegreg (an ozodrin who has begun attracting people with their strangeness while still repulsing them)
    Ever Changing by owrtho (for ozodrin that want to focus on their ability to alter their features. Located in the next post)
    Malshaper by Draken (Another PRC combining the ozodrin & the evolutionist by Draken)
    Devourer of Light by Amechra (Become able to eat light, have features made of light, and abilities that make use of darkness)
    Light of Lurking Shadows by owrtho (A PRC combining the ozodrin and the wisp fire guide by owrtho. Also makes use of some shadowcasting)
    Sower of Strangeness by owrtho (A PRC combining the ozodrin and the Xenoalchemist, allowing a spreading of ones 'gifts'. May also be found below)
    Devourer by Kellus (A PRC combining the ozodrin with the connoisseur, for when you really want to focus on eating your enemies, and anything else you encounter for that matter)
    Righteous Horror by Kail_Traeganni (A PRC for when you want to advance your ozodrin as a paladin)
    Shapeless Master by qazzquimby (A PRC combining the ozodrin with the Swarmlord for those who want an army of unspeakable horrors)
    Dementianeer by Gideon Falcon (A PRC combining the ozodrin with the Gramarie subsystem by Kellus)
    Queen of Hearts by thethird (Another PCR combining the ozodrin with gramarie, but this time using Constructivity, a discipline by thethird)


    Also of interest is an ozodrin based bloodline, the Akodrin by Welknair.
    Similarly of possible interest is the gilim-á-úr-šár monster class by owrtho that makes use of tentacle augments.
    Akin to the above, the Stranger race by Lix Lorn makes use of ozodrin features and has ozodrin as a favoured class.
    People interested in the ozodrin may also be interested in the Pariah by Amechra. A quality class which is similar, but with far less bookkeeping and numbers to track. A more up to date version may be found here.
    Similarly, the Mamono by Hanako Tachibana may be of interest to people as an alternative take on a similar theme to the ozodrin, borrowing various ideas from it.

    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: Feature (Stomach)
    ‣Feats: Scavenging Gullet
    ‣Skills: Disguise 12 ranks, Knowledge (Architecture and engineering) 8 ranks, Knowledge (dungeoneering) 4 ranks, Knowledge (the planes) 4 ranks
    † Class feature from the ozodrin
    ‡ Aberrant feat from Lords of Madness


    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), Search (Int), Spot (Wis), Survival (Wis), Swim (Str)

    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), Feature (Structure)
    2nd
    +1
    +3
    +0
    +3
    Sense Structure (Dimensions), Building Plot, Host, Growing Gate
    3rd
    +2
    +3
    +1
    +3
    Sense Structure (All faces), Feature (Landscape)
    4th
    +3
    +4
    +1
    +4
    Sense Structure (First room), Manor Guise
    5th
    +3
    +4
    +1
    +4
    Sense Structure (Views outside), Mimic Rooms

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

    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 has a number of form points equal to its class level that may be spent on features. It also has a number of form points equal to 3 times its class level + the number of aberrant feats it has that may only be spent on the stomach, structure, landscape features, and lure trap features on structure or landscape features as well as any features placed within the stomach.

    Features (Ex): A menacing manor's class levels stack with its ozodrin levels for determining what features and augments it has access to, as well as the number of feature granted attacks it can make in a round. In addition it gain two features not normally available to the ozodrin (the structure and the landscape features). Details spoiled below.

    Spoiler
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    Structure: Cost - 3
    Appearance: You have more complex objects in a stomach or landscape than normal.
    Required Level: Menacing Manor 1
    Benefits: A structure is similar to a lure trap in that it is applied to stomach or landscape features rather than just being added on its own. If a landscape or stomach has a structure feature, it is capable of having movable or separate parts, such as a stomach making a chest with draws or movable chairs through the use of the Membranous Construction augment.
    Special: Lure traps may be applied to structures as if they were puppets.
    Augments:
    Spoiler
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    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. This must keep it at least one side of it with a surface of your stomach at all times. You may add this augment multiple times to the same structure. 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 the speed it moves at by 5 feet, or give it another direction it can travel in.

    Window: Additional cost 1
    Requires level 2: You may create a window that shows something outside 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). Normally this looks like a blank, slightly transparent membrane, however, when you create a building plot (or at a later time as a move action), you may choose to have pieces of membrane grow within the building plot in sizes to match those in the stomach. These membranes are linked, such that those looking through one see out the other as clear as if there was no barrier. This does have the side effect though of creating what appears to be a fleshy membrane for those looking at it from the wrong side in the building plot. The window is flawed however, for while it allows images through, it does not transmit sound. A window may also be linked to other windows in your stomachs. Once a window is formed, the membrane it links to cannot be changed. If you so choose, you may place a window on your body without a building plot. You may add this augment multiple times to the same structure. Each time you gain an additional 5 by 5 foot area of membrane.

    Levitating Lift: Additional cost 2
    Requires level 3: Select a lift in the current structure. It does not need to stay in contact with a surface when it moves. You may add this augment multiple times to the same structure. Each time you select a different lift to apply it to.

    Improved Window: Additional cost 2
    Requires level 3 and window augment: Select a window in this structure. It gains the ability to be transparent from one side as well as the ability to transmit sound. You may add this augment multiple times to the same structure. Each time you select a different window to apply it to.

    Gateway: Additional cost 4
    Requires level 4 and a doorway or entryway augment: Select a doorway or entryway. You may, as a move action have it open to a different doorway or entryway than the one it normally does. The new doorway or entryway it opens to in turn opens to it, while its previous destination becomes linked to the gateway's default destination. This does not allow the new destination the ability to change to any other destination except its default one. You may change the destinations of as many gateways as you like with a single move action. You may add this augment multiple times to the same structure. Each time you select a different doorway or entryway to apply it to.

    One Way Gate: Additional cost 2
    Requires level 4 and Gateway augment: When you change the destination of the gateway, it does not change the destination of its new destination. The new destination maintains its previous destination, while any going through the gateway find themselves unable to return once they have gone more than half way through. You may add this augment multiple times to the same structure. Each time you select a different gateway to apply it to.

    Temporary Door: Additional cost 3
    Requires level 4 and Gateway augment: This may only be applied to a gateway that connects to an entryway. As a swift action the menacing manor is capable of closing temporary door. When closed, it is as if the entryway does not exist, thus causing side of the temporary door outside the stomach to show what is normally there. You may add this augment multiple times to the same structure. Each time you select a different gateway to apply it to.

    Skyline: Additional cost 5
    Required Level 5, improved window augment, and one way gate augment: The selected improved window is no longer a normal window, but instead much larger and merged with the one way gate. The gateway on the other hand no longer acts like a normal gateway and has no default destination, nor the ability to change its destination. This augment may only be applied to a structure in a stomach. When applied, and entire surface of the stomach may be made to show either elsewhere in your stomachs, or a view in your building plot. This view is so well linked that it can even duplicate clouds or wind that it shows on the other side. This does not require a membrane on the other side like a normal window. Also, unlike a normal window, anything that touches it without overcoming the hardness of that portion of the stomach 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).



    Landscape: Cost - 1
    Appearance: You have grown portions of your body that mimic the landscape.
    Required Level: Menacing Manor 3
    Benefits: You have up to a 5 foot cube worth of material to shape into the shape of your choice as if using the stone shape spell with the exception that you can perform fine detail. The object must be anchored somewhere within your building plot or your stomach. You may have the landscape take on any colouration, though it must all follow the same pattern. You may also place up to one feature on the landscape (eyes count as half a feature for this purpose, you must pay for the feature as normal) and may choose to have the feature take on the texture and colour as well. Like the landscape, features added to it other than puppets cannot move, and though abilities that don't require movement still function. If made to look like something, a DC 15 + Charisma modifier search or spot check is required to identify the landscape for what it is. The DC of this check is decreased by 2 for each feature added to the landscape (puppets and structures do not incur this penalty). A landscape can be attacked to deal damage to you. For every 3 points of damage dealt to a landscape, you take 1 point (If less than 3 damage is dealt you take no damage. Puppets still cause full damage to be dealt to you). Landscape cannot be flanked, and is not affected by spells or abilities that allow a save.
    Special: Lure traps may be applied to landscape as if they were puppets, though the lunging trigger augment will not function. A lure trap applied to a landscape does not count as one of the features added to it. You may have landscapes applied to your building plot even when you do not have one. If you do so they will only appear once you create a building plot once you move within 5 feet of where you want them placed.
    Augments:
    Spoiler
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    Deceptive Landscape: Additional cost 1
    One of the features on the landscape is capable of blending in with it. This feature no longer causes a penalty to the DC of search and spot checks to identify the landscape. This augment may be added to the same landscape multiple times, each time it effects a different feature on the landscape.

    Insidious Landscape: Additional cost 1
    You may add an additional feature to the landscape. This augment may be added to the same landscape multiple times, the effects stack.

    Abundant Landscape: Additional cost 2
    You have an additional 5 feet by 5 feet by 5 feet worth of material to work with. This augment may be added to the same landscape multiple times, the effects stack.

    Resilient Landscape: Additional cost 2
    The landscape has a hardness of 1. This augment may be added to the same landscape multiple times, each time increase the hardness by 1.

    Detailed Landscape: Additional cost 3
    The landscape is able to have complex details, colouration, textures, etc. The DC of search and spot checks to identify it increases by 10+Charisma modifier. You may add this augment to the same landscape multiple times. Each time after the first increase the DC by your Charisma modifier.

    Animated Landscape: Additional cost 3
    Requires level 4: With focus, this landscape is capable of movement. If you haven't taken any actions during a round, as a swift action, you may make all landscapes and features added to them with this augment capable of moving for the round. If you do so, you may only use your actions manipulating landscape features and features added to them (this does not apply to actions your puppets or spawn have).

    Mobile Landscape: Additional cost 4
    Requires level 4: This landscape need not be anchored to the building plot or stomach.

    Cloudscape: Additional cost 1
    Requires level 4 and Mobile Landscape augment: This landscape is capable of flying and self locomotion. However it is gaseous in nature. A cloudscape cannot leave you building plot or stomach, though it may move between them provided there is a means for it to do so. As a move action you may change the shape or force it to move to the location of your choice. A cloudscape may not be spread more than 10 feet by 5 feet by 5 feet thin per 5 foot cube of material used to make it. If as dense as 5 feet by 5 feet by 5 feet, it is capable of fully blocking illumination. At such a density it also is capable of acting as a fog if creatures are inside it (see Fog Cloud for details, though it cannot be dispersed). A cloudscape cannot become dense enough to be solid. A cloudscape cannot be dealt damage, though features on it still may be.

    Anchor point: Additional cost 5
    Requires level 5: As a standard action, a puppet may touch this landscape and reattach its tentacle connecting it to you to this landscape (the puppet must be able to reach this landscape to do so). Doing so causes it to treat this landscape as the point it can't move too far from. A puppet may reattach to its normal origin point by spending a standard action and touching it. This augment may not be added to a landscape with the Mobile Landscape augment.

    Rain Cloud: Additional cost 2
    Requires level 5 and Cloudscape augment: As a full round action, you may cause this cloudscape to begin producing rain. This causes the area under it to be treated as if in normal rain. If the cloudscape has a flesh feature with the Secreting Flesh augment added to it, you may have the rain take on the property of up to 1 type of the secreting flesh at a time. Creatures hit by the rain other than your or other ozodrins' landscape, stomach, and structure features are dealt damage as if the had come into contact with the secreting flesh of the active damage type.


    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 (increases to their size happen at the normal amount). If a menacing manor would die, it's stomachs petrify and remains in the form they were in at the time of the manor's death rather than decaying and ejecting all creatures inside.

    Sense Structure (Ex): A menacing manor possesses the ability to ascertain knowledge about a structure by touching it and spending a full round action. The amount of knowledge it can 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.
    At second level, the menacing manor can also learn the dimensions of the building.
    At third level, the menacing manor can learn the locations of all doors and windows that open to the outside of the building.
    At fourth level, if it is touching within 10 feet of a door or window, the menacing manor can learn the dimension of the room that door or window goes to, as well as the appearance of it including any furniture and other doors going into or out of that room, but does not include any creatures currently in the room. This does not reveal hidden doors or secret passages.
    At fifth level, the manor can ascertain the information it could learn about a room at fourth level about any room in the building that has a door or window to the outside. It is also capable of using this ability inside to learn about adjacent rooms if the building is within the manor's building plot.

    Building Plot (Ex): You may designate an area as your building plot. This area may take up a number of square feet equal to twice the number of small sized creatures that can fit in your primary stomach without any augments. It may extend up to 200 feet above that area per class level. Within this area you may place landscape, mouth, eye, and spawn features. Any such features must be placed on a surface within the area. You may only have one building plot at a time. Placing a building plot takes 5 consecutive full round actions and requires you be within the area you are making the building plot. You may not add or remove features within a building plot unless your main body is within the area of the building plot, and within 10 feet of the feature you wish to add or remove. Removing a building plot requires 2 consecutive full round actions spent inside the building plot and removes all features within it.

    Host (Ex): At second level, the menacing manor learns how to enter its own stomach. Note, that while strange movement may be used within the stomach, it may not be used to travel between the stomach and the outside, and distances are calculated from your main body.

    Growing Gate (Ex): At second level, as a standard action, a menacing manor is able to place a mouth that opens to its stomach with the Gateway stomach augment on a surface it is touching, or in place of a door that the menacing manor is touching. It may choose to have this mouth's appearance match the architecture of the surface it touches if it 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 disappears. A menacing manor may remove a growing gate as a standard action.

    Manor Guise (Ex): At fourth level, a menacing manor learns to expand it ability to change form. The menacing manor is able to have a third form that it ma assume outside its natural form and its true nature. This form may only have form points spent on landscape features, mouth features, stomach features, structure features, lure trap features on structure or landscape features and features inside of stomachs as well as any augments to such features. Assuming this form and is a swift action.

    Mimic Rooms (Ex): At fifth level a menacing manor has become skilled at mimicking rooms. Upon using it's Sense Structure ability, the manor is capable of spending a full round action the next turn to relocate form points for its Manor Guise to perfectly mimic any rooms is gained information on, provided it has enough form points to do so. If the building the Sense Structure ability was used on was within the manors building plot, this also includes the ability to place entryways, windows, and similar augments in the actual building allowing you to more perfectly mimic the structure and have people move between the real one and your stomach without realizing it.

    Feats

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

    Master of My Domain(Aberrant)
    All that is your domain is yours to move within as you will.
    Prerequisite: Aberration Blood, Master of My Abode
    Benefit: You may choose to count your building plot as a part of your stomach for the purposes of strange movement. This means you may freely move between your building plot and your stomach using 5 feet of strange movement, or move between your building plot and the outside using strange movement as normal.
    Normal: You may not use strange movement to enter or leave your stomach. Also when used in your building plot distances must be determined normally and are not always considered to be 5 feet.

    Owrtho
    Last edited by Owrtho; 2014-04-29 at 09:05 PM.
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    My Homebrew
    [creature]Shiny: Monster Competition XXXVI entry.
    [class]Wisp fire guide: Follow me. I have such sights to show you.
    [class]Ozodrin: A class to play as an eldritch horror.
    other hombrew

  2. - Top - End - #2
    Ogre in the Playground
     
    Owrtho's Avatar

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    Jul 2008

    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    The Corpse of a Manor
    When most creatures die, they leave a corpse, soon to decay or be scavenged, perhaps a legacy, and little else. Menacing manors though are different. A dead menacing manor can long continue to have an impact on the world. This is due to how they act upon death. Unlike a normal ozodrin, for which the stomach and the pocket dimension hosting it decays quickly after death as the aberrant energies maintaining it dwindle, the remains of a menacing manor bind the energies to themselves, solidifying their form and petrifying. Due to this a dead menacing manor will never naturally decay. Further more, though it will lack the directed energy to do so itself, all of its features are still functional. Causing them to function only requires a proper input of energy.

    Finding a dead manor can be a tricky endeavour though. The easiest to find are those who build an abode out of their flesh in both the material realm and their stomach. This is due to the faint lingering aura of magic that can be detected emanating from such structures. Detect Magic and similar effects allow one to notice the aura with a search or spot check (DC 15 + the Manor's class level upon death). Upon finding the aura it may be treated like normal magic auras for detect magic, but requires a Knowledge (The Planes) check to determine the cause of the aura as being from a menacing manor (DC equal to the search or spot check). Other menacing manors gain a +10 bonus on the knowledge check.

    The difficulty arises in finding a dead menacing manor that had built its form with an existing structure. In such a case, the only places that will emit an aura are those that entryways to the manor's stomach can be found or any other features placed inside the existing building. If the entryway is a Temporary Door that is currently closed, the DC to detect it increases by 10.

    Such gateways, along with other features that made a menacing manor can be made to function by properly channelling energy into them. For a spellcaster this requires a standard action and a spellcraft check (DC 18 + Menacing Manor's class level before death + 5 per 5 feet away) and using up a spell slot (or any level) to focus their energies into the feature and activate it. For others it is also possible to make a use magic device check (DC same as above) using an item capable of generating electricity (such as a weapon that deals lightening damage) as a full round action. Other menacing manors have it easiest, being able to simply make a charisma check (DC 12 + Menacing Manor's class level before death + 5 per 5 feet away) to channel their energies into it, to which they gain a bonus equal to their Menacing Manor level.

    In the case of Temporary Doors this will cause them to open to the location of the activator if they are not already open there. Gateways will randomly cycle to other doorways in the manor's stomach or entryways. Offensive features will attack the closest valid target, while structures such as Lifts will start to move in a random direction they are able to.
    Even after death however, augments such as skylines, and any stomach augments continue to have persistent effects (so a stomach with the Still Stomach augment would always inhibit flight within).

    Due to the difficulty of detecting the corpse of a menacing manor, it is not unheard of for them to be mistaken for normal buildings (all the more so when they are intermixed with a normal building). This has caused them to often be regarded as haunted houses or similar when features are inadvertently activated or people find themselves entering rooms with strange properties or that couldn't possibly exist within the normal dimensions of the building.



    The Ever Changing

    Spoiler
    Show
    There would be a picture here, but due to its static nature it would be wrong by the time you saw it.


    Wha'd the monster look like ya ask? Well, I'd tell ya, but it'd be useless in unda a minute.

    Many are the harrowed who deal with the beast within. However, in some cases, the beast find their host's body more mailable than others. They become beast sculpted.

    BECOMING AN EVERCHANGING
    There are among ozodrin, those who develop a preferred or favourite form, and rarely assume a different one. Then there are those who revel in the fluidity of their shape. Learning new ways to alter it, and uses for doing so. They are ever changing.

    ENTRY REQUIREMENTS
    Class Feature: Aberrant Nature, Uneasy Guise, Uncanny Appearance
    Skills: Disguise 8 ranks, Knowledge (dungeoneering) 5 ranks
    Feat: Aberrant Blood*, Altered Guise, Decentralized Body
    ‡ From the ozodrin base class by Owrtho
    † An optional ability for the ozodrin taken at level 1
    * From Lords of Madness by Wizards of the Coast


    Class Skills
    The ever changing's class skills are Bluff (Cha), 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), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)
    Skills Points at Each Level: 4 + int modifier

    Hit Dice: d8

    Level Base
    Attack
    Bonus
    Fort
    Save
    Ref
    Save
    Will
    Save
    Special
    1st +0
    +0
    +0
    +2
    Fickle Form (3 rounds), Manifest Form, Form Points, Features, Ambiguous attack
    2nd +1
    +0
    +0
    +3
    Irresolute Skill 1, Changing Guise, Strange Movement
    3rd +2
    +1
    +1
    +3
    Fickle Form (2 rounds), Swift Switch, Strange Step
    4th +3
    +1
    +1
    +4
    Irresolute Skill 2, Indefinite Shape
    5th +3
    +1
    +1
    +4
    Fickle Form (every round), Immediate Alteration, Sudden Strangeness

    Weapon Proficiencies: An ever changing gains no weapon or armour proficiencies.

    Fickle Form(Ex): An ever changing is just that, ever changing, and due to their frequent alteration of shape that have become such that they are weakened if their true nature remains the same too long while manifested. At first level, an ever changing must change at least one feature every three rounds (adding or removing a feature counts as changing one), or take 1 point of strength or dexterity damage (determined randomly). Additionally, to qualify as changing, they may not match the form that they had before their last one. This extends back a number of forms equal to the ever changing's class level. Count the turn that the ever changing manifests its true nature as a turn during which it changed a feature for these purposes.
    At level 3, an ever changing must change a feature every 2 rounds or suffer a penalty. At level 5 it must do so every round.
    With this, the ever changing must always alter at least one part of its worldly guises appearance from the last class level number of times it assumed it.
    Ever changing levels stack with ozodrin levels for gaining the otherworldly guise ability.

    Manifest Form (Ex): Ever changing levels advance the manifest form ability as an ozodrin. In addition, upon gaining level 5, the ever changing may manifest its form as an immediate action or a swift action.

    Form Points (Ex): The ever changing gain a number of form points equal to 3 times its class level.

    Features (Ex): The ever changing's class levels stack with ozodrin levels for determining what features and augments it has access to, as well as the number of attacks the ever changing can make with features and the budding body ability. Further, the ever changing counts half its levels (rounded up) as ozodrin levels for the purposes of Unearthly Power.

    Ambiguous Attack (Ex): Due to its focus on changing its form, the ever changing becomes more skilled at it than other ozodrin. When making a full attack or another full round action, an ever changing is able to replace up to half its class level (rounded up) features with up to that number of features. The total form point cost of the new features may not exceed the total cost of the features removed. If the features replaces are ones being used to attack, the ever changing gains an attack bonus equal to its class level on those attacks, due to the change. If the ever changing forms less features than it removed, it gains a bonus to damage on the attacks of the formed features equal to half its class level (rounded down) per attack feature less, that may be divided among the features formed by this ability.

    Irresolute Skill (Ex): The constant changing of shape that an ever changing undergoes allows it to slightly alter its abilities. Any time an ever changing changes a feature, it may choose to give one of its skills that is focused on Strength, Dexterity, or Constitution a penalty up to half its class level (rounded up), and give another skill using the above abilities a bonus equal to that amount. The penalty may not exceed the ranks the ever changing has in the penalized skill. An ever changing may only have one such pair of skills at a time, though it may change either the penalized skill or the benefiting skill when it changes a feature.
    At level 4, the ever changing may have 2 pairs of skills using this ability.

    Changing Guise (Ex): At second level, the ever changing's shifting nature extends to its worldly guise. As a move action, it may re-roll the disguise check it made when assuming its worldly guise to change its appearance. This follows the same rules as normally assuming its worldly guise. People who witness the change gain a +5 bonus on the spot checks detailed in the Uncanny Appearance ability until the next time it forms a new worldly guise. For every hour that the ever changing remains in the same worldly guise, it gains a cumulative -1 penalty to skill checks requiring fine manipulation. These penalties go away upon it either manifesting its true nature, using the otherworldly guise ability, or making use of this ability to alter its appearance.

    Strange Movement (Ex): Location is just another aspect of form as far as ever changing are concerned. All ever changing levels after the first stack with ozodrin levels for determining maximum amount of strange movement.

    Swift Switch (Ex):Starting at third level, an ever changing may change features as a swift action. This conforms to the same constraints as ambiguous attack, but may only change a maximum of 1 less the number features ambiguous attack can and requires the use of a swift action rather than a full round action being performed. This may be done during an attack, and if done so can grant the same benefits as ambiguous attack. If used at the same time as ambiguous attack, the features changed may all be counted together (such as for any damage bonus gained).

    Strange Step (Ex): An ever changing may alter its appearance in such a way as to advance its position. During any round an ever changing changes its features, it gains a 10 foot bonus to its movement speed.

    Indefinite Shape (Ex): An ever changing's constant changing of form makes it near impossible to ascertain where anything important may be. Upon reaching level 4, the ever changing becomes immune to criticals and precision damage.

    Immediate Alteration (Ex): Upon reaching level 5, the ever changing becomes even more skilled at quickly changing its appearance. This ability is as swift switch, but uses an immediate action rather than a swift action, and can only change 1 less feature than swift switch.
    However, due to its rapid nature, it may be used defensively as well as offensively. The ever changing may use this ability in response to an attack or other ability being used to gain a bonus to AC equal to its class level for the against that opponent, a bonus to reflex equal to half its class level (rounded down) against that ability, or to move 5 feet (this movement does not prevent attacks from hitting, nor does it provoke an attacks of opportunity).

    Sudden Strangeness (Ex): By forgoing its use of immediate alteration for the round, an ever changing may, as an immediate action, use strange movement. While this can't be used to prevent attacks, it may be used to move out of range of spells and abilities. However, due to the rushed nature of it, distances travelled count as being twice as far.



    Sower of Strangeness

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    "Life is a constant struggle to improve one's self. I have made it my duty in life to give of myself that I might help others improve. I shall accomplish this duty, no matter how they beg me not to, for their resistance is due to a lack of enlightenment."
    -The Midnight Doctor

    Many xenoalchemists work to better others through their craft. They frequently work hard to find better materials for usage. Some however find themselves in the unlikely position of being one of the best materials available. If they so desire to take this abnormality and share it with others, one path open to them is becoming a sower of strangeness. Sowers for whatever reason work to spread seeds of themselves and their strangeness wherever they go, though their reasons for doing so may vary wildly.

    Becoming a Sower of Strangeness
    Usually one becomes a sower of strangeness if they possess a changeable body, skill with xenoalchemy, and a desire to share their nature with others.

    ENTRY REQUIREMENTS
    Feat: Massive Pain Tolerance†
    Skills: Heal 8 ranks, Knowledge (dungeoneering) 8 ranks.
    Special: Bedside Manner class feature†, Feature (Mouth) class feature‡.
    Xenoalchemy: Must be able to attach 1st level grafts†.
    † From the Xenoalchemist base class by Kellus
    ‡ From the Ozodrin base class by Owrtho


    Class Skills
    The Sower's class skills (and the key ability for each skill) are Appraise (Int), Bluff (Cha), Concentration (Con), Craft (all) (Int), Decipher Script (Int), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Heal (Wis), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Knowledge (the Planes) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Cha), Speak Language (n/a), Spot (Wis), Survival (Wis), and Use Rope (Dex).

    Skills Points at Each Level: 6 + int

    Hit Dice: d6

    Level BAB Fort Save Ref Save Will Save Special Xenoalchemy
    1st +0
    +2
    +0
    +2
    Form Points, Seed of Strangeness +1 level of existing grafting class
    2nd +1
    +3
    +0
    +3
    Features, Stranger Seeds +1 level of existing grafting class
    3rd +1
    +3
    +1
    +3
    Strange Bonds +1 level of existing grafting class
    4th +2
    +4
    +1
    +4
    +1 level of existing grafting class
    5th +2
    +4
    +1
    +4
    +1 level of existing grafting class
    6th +3
    +5
    +2
    +5
    Implant Seed +1 level of existing grafting class
    7th +3
    +5
    +2
    +5
    +1 level of existing grafting class
    8th +4
    +6
    +2
    +6
    Aberrant Nature +1 level of existing grafting class
    9th +4
    +6
    +3
    +6
    +1 level of existing grafting class
    10th +5
    +7
    +3
    +7
    Seed the Land +1 level of existing grafting class

    Weapon Proficiencies: A sower of strangeness gains no new weapon or armor proficiencies.

    Xenoalchemy: At every level you add +1 to your xenoalchemy level from one existing class of your choice that you have levels in. This increases your effective xenoalchemist level for the benefits of grafts as well as the level of graft you can achieve. This does not provide you with any other benefit a member of your previous class would have received, such as class features, skill points, spellcasting, or hit points.

    Form Points (Ex): A sower of strangeness gains a number of form points equal to its class level. In addition to these, it gains a number of form points that may only be used for making seeds of strangeness equal to four times its class level.

    Seed of Strangeness (Ex): Sowers of strangeness have learned to bud off portions of themselves that may be grafted onto others providing select attributes the sower itself could assume. To form a seed, a sower of strangeness must select a single feature along with any augments for it, and expend the form points necessary to form that feature. At that point the sower must take 2d6 points of damage, half of which is non-lethal, per 10 form points the seed cost, and one point of constitution damage to separate the seed. The seed is treated as a level one graft so long as the feature and augments cost 15 form points or less, and the recipient gains whatever traits the feature would grant. Each 15 form point increment increases the graft level of the seed by 1. A sower may not form a seed that is of too high a graft level for it to graft. For abilities that have a DC based on ozodrin level, use the sower's level from when the seed was made. Features granted by seeds are always manifested. Form points spent making a seed are regained at a rate of one per day starting a week after the seed is grafted to another being (specialized form points are regained first). Unlike normally harvested grafts, seeds do not begin to decay unless the sower who produced it has died. Seeds of strangeness may be grafted to any body slot. Making a seed of strangeness is a full-round action. A sower of strangeness gains no benefits from seeds of strangeness it made grafted to itself (though all form points spent on that seed are immediately recovered if they have not already been recovered).

    Note: If a seed is used to grant a stomach feature, it may only be accessed by the creature if it also has a seed granting it a mouth. Mouth features do not grant the devour ability or the swallow whole ability. If a spawn feature is added to a seed, when the spawn separates, the damage and penalties are applied to the host of the graft. Similarly puppets or stomachs dealt damage will cause the damage to go to the host rather than the sower of strangeness who made the seed.

    Features (Ex): Sower of strangeness levels after the first stack with ozodrin levels for determining what features and augments the sower has access too. They also count toward the Unearthly Power ozodrin ability.

    Stranger Seeds (Ex): Starting at second level, a sower of strangeness gains the ability to adjust the normal traits of seeds they make to imbue more of their nature into the recipient. Multiple of the following augments may be applied to seeds, though the additional costs stack. Unless otherwise noted, increases in form point cost do not count toward the form points counted for dealing damage to the sower when the seed is made, nor do they count toward a seeds form point pool (see changing seed below). Some of the augments increase the graft level by half a level. If there is still a half level once all augments are added, round up.

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    Name
    General Description
    Sower Level: Minimum sower of strangeness level required to use.
    Form Points: Change form point cost.
    Graft Level: Change to the graft level of the seed.
    Effect

    Rife Seed
    This seed provides more than a single feature.
    Sower Level: 2
    Form Points: +5
    Graft Level: 0
    This allows the seed to provide an additional feature. Form point cost for the additional feature must still be paid for separately. This may be added multiple times to the same seed, the effects stack.

    Stifled Seed
    You may suppress or cause to manifest the features of this seed for the host when touching them.
    Sower Level: 2
    Form Points: +2
    Graft Level: 0
    As a move action, the sower who made the seed may touch the host if close enough and choose to suppress the features granted by the seed of strangeness or cause them to manifest. If already touching the host, only a swift action is required. Multiple seeds may be effected by a single action, so long as they are all being made to manifest or being suppressed. This acts as an ozodrin entering its worldly guise in that the features granted seem to vanish, though there is still a visible abnormality of some sort where the graft is located. These abnormalities may be treated as distinctive scars or similar marks for disguise purposes. When the features are made to manifest, they do not cause the fear effect of an ozodrin manifesting its true nature.

    Malleable Seed
    This features of this seed may be changed when the sower touches the host.
    Sower Level: 3
    Form Points: +X
    Graft Level:
    In addition to the form points spent on the default feature this seed grants, you may pay an additional 2 form points per other feature type the seed may assume, as well as 1 per additional augment it may have applied (note, only features and augments that the sower itself has access to may be selected). The form points put into the starting feature become a form point pool (for which the sower may choose to grant unassigned form points when making the seed). As a move action, the sower who made the seed may touch the host if close enough and reassign the form points of the seed among available features and augments (those to which points were assigned when making the seed or for which the extra cost was paid).
    Note, assigning form points to multiple features still requires the rife seed augment. Also if all form points granted by the seed are assigned to nothing, there is still a mark as with when the features are suppressed by the stifled or quelled seed augments.

    Quelled Seed
    This features of this seed may be suppressed as if the host were an ozodrin.
    Sower Level: 3
    Form Points: +2
    Graft Level:
    As a move action, the host may choose to suppress the features granted by the seed of strangeness or cause them to manifest. Multiple seeds may be effected by a single action, so long as they are all being made to manifest or being suppressed. This acts as an ozodrin entering its worldly guise in that the features granted seem to vanish, though there is still a visible abnormality of some sort where the graft is located. These abnormalities may be treated as distinctive scars or similar marks for disguise purposes. When the features are made to manifest, they do not cause the fear effect of an ozodrin manifesting its true nature.
    Note, the sower may still suppress or the features or cause them to manifest as with the stifled seed augment.

    Disturbing Seed
    This seed can emulate the effects disturbing qualities of an ozodrin manifesting its true nature.
    Sower Level: 4
    Form Points: +3
    Graft Level: 0
    When the features granted by this seed are made to manifest as with the stifled or quelled seed augments, it all creatures possessing a line of sight the host that the host doesn't choose to exclude must make a Will save (DC 10 + half combine graft level or all seeds with this augment having their features manifested at this time rounded up) 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 host for 24 hours. Note that the sower of strangeness who made the seed is always immune.

    Sustaining Seed
    This seed may help to keep the host alive.
    Sower Level: 4
    Form Points: +4
    Graft Level: 0
    A number of times per day equal to 1 + half the seeds graft level (rounded down), the life within the seed may allow it to automatically make the host stabilize if brought below 0 hit points.

    Versatile Seed
    This features of this seed may be changed by the host.
    Sower Level: 4
    Form Points: +X
    Graft Level: +1
    This acts as the malleable seed augment with the addition that the host of the seed may also adjust the form point assignment as a standard action. However, doing so requires that the features either be suppressed, as with the stifled or quelled seed augments, or that the host first assign all the form points to nothing, then spend another standard action to reassign them to something different.

    Vivacity Seed
    This seed further increases the hosts lifespan.
    Sower Level: 5
    Form Points: +4
    Graft Level: 0
    Multiply the increased to the host's age categories granted by this seed by its graft level. Further, if the host has a combine graft level of seeds with this augment greater than or equal to 20, the hosts type changes to aberration, and it ceases to age. It may still count as its original type for the purposes of qualifying for feats, PRCs, etc. as well as abilities it possesses. If it was not already an aberration, it gains 60 feet of darkvision.

    Embedding Seed
    This seed will embed in the host and attach its self, allowing it to be used with the implant seed ability.
    Sower Level: 5
    Form Points: +3
    Graft Level: +1
    This seed may be used with the implant seed ability. Once implanted, this seed takes 1d3 minutes + half a minute per graft level to fully connect to the host and become grafted to them. Due to fluids secreted by the seed while it connects to the host, they are unable to feel or otherwise sense its presence as a part of them for a number of days equal to its graft level. This does not prevent them from making use of it if they are aware it is there. If grafted normally, it only requires 1 minutes of operation time attaching it to the host before it will be treated as implanted and take the above mentioned time to connect to the host.

    Entwining Seed
    This seed is more closely linked to you than others seeds.
    Sower Level: 6
    Form Points: +10
    Graft Level:
    For strange bond abilities, treat this seeds graft level as being twice its actual level. Additionally, treat the host of this seed as being 5 feet closer per graft level to the sower of strangeness who made the seed for the purposes of the persistent contiguity bond. If multiple seeds with this ability are grafted to the same host, the increase in closeness to the sower stacks.

    Revitalizing Seed
    The life in this seed may give of its self to prevent the death of the host.
    Sower Level: 7
    Form Points: +15
    Graft Level: +1½
    If the host of this seed would be killed by any means, their hp is instead reduced to 5 * the combine craft level of all seeds with this augment, or half the hosts maximum hp (whichever is less. This may cause the hosts current hp to be increased). However, after this occurs, the vitality of the seed is so greatly drained it goes dormant and ceases to function for a week. During this time no abilities of the seed may be used, and the only strange bonds that functions in relation to the seed is the sense seeds bond. If multiple seeds with this augment are grafted to the same host, they all go dormant the first time the host would die, rather than being able to have this ability staggered among multiple deaths. This ability may not function again until the seed recovers.

    Consuming Seed
    This seed may grant its host the ability to swallow other creatures.
    Sower Level: 8
    Form Points: +10
    Graft Level: +2
    If the host of this seed has both a stomach feature and a mouth feature granted by seeds of strangeness grafted to them, they gain a swallow whole ability. This swallow whole ability acts like that granted by ozodrin class levels, and may only be used with mouths granted by seeds of strangeness. Creatures swallowed end up in the stomach feature granted by seeds of strangeness. If more than one such stomach exists, the stomach a mouth leads to is determined upon its formation by the one making the feature, or when this seed or the one granting the mouth feature is grafted on.

    Surrogate Seed
    This seed may provide the host with abilities that let it act in the stead of the sower of strangeness.
    Sower Level: 8
    Form Points: +25
    Graft Level: +2
    This seed carries more of the sower's essence than other seeds. It gains 20 additional form points that may be applied to features and augments for those features and do not count toward increasing the seed's graft level. This increased essence however grants the host an improved resilience against strange bond abilities. The host gains a bonus equal to the seeds graft level in all save to resist strange bond abilities. Additionally, if the host has at least 5 seeds of strangeness made by the sower of strangeness who made this seed grafted to them, at least 4 of which must have this augment it gains the following abilities. The host may act as the sower of strangeness for the purposes of stifled, malleable, quelled or versatile seeds. This does not make the host count as the sower of strangeness for the persistent contiguity bond, thus to make use of this ability on hosts other than itself, it must be touching them. A host with this traits may be referred to as a surrogate.

    Binding Seed
    This seed provides a surrogate with some of the strange bonds of the sower of strangeness.
    Sower Level: 9
    Form Points: +10
    Graft Level: +1
    This augment only grants benefits to the host if the host is a surrogate. The surrogate gains access to strange bonds as if a sower of strangeness of a level equal to the combine graft levels of seeds with this augment (this may not exceed the level -1 of the sower of strangeness who made the seeds). However, treat the graft levels of other hosts as half what they are for determining DCs and durations when bond abilities are used by the surrogate. Further, the range of the persistent contiguity ability is equal to the combine graft level of all seeds grafted to the surrogate made by the sower of strangeness who made the seeds making it a surrogate feet rounded up to the nearest 5 foot increment, while the sense seeds bond only functions within 3 times that range.

    Coupled Seed
    This seed grants the ability to link stomach features of its host to those of another.
    Sower Level: 10
    Form Points: +15
    Graft Level: +1
    If the host of this seed is benefiting from a consuming seed, and also has mouth feature inside at least one of its stomachs, it gains the following effect. Rather than mouths in the stomach features of the host needing to link to other stomachs that host possesses, they may instead be linked to those of another host who has a seed with this augment grafted to them and is benefiting from its effect. The link to the other host is established in the same way that connections to multiple possible stomachs are established. However, for the link to function, both hosts must have mouths attempting to link to each other. If one is not presently linked to the other, or otherwise has the mouth feature needed to do so unavailable, the remaining one has the mouths link back into the same stomach until such a time as the other host is again linked to them. A host may only be linked in this way to a number of other hosts equal to the number of seeds with this augment it has grafted to it. The sower of strangeness who made this seed may also choose to link a mouth in its stomach to the stomachs of this seed's host.

    Impartible Seed
    This seed grants a surrogate the ability to produce seeds of strangeness and graft them to others.
    Sower Level: 10
    Form Points: +20
    Graft Level: +3
    This augment only grants benefits to the host if the host is a surrogate. The surrogate gains the a number of specialized form points that may only be spent on making seeds of strangeness equal to twice the combine graft levels of all seeds grafted to it which were made by the same sower of strangeness that made the seeds making the surrogate a surrogate. It also gains the ability to make seeds of strangeness as a level 1 sower of strangeness. It is treated as being able to graft level 1 grafts though may only use this for grafting seeds of strangeness made by itself or the sower of strangeness that made the seeds making the it a surrogate. When making seeds of strangeness, it only has access to features and augments granted to it by seeds grafted to it (or available if it has malleable or versatile seeds). For the DCs of features that would normally be based on ozodrin level, use the level the sower had when this seed was made -1. If the combine graft levels of all seeds grafted to it which were made by the same sower of strangeness that made the seeds making the surrogate a surrogate is greater than 20, treat the surrogate as a second level sower with access to the applicable stranger seed augments. If it is greater than 40, treat the surrogate as a third level sower and capable of grafting 2nd level grafts (it still may only graft seeds from the same sources as before, and this does not grant it strange bonds). Seeds made by the surrogate count as seeds made by the sower of strangeness that made the seeds making the surrogate a surrogate.


    Strange Bonds (Ex): Even separated, the seeds are still a part of the sower of strangeness. As the sower increases in power, the effects of this increase. These abilities apply to seeds made before the ability was gained as well as those made after. Bonds that copy the effects of spells are supernatural abilities rather than extraordinary.
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    Shared Longevity
    Level: 3
    The host benefits from the life inside of the seed. The host of the seed has the length of each of their age categories increased by a number of years equal to the sower's class level. Increases from multiple seeds stack. This can not cause the host to regress to an earlier age category. If the seed is later removed, subtract the number of years they had the seed grafted to them in their current age category or the number of years it added to their current age category from their age (whichever is less. If they entered a new age category, treat them as having entered it from the normal age they would have entered it before doing the subtraction) for the purpose of determining their age category and how long they have left to live.

    Sense Seeds
    Level: 4
    The locations of seeds may be sensed by the sower of strangeness. At all times the sower of strangeness may determine the distance and direction of all seeds it has made relative to itself. If the sower of strangeness has the flesh calls to flesh feat, it gains this ability at level 1. If the seed is on a different plane, the sower instead is able to sense what plane the seed is on, though not its location (this does not grant knowledge about the plane other than which seeds are on it. Further information about the plane such as its name must be gained through other methods).

    Weird Whispers
    Level: 4
    The sower of strangeness may attempt to communicate with the hosts of seeds it has made. For a number of minutes each day equal to twice the combine number of graft levels of all seeds a host has, the sower of strangeness may attempt to speak to that host through the seeds. These minutes need not be spent consecutively, and the communication is only one way. The messages are heard as if in the hosts own mind, and the origin is not automatically made apparent, though the host may learn to recognize the source.

    Shared Senses
    Level: 5
    The sower's ability to sense its seeds has further increased. Starting at fifth level it may choose to sense things that features granted by seeds it has made can sense. In most cases this is a sense of touch, though depending on the feature may also be a sense of sight, hearing, smell, or taste. The sower may selectively choose which seeds to use this ability on, though always gains all applicable senses. Activating or deactivating this ability for any seeds is a free action. If the sower of strangeness has the flesh calls to flesh feat, it gains this ability at level 4.

    Uncanny Urges
    Level: 5
    The sower's ability to speak with hosts of its seeds has increased to an ability to influence them. At fifth level, once per day the sower of strangeness may affect the host of one or more of its seeds as if with the suggestion spell. This requires a full round action, and has a Will save with a DC of 10 + the combine graft level of seeds made by the sower that have been grafted to the host. Unlike the suggestion spell, this ability has no range limit and requires no components (though the suggestion must still be appropriately worded, and is placed directly in the mind of the host). The duration of this ability is equal to 1 hour per graft level of all seeds grafted to the host or until completed. Multiple seeds grafted to the host do not grant additional uses of this ability. At level 10 an additional daily usage of this ability is gained.

    Persistent Contiguity
    Level: 6
    The bond with its seeds has grown, allowing the sower to act as if in contact with them or the host even when it isn't. So long as the sower is within 30 feet of the host, it may act as if touching them for the purposes of the stifled, malleable, quelled or versatile seed augments. This range increases by 30 feet each level after 6th.

    Curious Conference
    Level: 7
    The bond of the seed has grown such that the sower of seeds may hear the hosts thoughts when the host so desires it. For a number of minutes each day equal to the combine number of graft levels of all seeds a host has, the host may convey its thoughts to the sower of strangeness. These minutes need not be spent consecutively, and the communication is only one way (though the sower may choose to make use of the weird whispers bond to respond). When the host makes use of this ability, the sower is always aware of specifically which seed, and therefore which host is communicating with it. If it so chooses, the sower may tune the host out as a free action, preventing the host from using this ability, though the host has no way of knowing if this is occurring.

    Ominous Overhearing
    Level: 8
    The bond has grown to the point the sower may forcefully listen to the thoughts of those that host its seeds. For a number of minutes each day equal to the combine number of graft levels of all seeds a host has, the sower of strangeness may listen to the surface thoughts of the host. These minutes need not be spent consecutively.

    Preternatural Predomination
    Level: 9
    The bond has become so strong the sower of strangeness may exert a degree of control over the features granted by seeds of strangeness it has made. A number of times per day equal to half the graft level of the seed (rounded down minimum 1), the sower may cause the features granted by the seed to perform an action. This requires the sower expend the appropriate action itself, and does not use an action of the host of the seed. The sower of strangeness may not use this for full round actions. The host of the seed may attempt to resist this by making a will save with a DC equal to 10 + twice the combine graft level of all seeds grafted to the host. This ability automatically works if the host is mindless.
    In the case of puppets, spawn (when separated), or other such features that gain actions off their own, you may instead spend a move action to attempt gaining control of it for the turn. In this case you gave access to its normal allotment of actions, and the host loses the ability to control it until the start of your next turn.

    Inscrutable Impetus
    Level: 10
    This acts as the uncanny urges ability but mimicking the dominate monster spell instead of the suggestion spell. It may only be used once every two days on a given host.


    Implant Seed (Ex): At fifth level, the sower of strangeness become able to more quickly spread its seeds among others. Upon grappling a creature and successfully making use of the devour ability, the sower may choose to forgo the normal effects devour and instead use the implant ability. At this point the sower of strangeness must spend the remainder of its turn making a seed with the Embedding Seed augment, as well as a full round action on its next turn. After this the seed is successfully implanted and will continue to connect to the new host on its own (see the Embedding Seed augment for details).

    Aberrant Nature (Ex): If it does not already have it, the sower of strangeness gains the ozodrin ability of the same name upon reaching level 8.

    Seed the Land (Ex): Eventually, sowers of strangeness become able to spread their peculiarity to the land itself. When making a seed of strangeness, the sower may choose to make it capable of being grafted to inanimate objects and plants. Doing so requires 10 form points more than normal be used, and makes the seed count as being two levels higher for the purposes of being able to making it, though it remains its actual level for all other purposes. Seeds made this way may be grafted to any inanimate object or plant, in addition to normally viable hosts. While the seed will remain living if on an inanimate host, it does not grant the host any degree of animation for being able to control it. The sower of strangeness may still use Strange Bonds with the seed, though ones that effect the host have no effect due to the hosts lack of a mind. Similarly, any seed augments that allow the sower to effect the state of the seed continue to function. When features of a seed like this are manifested, they may be attacked. Treat them as having hp equal to 15 times the graft level, and AC equal to 10 + the graft level (other bonuses due to the features may increase this). If multiple such seeds are attached to the same object, they do not count as having the same host.

    Playing a Sower of Strangeness
    You make others more like you, granting them abilities and attacks they may make use of. You also may use this to subjugate your foes, or make them serve your own ends.
    Combat: Combat tends to go much like if you were playing a normal ozodrin. Most of the features of this class would go into improving your allies ahead of the fight. Still you may use your abilities to make others serve your will and aid you in combat. You may also use your implant seed ability and leave enemies alive that they may serve you later.
    Advancement: Sowers of strangeness tend to spread their 'gift' amount many individuals. They may however focus more on improving their allies, or subjugating their enemies.
    Resources: While sowers of strangeness tend to have few groups that will help and aid them, their manner of usually spreading their 'gift' amongst the population of places they've been gives them a pool of people they can draw on for help or information, weather the individuals want to grant aid or not.

    Sowers of Strangeness in the World
    'ware the woods. Men go in normal and come out strange, all kinds of unnatural things growing out of them. Worst part is, many seem to think it a boon

    Sowers of strangeness often occur on their own as isolated incidents. Due to their nature they do not need training or similar from other sowers.
    Daily Life: You wake up, possibly try spreading some more of your seeds among new hosts or improving existing ones. You may work to protect your hosts from those that consider you and them abominations. Your work is after all done for their betterment.
    Notables: The Midnight Doctor was a sower of strangeness known for going to towns and implanting his seeds in the population while the slept. Needless to say many were less than pleased, though he oddly was never run out of town, and always left of his own accord once he considered his work done. The Shadow of the Black Forest on the other hand seemed to seek improvement of what was once a pleasant and safe forest an hours ride from a quaint town. Due to his work it came to be considered a dangerous place where abominations roamed and men might emerge something else. It is said nothing in there is incapable of killing a normal man with ease, not even things like squirrels.
    Organizations: While few organizations will associate with a sower of strangeness if they know what they are, the sowers have a way of making their own as the travel. That said, there are some groups that see the talents of a sower as a tool to be exploited and will seek out their services.

    NPC Reaction
    NPCs tend to be of one of two minds about sowers of strangeness. They usually either consider them abominations and monsters that must be stopped, or beings of change to aspire to and serve. Most of the later category are hosts to a sowers seeds, though there are some that would actively seek a sower out in hopes of becoming a host. There is however also a smaller category that would consider a sower of strangeness an abomination, but a useful one that can be exploited.

    Sowers of Strangeness in the Game
    This is a good place to provide a quick note on how your class will effect game play statistically.
    Adaptation: Sowers of strangeness can fit well in any game an ozodrin would fit in so long as an ability to spread such traits isn't out of bounds. That said they likely fit best as leaders of groups, likely evil ones in a more traditional game.
    Encounters: An NPC sower of strangeness will likely never be encountered without the ability to call on allies, if only due to their ability to convert anyone into someone who will help them if a high enough level. That said, signs to look for of a sower of strangeness are odd similar markings showing up on people, or more obviously unnatural features.

    Feat
    Peculiar Palaver (Aberrant)
    You may mentally communicate with hosts of your seeds longer.
    Prerequisite: Aberrant Blood, Strange Bonds (Weird Whispers)
    Benefit: You gain twice the daily alotment of minutes to use the Strange Bonds Weird Whispers, Curious Conference, and Ominous Overhearing.
    Special: This feat may be taken multiple times. Boosts to the limit stack, but if take twice becomes 3 times normal, tree times becomes 4 times normal, etc. This feat may also be taken by a Surrogate with a Binding Seed grafted to them if they have access to the Weird Whispers strange bond.

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    [class]Wisp fire guide: Follow me. I have such sights to show you.
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    other hombrew

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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    Beast Sculpted

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    Please, don't mind the cat, it likes to kill those who show too much interest in it.


    Many are the harrowed who deal with the beast within. However, in some cases, the beast find their host's body more mailable than others. They become beast sculpted.

    BECOMING A BEAST SCULPTED
    Those that become beast sculpted rarely seek it out. Most frequently they are ones who would consider themselves thrice cursed. Not only are they possessed by the beast within, but their body is warped by unknown energies, and the beast has figured out how to take advantage of that.

    ENTRY REQUIREMENTS
    Class Feature: Tenebrous Touch (2d6), Feature (Mouth)
    Harrowings†: Any two that contain 'Bestial' in the name or grant a natural attack.
    Skills: Knowledge (dungeoneering) 5 ranks
    Feat: Aberrant Blood*
    † From the Harrowed base class by Lord_Gareth
    ‡ From the Ozodrin base class by Owrtho
    * From Lords of Madness by Wizards of the Coast


    Class Skills
    The beast sculpted's class skills (and the key ability for each skill) are Climb (Str), Craft (Int), Disguise (Cha), Decipher Script (Int), Escape Artist (Dex), Gather Information (Cha), Intimidate (Cha), Knowledge (All skills, chosen individually) (Int), Listen (Wis), Profession (Wis), Search (Int), Sense Motive (Wis), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha)
    Skills Points at Each Level: 4 + int modifier

    Hit Dice: d8

    Level BAB Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +0
    +2
    The Monster, Tenebrous Touch +1d6, Features, Guise of the Beast
    2nd
    +1
    +0
    +0
    +3
    Tenebrous Touch (Melee), Tenebrous Feature (normal), Harrowing
    3rd
    +2
    +1
    +1
    +3
    Tenebrous Touch +2d6, Feature (Beast)
    4th
    +3
    +1
    +1
    +4
    Strange Movement, Harrowing
    5th
    +3
    +1
    +1
    +4
    Tenebrous Touch +3d6
    6th
    +4
    +2
    +2
    +5
    Tenebrous Feature (no base cost), Harrowing
    7th
    +5
    +2
    +2
    +5
    Tenebrous Touch +4d6
    8th
    +6/+1
    +2
    +2
    +6
    Tenebrous Path, Harrowing
    9th
    +6/+1
    +3
    +3
    +6
    Tenebrous Touch +5d6
    10th
    +7/+2
    +3
    +3
    +7
    Tenebrous Feature (worldly form), Harrowing

    Weapon Proficiencies: A beast sculpted gains no weapon or armour proficiencies.

    The Monster (Ex): The Monster within the beast sculpted continues to grow. Levels in beast sculpted stack with Harrowed levels for the purposes of The Monster Within ability. In addition, beast sculpted levels stack with ozodrin levels for determining the number of form points available to the beast sculpted, and Harrowed Feats counts as aberrant feats for the beast sculpted, though they may not have their effects suppressed while the beast sculpted is in its worldly form.

    Tenebrous Touch (Su): The beast sculpted continues to advance its tenebrous touch ability, gaining an additional die of damage every odd level. At second level is gains tenebrous touch (melee) if it does not already have it.

    Features (Ex): The beast sculpted's class levels stack with ozodrin levels for determining what features and augments it has access to, as well as the number of attacks the beast sculpted can make with features and the budding body ability.
    At third level, the beast sculpted gains the ability to form the beast feature. See below for details.

    Spoiler
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    Beast: Cost - special see below
    Appearance: A strange creature that vaguely is similar to the monster within moves around you.
    Required Level: 3 Beast sculpted
    Calculating cost: Similar to puppets and lure traps, the beast is composed of other features. Unlike those however, it has built in max cost before features on it begin costing form points, and it must always use up at least half that cost. By default a beast is one size category smaller than the beast sculpted and may have up to 2 times you beast sculpted's class levels plus 1 form point per harrowed level worth of form points features added to it before it begins using your normal form points. In addition you may choose to imbue it with die of tenebrous touch energy. Each dice of tenebrous touch energy you imbue it with grants it an additional 5 form points to use before costing you form points. In addition, the beast counts your harrowed levels as ozodrin levels for which features and augments it has access to. Note that features added to the beast use the beasts default size rather than the beast sculpted's for determining the default size.
    Benefits: The monster within has formed a body for itself out of your flesh and its power. This could be seen as both good and bad, for while it grants the monster the ability to act more freely, the increased freedom makes it somewhat more amendable to your choices, as does the split focus it imposes on the monster. You many only have one beast at all times. The beast is, without augments incapable of travelling more than 10 feet from you, though it otherwise able to move freely. Without features or augments granting it such abilities, a beast is blind, deaf, small, and only able to move 5 feet per move action. If given two limb features it gains a move speed of 15 feet, which increases by 5 for each additional limb, though if a limb is used to move, it can't be used to perform other actions that round. A beast shares its senses, hp, and ability scores with you, but does not gain benefits from armour, spells and abilities, or features that improve your stats, though they can be applied to it as if it were a separate creature.
    A beast is capable of manifesting even when you are in your worldly form, and may not be suppressed as long as it has at least 1 dice of tenebrous touch energy allotted to it. A beast is capable of performing its own actions each turn though it is limited to a number of natural attack equal to half what your limit (rounded down, minimum 1 these attacks do not count against your feature granted attacks for the round), and has a tenebrous touch ability that deals a number of dice worth of damage equal to the number of dice allotted to it. Whenever a beast is dealt damage, you must make a will save against the beast within (DC 10 + 1 per 4 damage dealt).
    While you may freely choose to allot dice of tenebrous touch damage to the beast as a move action, you may not take them back freely. Doing so requires a standard action and a will save against the monster within (DC 14 + twice the number of dice allotted to the beast), or for the monster within to gain control over you, after which point the beast will lose all dice of tenebrous damage allotted to it. If the beast at any point has more dice of tenebrous damage than you do, the monster within has full control over the beast. If you have more, you may control the beast, but for every action you try to make it perform, you must make a will save against the monster within (DC 10 + half class level rounded down + number of dice of tenebrous energy allotted to it).
    The beast acts on the beast sculpted's turn. If the monster within has control of the beast, it acts before the beast sculpted.
    Special: Whenever you fail a save against the monster within, instead of it outright gaining control over you, it instead causes the beast to gain a die of you tenebrous damage, plus an additional dice for every 1 point per two class levels (rounded down minimum 2) you fail the save by. If you are in your worldly form and the beast is not manifested, this forces you to manifest it. If the beast ever gains all you die of tenebrous touch damage, the monster within gains full control over you.
    The features and augments applied to the beast may be changed at any time as a full round action. When the beast has one or more die of tenebrous touch damage allocated to it, it may immediately assign the form points it gains.
    If the monster within has control over the beast, you are not able to realocate form points spent on the beast to other features, though they may be reallocated among the features and augments on the beast.
    You may not place your own features on the beast.
    Augments:
    Small Beast: Additional cost -2
    Decrease the size of the beast by 1 size category. This augment may be added multiple times to the beast to a minimum of tiny. The effects stack.

    Swift Beast: Additional cost 3
    The base land speed of the beast is increased by 5 feet. This augment may be added multiple times to the beast. The effects stack.

    Large Beast: Additional cost 2
    Requires level 4: Increase the size of the beast by 1 size category. This augment may be added multiple times to the beast. The effects stack.

    Frightful Beast: Additional cost 4
    Requires level 4: The beast gains the ability to give off a frightful aura. As a standard action it may cause creatures with a line of sight to it that it doesn't specifically choose to exclude make a Will save (DC 10 + 1/2 (class level + harrowed 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 beast for 24 hours. If the Split Persona or Tri Persona augments are added, the beasts may use the ability together to add Charisma modifier to the DC for each additional beast that takes part (If they do so only one save is made).

    Travelling Beast: Additional cost 2
    Requires level 5: The beast may travel an additional 5 feet away from you. This augment may be added multiple times to the beast. The effects stack.

    Inconspicuous Beast: Additional cost 1
    Requires level 5: The beast may disguise itself as something else. It gains a +10 bonus to disguise checks at looking like a creature that the features applied could be used to make a puppet of (see the puppet feature in the ozodrin class). If the split persona or tri persona augments are used, each beast must have this augment added separately.

    Tenebrous Resistance: Additional cost 2
    Requires level 6: The beast gains 1 point of energy resistance against energy of the same type that your tenebrous blast deals. This resistance increases by 1 for each die of tenebrous blast damage allotted to the beast. This augment may be added multiple times to the beast. The effects stack.

    Split Persona: Additional cost 4
    Requires level 6: The monster within finds that having only one beast is not enough. You have two beasts. While they share the same form point pool, they each require having their own features and augments added (except for the Travelling Beast augment which effects both of them). They may freely change dice of tenebrous touch damage between themselves, though may not split the form points granted by it. Each of the beasts has its own set of attacks, though the amount is 1 less than normal (minimum 1).

    Tenebrous Resilience: Additional cost 4
    Requires level 7: The beast gains DR 1/-. This resistance increases by 1 for each die of tenebrous blast damage allotted to the beast. This damage reduction stacks with other sources of damage reduction. This augment may be added multiple times to the beast. The effects stack.

    Tri Persona: Additional cost 2
    Requires level 8 and Split Persona augment: The monster has decided to form yet another beast. This is the same as split persona except you have 3 beasts rather than 2, and their number of attacks per round is 2 less than normal rather than 1 (minimum 1).


    Guise of the Beast (Ex): The monster within the beast sculpted has devised a form of its own liking. The beast sculpted has an additional form of allocated form points that it can only assume when the monster within has control over them. This form is more powerful than the beast sculpted is capable of however, and counts harrowed class levels as ozodrin for how many form points it has available. It also counts beast sculpted class levels as ozodrin levels for the unearthly power ability.
    Once you gain the beast feature, the guise of the beast merges the form point pool of the beast feature with its own for when in the guise of the beast. It is unable to separate the beast from itself unless using ether the split persona or the tri persona augments as you count as a beast yourself while in the guise of the beast.

    Tenebrous Feature (Su): The beast sculpted has learned how to sculpt its tenebrous energy into some features. At second level it becomes able to form mouths, tentacles, spikes, limbs, and fins out of tenebrous energy rather than just its flesh. This does not cost additional form points, but instead requires they forgo one or more dice of their tenebrous touch damage to form the feature. A feature formed of tenebrous energy deals an additional amount of tenebrous damage equal to the number of die forgone to make it. Attacking with a tenebrous feature provokes a Will save against the monster within DC 13 + 1 per die of tenebrous touch damage used to make it (see The Monster Within Harrowed ability for details of if the save is failed).

    At sixth level, a feature made of tenebrous energy no longer requires the base form point cost for the feature, though still requires the cost of any augments applied to it.

    At tenth level, the beast sculpted becomes capable of manifesting tenebrous features even in its worldly form without having to fully manifest its true nature. Manifesting a tenebrous feature while in your worldly form provokes a Will save against the monster within DC 18 + 1 per die of tenebrous touch damage used to make it (see The Monster Within Harrowed ability for details of if the save is failed).

    Harrowings: At second level, and again every two levels thereafter, the beast sculpted chooses a Harrowing from the list presented in the Harrowed thread; once made, this choice cannot be altered - any given beast sculpted's Harrowings are theirs for life.
    Note: if a Harrowing possessed would add skills to the Harrowed's class skills it also does so for the beast sculpted's class skills.

    Strange Movement (Ex): As the ozodrin ability. Your beast sculpted, ozodrin, and harrowed levels all stack for determining your daily distance of strange movement.

    Tenebrous Path (Su): When using its strange movement ability, a beast sculpted of at least 8th level is capable of expelling tenebrous energy into the plane it was on. By expending an extra 5 feet of strange movement and making a will save against the monster within (DC 14 + 1 per 5 feet of movement), you may expel your tenebrous touch energy from the pocket dimension your strange movement takes place in to the normal plane. Creatures occupying any square you would pass through while making your strange movement take damage as if hit by your tenebrous touch. They may make a reflex save (DC 10 + class level) for half damage. If they succeed the save by 10 or more, they may attempt to move up to 5 feet out of the line of effect (this provokes an attack of opportunity) to take no damage instead (if they can't move out of the way they can't do this).

    PLAYING A BEAST SCULPTED
    Many beast sculpted consider themselves cursed. However, some revel in their power, while others may consider some part of their nature a curse but part of it a blessing. A beast sculpted will likely be a front-line fighter, but may also take a roll in the back blasting, or use the beast to fill a mix of the two roles.
    Combat: Often beast sculpted will begin combat by manifesting their true nature. They then will likely use a combination of their harrowed abilities (such as tenebrous touch), and ozodrin features to kill and/or eat their foes.
    Advancement: A beast sculpted has a number of paths open to it. It can make use of the ozodrin features infused with tenebrous touch to become a front-line fighter, or become a blaster with its tenebrous touch backed up by features. It also may use the beast like a familiar or summon, building it up to fight for it while filling a support role itself.
    Resources: There is very little that a beast sculpted may draw on for support. Both facets of its nature are commonly considered a curse or mark of evil, and thus they are avoided. Still their strength gives them the options open to most that excel in killing.

    BEAST SCULPTED IN THE WORLD
    Strange bloke came through here the other day. Musta been some kin'a wizard. Was just a feelin a somethin not quite right bout him. An that pet. Ne'r seen an'thing like it. Gave me the willies.
    -A barkeep telling customers about a beast sculpted that had passed through


    Few care for beast sculpted when they know what they are. Most prefer to avoid them, or hunt them down as monsters.
    Daily Life: A beast sculpted spends much of its time hiding what it is. Often this involves pretending to be a wizard, or some similar user of magic to explain the strange beast that clings to you at most times. Some try to find out who they used to be like many harrowed, while others just try to survive.
    Notables: Few beast sculpted are well known for what they are. Most that gain infamy are mistaken for monsters or demons. There are some though that have been properly recognized. The Beast of the Katrac Mountains is known to be an ancient beast sculpted. Little is known of it before it gained its title, but those who travel the mountain range do so in fear of the three beasts that are known to sweep down on travellers in a destructive frenzy.
    Organizations: There are no organizations made for beast sculpted.

    NPC Reaction
    Most will not immediately recognize a beast sculpted for what it is. Particularly if it is going out of its way to conceal its nature. However, once recognized the reactions tend to be as follows:
    Children and the average towns person will run in fear or otherwise try to shun and avoid you depending on the situation. If there are enough and they feel courageous, they may form a mob to try and run you out of town/kill you.
    Soldiers, fighters, mercenaries and the like often view beast sculpted as monsters and will treat them as such, either attacking them, or ignoring them unless attacked or being paid.

    BEAST SCULPTED IN THE GAME
    Beast sculpted shouldn't have a large impact on how combat happens, though it will allow the character to have extra actions (through the beast feature) and be at risk of attacking allies (due to the Monster Within).
    Adaptation: While it does need both the harrowed class and the ozodrin class in the setting, those they can be re-flavoured. Outside of the standard fluff, the beast sculpted could also be considered someone who an entity from the far realm or something similar is trying to use to enter into the material plane (thus the monster within would be the entity, and both harrowed and ozodrin class abilities would be due to its influence).
    Encounters: Encounters with beast sculpted can be quite varied. Due to most seeking to hide their nature they frequently travel, but outside that it is fairly open. They may seem to be no more than a strange traveller, possibly with an exotic pet, or pose as a wizard with a familiar. It is possible that they act as a travelling performer using the beast as an act, or have given into the beast and become a scourge upon the land.

    Sample Encounter
    Give an example of how one might encounter a member of this PrC.
    EL x: Give the encounter level and description of a sample member of this class and a stat block for him/her.


    Name
    True Neutral/Female/Human/Harrowed 3/Ozodrin 4/Beast Sculpted 5
    Init +2, Senses: Listen +, Spot +,
    Languages Common
    ------------------------------------------------
    AC 11, touch 11, flat-footed (10)
    hp 54 (12 HD)
    Fort +3, Ref +5, Will +12
    ------------------------------------------------
    Speed 30ft. (6 squares)
    Melee
    Base Atk +7, Grp +14
    Atk Options
    Combat Gear
    Spells Prepared
    Supernatural Abilities Tenebrous Touch (Hellfire) (5d6), Strange Movement
    -----------------------------------------------
    Abilities Str 12, Dex 15, Con 10, Int 14, Wis 13, Cha 21
    SQ The Monster Within,Two-World Eyes (Darkvision), Manifest Form, Form points (40), Feature (Basic Eyes, Mouth, Tentacle, Limb, Spikes, Fin, Beast), Devour, Strange Anatomy, Bizarre Grappler, The Monster, Features, Guise of the Beast, Tenebrous Feature (normal)
    FeatsDark Deal, Butchery Pact, Bestial Form, Aberrant Blood (Flexible limbs)*, Scavenging Gullet*, Improved Grapple, Aberrant Monstrosity (Dragon), Improved Snatch^, Tail Constrict^

    † From the Harrowed base class by Lord_Gareth
    ‡ From the Ozodrin base class by Owrtho
    * From Lords of Madness by Wizards of the Coast
    ^ From Draconomicon by Wizards of the Coast


    Skills
    Possessions

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    Last edited by Owrtho; 2014-04-29 at 09:12 PM.
    Tables
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    [creature]Shiny: Monster Competition XXXVI entry.
    [class]Wisp fire guide: Follow me. I have such sights to show you.
    [class]Ozodrin: A class to play as an eldritch horror.
    other hombrew

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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    Esoteric Feature

    Among ozodrin, there are those that find themselves drawn to certain features, with an urge to adapt them in ways few do. Unfortunately this causes the esoteric's skill with other features to suffer, but many find it worth the cost.

    Esoteric Eye

    Spoiler
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    ENTRY REQUIREMENTS
    Class Feature: Manifest Form
    Special: Must already have the basic eye feature, or gain it upon taking the first Esoteric Eye level

    Hit Die: d8

    Class Skills: The esoteric eye's class skills are Bluff (Cha), 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), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)

    Skill Points: 4 + Int mod

    Level BAB Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +0
    +2
    Form Points, Specialized Form Points (Basic eyes), Esoteric Feature (Basic Eyes)
    2nd
    +1
    +0
    +0
    +3
    Features, Refined Shape (Basic eyes)

    Form Points (Ex): You gain a number of form points equal to twice your class level.

    Specialized Form Points (Ex): You gain a number of form points equal to twice your class level that may only be used for basic eye features and their augments. At second level you also gain a number of these specialized form points equal to the number of aberrant feats you possess.

    Esoteric Feature (Ex): Level 1 counts as two ozodrin class levels for the basic eye feature. You also gain access to the dread eye augment.

    Dread Eye: Additional cost 5
    Grants 5' of Lifesense (as the Dread Wraith ability) as an extraordinary ability. This stacks with any other sources of Lifesense including other dread eyes.

    Features (Ex): Level 2 count as a level of a class you already have with the features ability for what features and augments you have access to (chosen at second level). You may not choose to advance another Esoteric class with this ability.

    Refined Shape (Ex): You have refined the basic eye feature. The cost of basic eye features is reduced by 1 to a minimum of 1.


    Esoteric Mouth

    Spoiler
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    ENTRY REQUIREMENTS
    Class Feature: Manifest Form
    Special: Must already have the mouth feature, or gain it upon taking the first Esoteric Mouth level

    Hit Die: d8

    Class Skills: The esoteric mouth's class skills are Bluff (Cha), 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), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)

    Skill Points: 4 + Int mod

    Level BAB Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +0
    +2
    Form Points, Specialized Form Points (Mouth), Esoteric Feature (Mouth)
    2nd
    +1
    +0
    +0
    +3
    Features, Refined Shape (Mouth)

    Form Points (Ex): You gain a number of form points equal to twice your class level.

    Specialized Form Points (Ex): You gain a number of form points equal to twice your class level that may only be used for mouth features and their augments. At second level you also gain a number of these specialized form points equal to the number of aberrant feats you possess.

    Esoteric Feature (Ex): Level 1 counts as two ozodrin class levels for the mouth feature. You also gain access to the windswept maw augment.

    Windswept Maw: Additional cost 8
    This mouth can suck in vast quantities of air, potentially pulling in enemies. As a standard action, the ozodrin can create a cone of air 5’ long plus 5' per mouth size category above medium. The ozodrin then makes a single bullrush check (using the mouth’s size modifier). Any creatures caught in the cone must make an opposed bullrush check or be pushed towards the mouth. Unlike a normal bullrush attempt the mouth need not move with the creatures to push them more than 5ft. If the ozodrin possesses the swallow whole ability then the closest opponent that would be pushed into the ozodrin’s square is swallowed if it is at least one size category smaller than the mouth. Alternately, an ozodrin may attempt a grapple check against that opponent in order to attempt devouring that opponent with the mouth used to suck in the air or attempt a single bite attack with the mouth against the first creature. Creatures behind the closest opponent cannot be swallowed/grappled by this ability and merely stop being pushed when they run out of unoccupied spaces to be pushed into. In the case of a tie, the ozodrin may choose which opponent they grapple/swallow. This ability only functions underwater if the Ozodrin possesses the swallow whole special ability. This augment may be added multiple times to the same mouth. For each time after the first, the number of creatures that may be swallowed whole per use of this ability increases by one (if a creature is devoured or bit then no further creatures may be swallowed whole from that use of the ability).

    Features (Ex): Level 2 count as a level of a class you already have with the features ability for what features and augments you have access to (chosen at second level). You may not choose to advance another Esoteric class with this ability.

    Refined Shape (Ex): You have refined the mouth feature. The cost of mouth features is reduced by 1 to a minimum of 1.


    Esoteric Tentacle

    Spoiler
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    ENTRY REQUIREMENTS
    Class Feature: Manifest Form
    Special: Must already have the basic tentacle feature, or gain it upon taking the first Esoteric Tentacle level

    Hit Die: d8

    Class Skills: The esoteric tentacle's class skills are Bluff (Cha), 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), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)

    Skill Points: 4 + Int mod

    Level BAB Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +0
    +2
    Form Points, Specialized Form Points (Tentacle), Esoteric Feature (Tentacle)
    2nd
    +1
    +0
    +0
    +3
    Features, Refined Shape (Tentacle)

    Form Points (Ex): You gain a number of form points equal to twice your class level.

    Specialized Form Points (Ex): You gain a number of form points equal to twice your class level that may only be used for tentacle features and their augments. At second level you also gain a number of these specialized form points equal to the number of aberrant feats you possess.

    Esoteric Feature (Ex): Level 1 counts as two ozodrin class levels for the tentacle feature. You also gain access to the suctioned tentacle augment.

    Suctioned Tentacle: Additional cost 4
    The tentacle is covered in suction cups, or some other method of creating suction. This has the following effects. If it has the hooked tentacle augment, grappling with the tentacle always makes use of the full length of the tentacle for counting the bonus it provides, rather than just the gaining a bonus for how much further the tentacle could reach. In addition grappling does not suffer the attack penalty for extending the tentacle's reach, past the distance of the creature being grappled.
    The suctioned tentacle also is capable of granting a climb speed. You gain 5 feet of climb speed for every suctioned tentacle you posses after the first as well as a +1 to climb checks. For these purposes, every 10 feet of reach a suctioned tentacle has after it's first 5 feet of reach counts as an additional suctioned tentacle. If used for climbing, a suctioned tentacle cannot be used for other actions during the round. The climb speed it grants may also be used like that of the crawling limb as a land speed if you do not take other actions with the suctioned tentacle in the round.

    Features (Ex): Level 2 count as a level of a class you already have with the features ability for what features and augments you have access to (chosen at second level). You may not choose to advance another Esoteric class with this ability.

    Refined Shape (Ex): You have refined the tentacle feature. The cost of tentacle features is reduced by 1 to a minimum of 1.


    Esoteric Limb

    Spoiler
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    ENTRY REQUIREMENTS
    Class Feature: Manifest Form
    Special: Must already have the limb feature, or gain it upon taking the first Esoteric Limb level

    Hit Die: d8

    Class Skills: The esoteric limb's class skills are Bluff (Cha), 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), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)

    Skill Points: 4 + Int mod

    Level BAB Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +0
    +2
    Form Points, Specialized Form Points (Limb), Esoteric Feature (Limb)
    2nd
    +1
    +0
    +0
    +3
    Features, Refined Shape (Limb)

    Form Points (Ex): You gain a number of form points equal to twice your class level.

    Specialized Form Points (Ex): You gain a number of form points equal to twice your class level that may only be used for limb features and their augments. At second level you also gain a number of these specialized form points equal to the number of aberrant feats you possess.

    Esoteric Feature (Ex): Level 1 counts as two ozodrin class levels for the limb feature. You also gain access to the branching limb augment.

    Branching Limb: Additional cost 3
    Requires Long Limb augment: This limb branches into another feature somewhere along it's length. This allows a single feature to be placed on the limb, and requires that it be placed at least 5 feet from the end. Features placed on this limb benefit from any preceding length the limb possesses. This augment may be added multiple times to the same limb, each time it allows another feature to be placed along it's length.

    Features (Ex): Level 2 count as a level of a class you already have with the features ability for what features and augments you have access to (chosen at second level). You may not choose to advance another Esoteric class with this ability.

    Refined Shape (Ex): You have refined the limb feature. The cost of limb features is reduced by 1 to a minimum of 1.


    Esoteric Spike

    Spoiler
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    ENTRY REQUIREMENTS
    Class Feature: Manifest Form
    Special: Must already have the spike feature, or gain it upon taking the first Esoteric Spike level

    Hit Die: d8

    Class Skills: The esoteric spike's class skills are Bluff (Cha), 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), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)

    Skill Points: 4 + Int mod

    Level BAB Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +0
    +2
    Form Points, Specialized Form Points (Spike), Esoteric Feature (Spike)
    2nd
    +1
    +0
    +0
    +3
    Features, Refined Shape (Spike)

    Form Points (Ex): You gain a number of form points equal to twice your class level.

    Specialized Form Points (Ex): You gain a number of form points equal to twice your class level that may only be used for spike features and their augments. At second level you also gain a number of these specialized form points equal to the number of aberrant feats you possess.

    Esoteric Feature (Ex): Level 1 counts as two ozodrin class levels for the spike feature. You also gain access to the barbed spike augment.

    Barbed Spike: Additional cost 4
    The spike is barbed. This grants a +2 bonus on grapple checks using features the spike is attached to. Additionally, if a creature is dealt damage by the spike while not being grappled by the spike, it must make a fortitude save (DC 10 + dexterity modifier + half class level) or begin taking 1 point of damage + an additional point of damage for each size category larger than fine the spike is (to a maximum of the max size that counts for increasing damage) at the start of its turn each round until a DC 10 heal check is made or it receives healing. If a creature breaks from a grapple that includes a barbed spike, it takes damage from the spike as if it were one size larger and must make a save to avoid taking damage each round as above. If the spike is thrown (as with the throwing spike), it becomes embedded in the target. In this case it does not have cause a save to prevent taking damage over time. A creature with embedded spikes has its maximum hp reduced by a number of points equal to the number of spikes embedded. An embedded spike may be removed as a move action, though this counts as the creature breaking from grapple with it. As a full round action a DC 15 heal check may be made to remove an embedded spike without it counting as breaking from grapple with it (failure causes the spike to be removed normally.

    Features (Ex): Level 2 count as a level of a class you already have with the features ability for what features and augments you have access to (chosen at second level). You may not choose to advance another Esoteric class with this ability.

    Refined Shape (Ex): You have refined the spike feature. The cost of spike features is reduced by 1 to a minimum of 1.


    Esoteric Fin

    Spoiler
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    ENTRY REQUIREMENTS
    Class Feature: Manifest Form
    Special: Must already have the fin feature, or gain it upon taking the first Esoteric Fin level

    Hit Die: d8

    Class Skills: The esoteric fin's class skills are Bluff (Cha), 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), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)

    Skill Points: 4 + Int mod

    Level BAB Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +0
    +2
    Form Points, Specialized Form Points (Fin), Esoteric Feature (Fin)
    2nd
    +1
    +0
    +0
    +3
    Features, Refined Shape (Fin)

    Form Points (Ex): You gain a number of form points equal to twice your class level.

    Specialized Form Points (Ex): You gain a number of form points equal to twice your class level that may only be used for fin features and their augments. At second level you also gain a number of these specialized form points equal to the number of aberrant feats you possess.

    Esoteric Feature (Ex): Level 1 counts as two ozodrin class levels for the fin feature. You also gain access to the thrashing fin augment.

    Thrashing Fin: Additional cost 3
    As a move action this fin is able to create a strong current capable of blowing creatures away. If used for such a method, it cannot contribute to other actions for the round. This current lasts until the start of the esoteric fin's next turn. When using this ability, make a swim check and add the grapple modifier for a creature the size of the fin to the result. For the purposes of this check do not take into account swim bonuses and penalties granted by other fins. The current affects a conic area originating from the location of the fin with a range of 5 feet for tiny and small fins, 10 feet for large fins, and an additional 5 feet for every size category larger. Size categories smaller than tiny only affect creatures in the same square as the fin. Creatures caught in the area of affect must make a swim check opposed to the swim check made by the esoteric fin at the start of the round gaining a bonus equal to their size modifier to grappling, or be pushed to directly away from the fin to the end of the range. If they would hit a wall or other surface, they take 1d6 damage for every 10 feet the distance was cut short (rounded down, minimum 0). Creatures larger than 2 size categories above the largest fin taking part are immune to the effect. This abilities requires the fins be in water to use. This ability only takes into account fin sizes up to the highest size that increases damage for attacks.
    If the fin has the wing augment, the result from the swim check is halved, creatures need to make a fortitude save, and the range of the cone is halved (tiny or smaller wings only affect creatures in the same square, small and medium have a range of 5 feet, others round up to the nearest 5 feet)
    Special: As a full round action two or more fins with this ability for which at least two are not in the same square, but all of which can have an overlapping range may work together and make a whirlpool. In this case swim check bonuses and penalties from all fins involved apply to the swim check. For determining the approximate fin size, take the average of all fins involved and round up for the size category. The whirlpool has a radius of half the range of the approximate fin size, and is located so its edge is within 5 feet of each fin (if they are too far apart, it is centred between them). It also extends the normal range of a single fin that size above and below the height of the fins (it cannot extend out of the water). If a creature is caught in the area, it is pulled to down to the bottom and blown 1d4 time 5 feet in a random direction.
    If the fins have the wing augment modify this as the normal ability and it creates a whirlwind pulling creatures up.

    Features (Ex): Level 2 count as a level of a class you already have with the features ability for what features and augments you have access to (chosen at second level). You may not choose to advance another Esoteric class with this ability.

    Refined Shape (Ex): You have refined the fin feature. The cost of fin features is reduced by 1 to a minimum of 1.


    Esoteric Gaze

    Spoiler
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    ENTRY REQUIREMENTS
    Class Feature: Manifest Form
    Special: Must already have the special eye feature, or gain it upon taking the first Esoteric Gaze level

    Hit Die: d8

    Class Skills: The esoteric gaze's class skills are Bluff (Cha), 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), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)

    Skill Points: 4 + Int mod

    Level BAB Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +0
    +2
    Form Points, Specialized Form Points (Special eyes), Esoteric Feature (Special Eyes)
    2nd
    +1
    +0
    +0
    +3
    Features, Refined Shape (Special eyes)

    Form Points (Ex): You gain a number of form points equal to twice your class level.

    Specialized Form Points (Ex): You gain a number of form points equal to twice your class level that may only be used for special eye features and their augments. At second level you also gain a number of these specialized form points equal to the number of aberrant feats you possess.

    Esoteric Feature (Ex): Level 1 counts as two ozodrin class levels for the special eye feature. You also gain access to the medusa eye augment.

    Medusa Gaze*: Additional cost 6
    Creatures that meet the gaze of this eye are turned to stone rather than harmed. This acts as the Petrifying Gaze of the medusa with the following changes. Range is half what it would normally be for the special eye (calculated after any augments affecting range) rather than 30'. The effect is not permanent, instead lasting a number of minutes equal to your charisma modifier. The DC of the save is equal to 10 + your charisma modifier. It may not be use on the same eye as other augments with a * by them.

    Features (Ex): Level 2 count as a level of a class you already have with the features ability for what features and augments you have access to (chosen at second level). You may not choose to advance another Esoteric class with this ability.

    Refined Shape (Ex): You have refined the special eye feature. The cost of special eye features is reduced by 1 to a minimum of 1.


    Esoteric Flesh

    Spoiler
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    ENTRY REQUIREMENTS
    Class Feature: Manifest Form
    Special: Must already have the flesh feature, or gain it upon taking the first Esoteric Flesh level

    Hit Die: d8

    Class Skills: The esoteric flesh's class skills are Bluff (Cha), 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), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)

    Skill Points: 4 + Int mod

    Level BAB Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +0
    +2
    Form Points, Specialized Form Points (Flesh), Esoteric Feature (Flesh)
    2nd
    +1
    +0
    +0
    +3
    Features, Refined Shape (Flesh)

    Form Points (Ex): You gain a number of form points equal to twice your class level.

    Specialized Form Points (Ex): You gain a number of form points equal to twice your class level that may only be used for flesh features and their augments. At second level you also gain a number of these specialized form points equal to the number of aberrant feats you possess.

    Esoteric Feature (Ex): Level 1 counts as two ozodrin class levels for the flesh feature. You also gain access to the swarming flesh augment.

    Swarming Flesh: Additional cost 10
    Your flesh is composed of numerous smaller separate parts. You gain the swarm suptype and associated traits as if composed of tiny creatures, except as noted. Rather than occupying a 10' by 10' (by 10' if flying) space, you occupy a space as normal for the size you would be if not for this augment (though you only have height if flying). If the you possesses a feature that grants a grapple bonus, you retains the ability to grapple, but doing so causes the entire swarm to occupy the squares of the target (which must be at least one size category smaller than the size you would be if not a swarm) and prevents other actions on the swarms part (including swarm attacks). Additionally the results of any grapple roll (after modifier is added) are halved (rounded down), and attacking the grappled target also rolls against your touch AC to deal damage, allowing normal attack to deal full damage if the swarm is composed of tiny creatures, or half damage if composed of diminutive or smaller creatures (this does not account for resistance to damage not granted by swarm traits). This does not allow others to grapple the swarm. Rather than gaining a normal swarm attack, you may use a single natural weapon you possesses as your swarm attack (if you has more than one, it may choose which you will use against each creature being attacked, and may change this for subsequent attacks against a creature) for which damage is halved (rounded down, minimum 1). You may make a normal natural attack that could be performed as a standard action, but require a full-round action to do so, and may not make swarm attacks that round. Your retain the ability to use swallow whole and devour. However, if you use devour, the Con damage is only ever 1, or if normal damage would be dealt, it is halved. Multiple instances of this augment only effect puppets and spawn in which case, for each time it is added after the first, the size of the creatures making up the swarm is reduced by 1 size category.

    Special: If applied to a spawn the spawn must be at least a size category larger than the creatures making up the swarm and if this ever ceases to be the case (such as by the Fragmenting Spawn augment) this augment fails to apply. It also causes the hp of the spawn to be reduced by 55 (results in 5 less hp compared to having not taken the augment).

    Features (Ex): Level 2 count as a level of a class you already have with the features ability for what features and augments you have access to (chosen at second level). You may not choose to advance another Esoteric class with this ability.

    Refined Shape (Ex): You have refined the flesh feature. The cost of flesh features is reduced by 1 to a minimum of 1.


    Esoteric Puppet

    Spoiler
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    ENTRY REQUIREMENTS
    Class Feature: Manifest Form
    Special: Must already have the puppet feature, or gain it upon taking the first Esoteric Puppet level

    Hit Die: d8

    Class Skills: The esoteric puppet's class skills are Bluff (Cha), 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), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)

    Skill Points: 4 + Int mod

    Level BAB Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +0
    +2
    Form Points, Specialized Form Points (Puppet), Esoteric Feature (Puppet)
    2nd
    +1
    +0
    +0
    +3
    Features, Refined Shape (Puppet)

    Form Points (Ex): You gain a number of form points equal to twice your class level.

    Specialized Form Points (Ex): You gain a number of form points equal to twice your class level that may only be used for puppet features and their augments. At second level you also gain a number of these specialized form points equal to the number of aberrant feats you possess.

    Esoteric Feature (Ex): Level 1 counts as two ozodrin class levels for the puppet feature. You also gain access to the worldly puppet augment.

    Worldly Puppet: Additional cost 4
    When suppressing your true nature to enter your worldly guise, you may choose not to suppress this puppet, allowing it to act as if you are still manifesting your true nature. However, unless other actions are taken to hide it, the tendril connecting you to the puppet will still exist and be visible.

    Features (Ex): Level 2 count as a level of a class you already have with the features ability for what features and augments you have access to (chosen at second level). You may not choose to advance another Esoteric class with this ability.

    Refined Shape (Ex): You have refined the puppet feature. The cost of puppet features is reduced by 1 to a minimum of 1.


    Esoteric Stomach

    Spoiler
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    ENTRY REQUIREMENTS
    Class Feature: Manifest Form
    Special: Must already have the stomach feature, or gain it upon taking the first Esoteric Stomach level

    Hit Die: d8

    Class Skills: The esoteric stomach's class skills are Bluff (Cha), 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), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)

    Skill Points: 4 + Int mod

    Level BAB Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +0
    +2
    Form Points, Specialized Form Points (Stomach), Esoteric Feature (Stomach)
    2nd
    +1
    +0
    +0
    +3
    Features, Refined Shape (Stomach)

    Form Points (Ex): You gain a number of form points equal to twice your class level.

    Specialized Form Points (Ex): You gain a number of form points equal to twice your class level that may only be used for stomach features and their augments. At second level you also gain a number of these specialized form points equal to the number of aberrant feats you possess.

    Esoteric Feature (Ex): Level 1 counts as two ozodrin class levels for the stomach feature. You also gain access to the gravitational stomach augment.

    Gravitational Stomach: Additional cost 6
    Requires formed stomach augment: You may manipulate the gravity within your stomach as you will. As a swift action you may alter the gravity in one of the following ways:
    • Increase the gravity by a factor. Each factor it is increased by causes every 5 feet fallen to count as an additional 5 feet of fall distance, and increases the weight of objects in the stomach by their normal weight. Climb DCs increase by 2, and jump DCs increase by 4 for each factor it is increased. For every 3 factors that gravity is increased from normal, the move speeds of creatures decreases by 5 feet to a minimum of 5 feet.
    • Decrease gravity by a factor. Each factor it is decreased by causes an additional 5 feet to be fallen to count as 5 feet of fall distance, and the weight of objects in the stomach are divided by the number of factors it is decreased by plus 1. Climb DCs decrease by 4, and jump DCs decrease by 2 for each factor it is decreased.
    • Remove the gravity. Objects and creatures in the stomach have no weight, and swim checks may be used to move. Unless something anchored is used to remain in place, a DC 15 swim check is required to stop moving.
    • Set gravity's pull to normal. Gravity acts as normal. This does not affect the orientation of gravity if it is changed.
    • Change the orientation of gravity. You may make any direction in your stomach count as down. Things will attempt to fall in that direction. You may have different areas of your stomach oriented different ways, though you may not have two areas that would fall toward each other.
    This augment may be added to the same stomach multiple times. Each time after the first allows you to have an additional section of your stomach that follows different rules of gravity from the rest (thus if added twice, you could have one portion with normal gravity and a smaller portion with increased gravity going the opposite direction).

    Features (Ex): Level 2 count as a level of a class you already have with the features ability for what features and augments you have access to (chosen at second level). You may not choose to advance another Esoteric class with this ability.

    Refined Shape (Ex): You have refined the stomach feature. The cost of stomach features is reduced by 1 to a minimum of 1. When adding augments you your primary stomach, the total cost of all augments applied to it is reduced by 1 to a minimum of 1.


    Esoteric Lure Trap

    Spoiler
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    ENTRY REQUIREMENTS
    Class Feature: Manifest Form
    Special: Must already have the lure trap feature, or gain it upon taking the first Esoteric Lure Trap level

    Hit Die: d8

    Class Skills: The esoteric lure trap's class skills are Bluff (Cha), 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), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)

    Skill Points: 4 + Int mod

    Level BAB Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +0
    +2
    Form Points, Specialized Form Points (Lure Trap), Esoteric Feature (Lure Trap)
    2nd
    +1
    +0
    +0
    +3
    Features, Refined Shape (Lure Trap)

    Form Points (Ex): You gain a number of form points equal to twice your class level.

    Specialized Form Points (Ex): You gain a number of form points equal to twice your class level that may only be used for lure trap features and their augments. At second level you also gain a number of these specialized form points equal to the number of aberrant feats you possess.

    Esoteric Feature (Ex): Level 1 counts as two ozodrin class levels for the lure trap feature. You also gain access to the paranoia trap augment.

    Paranoia Trap: Additional cost 5
    When the lure trap triggers, you may have it cause a single attacked target to make a will save (DC 15 + 1/2 class level + charisma modifier + number of times the target has had to save against this effect in the past week) or become afflicted with Lure Paranoia permanently. This is a supernatural mind affecting ability. An individual afflicted with lure paranoia suffers from the following effects. Any time they interact with an individual, there is a 1 in 20 chance that within 1d6-1 minutes the afflicted will suffer from a sever and realistic hallucination that the individual being interacted with is a lure trap that triggers and attacks them (this causes the fear effect of seeing a lure trap triggered for the afflicted, use the DC of the lure trap that inflicted lure paranoia on the afflicted). These hallucinations last 3d20 rounds (note, a round is 6 seconds) or until the individual is killed, whichever comes first. Only check to see if an individual will a hallucination once each time they are encountered. Lure paranoia is an extraordinary affliction and persists even if the afflicted later gains immunity to mind affecting abilities, though is cured by immunity to fear effects (immunity to mind affecting abilities does not count as immunity to fear effects for this). Lure paranoia may be treated in a few ways. The spell calm emotions prevents its effects for the duration of the spell. The spells greater restoration and limited wish may make the afflicted resistant to the effects for a week or a month at a time respectively. The spells wish and miracle may permanently cure the afflicted. The sanity rules for permanent insanity may also be used at DM discretion.

    Features (Ex): Level 2 count as a level of a class you already have with the features ability for what features and augments you have access to (chosen at second level). You may not choose to advance another Esoteric class with this ability.

    Refined Shape (Ex): You have refined the lure trap feature. The cost of lure trap features is reduced by 1 to a minimum of 1.


    Esoteric Spawn

    Spoiler
    Show
    ENTRY REQUIREMENTS
    Class Feature: Manifest Form
    Special: Must already have the spawn feature, or gain it upon taking the first Esoteric Spawn level

    Hit Die: d8

    Class Skills: The esoteric spawn's class skills are Bluff (Cha), 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), Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)

    Skill Points: 4 + Int mod

    Level BAB Fort Save Ref Save Will Save Special
    1st
    +0
    +0
    +0
    +2
    Form Points, Specialized Form Points (Spawn), Esoteric Feature (Spawn)
    2nd
    +1
    +0
    +0
    +3
    Features, Refined Shape (Spawn)

    Form Points (Ex): You gain a number of form points equal to twice your class level.

    Specialized Form Points (Ex): You gain a number of form points equal to twice your class level that may only be used for spawn features and their augments. At second level you also gain a number of these specialized form points equal to the number of aberrant feats you possess.

    Esoteric Feature (Ex): Level 1 counts as two ozodrin class levels for the spawn feature. You also gain access to the fragmenting spawn augment.

    Fragmenting Spawn: Additional cost 5
    Fragmenting spawn are unstable, and so possess 30 hp less than normal (results in 5 less hp than if this augment was not taken). However, in turn they are more durable. When killed, a fragmenting spawn is capable of splitting into two smaller spawn, each with 1/3 the original's hp (rounded up) and are a size category smaller than the original. For these fragments, divide up the features of the original spawn between them as you choose (they must both have at least 1/4 of the features minimum 1, and they ignore the normal size restriction on features for spawn) while spawn augments are given to both of them other than this one and Robust Spawn (which is accounted for already with their hp). This augment may be added multiple times to the same spawn. Each time it is granted to a generation further down (though the hp reduction applies to the original). This augment does not function for fine sized spawn.

    Features (Ex): Level 2 count as a level of a class you already have with the features ability for what features and augments you have access to (chosen at second level). You may not choose to advance another Esoteric class with this ability.

    Refined Shape (Ex): You have refined the spawn feature. The cost of spawn features is reduced by 1 to a minimum of 1.


    Owrtho
    Last edited by Owrtho; 2014-04-29 at 09:13 PM.
    Tables
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    My Homebrew
    [creature]Shiny: Monster Competition XXXVI entry.
    [class]Wisp fire guide: Follow me. I have such sights to show you.
    [class]Ozodrin: A class to play as an eldritch horror.
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  5. - Top - End - #5
    Banned
     
    zenanarchist's Avatar

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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    Probably state that form points from this class stack with those from any other class offering form points....

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    Barbarian in the Playground
     
    NecromancerGuy

    Join Date
    Dec 2008
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    City of Stormreach
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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    You know, ever since I read that the ozodrin can make its stomach look like a room, I have been thinking about how awesome it would be to invite someone over for tea and later reveal that the lovely tea room they've been sitting in is actually my stomache. I hope you enjoy your stay. ^__^

    You are your own haunted mystery house. I love this.
    "To play a fighter is to play the game.
    To play a wizard is to understand the rules.
    To understand the rules, and play a fighter, is to understand the game."
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    Ogre in the Playground
     
    Owrtho's Avatar

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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    Well, you can (unless specified otherwise) use them with other classes features, but otherwise it seems like the form points inherently stack. After all, as it's worded, form points are a one time ability in each class that grant them, which then scales as you gain more levels/aberrant feats/charisma. As such this is really more so giving you another pool of form points that you can use than advancing the old one.

    Glad you like it. It also lets you do things like go to someone else house and then reveal to them they're actually in your stomach and you switch the door when they went outside to greet everyone.

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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    When I saw this, i thought you'd beaten me to that hall of mirrors class i've been trying to make...

    Then i realised it was something far more horrific. I'll give you assistance once i've read the Ozodarin [last time i looked at the thread, the thing had a total of 7 abilities and nothing on 8th level or above...]
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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    Ozodrin doesn't say anything about levels affecting how big the stomach is. The only thing that increases that is the Large Stomach augment. Without that, it will always be able to hold 1 huge creature (or 4 large, or 16 medium, or 64 small, or 254 tiny,or 1024 diminutive, or 4096 fine). Using formed stomach, this means that default "house" size is 160 5x5 squares (with the ceiling 5 ft from the floor) (320 squares with 10 ft ceiling with Expansive Stomach). If you want for stomach size to scale by level, you should add something to this affect:

    Expansive Stomach (Ex): A menacing manor's stomach base size increases by 1 2 creatures every level. In addition the stomach of a menacing manor has twice the capacity of other ozodrin. Any additional stomachs that it would gain using the stomach feature similarly start at twice the size (increases to their size happen at the normal amount). If a menacing manor would die, it's stomach petrifies and remains in the form it was in at the time of the manor's death rather than decaying and ejecting all creatures inside.

    where 1 is a number and 2 is a size category.

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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    This class is made of brilliance and win. Can't wait to see more.

    Thoughts--
    Is Manor Guise really necessary? Can't you just use "The Skin that Pretends" and "Engorged Flesh" to become a house, as a normal Ozodrin?

    For "Host", I suggest that you make it so when you enter your own stomach dimension, your 'host' iteration of yourself can take a different form then your exterior self, so that if you're in house form outside, you can still appear human inside.
    Last edited by Magicyop; 2010-10-23 at 10:03 AM.
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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    Quote Originally Posted by Necroticplague View Post
    Ozodrin doesn't say anything about levels affecting how big the stomach is. The only thing that increases that is the Large Stomach augment. Without that, it will always be able to hold 1 huge creature (or 4 large, or 16 medium, or 64 small, or 254 tiny,or 1024 diminutive, or 4096 fine). Using formed stomach, this means that default "house" size is 160 5x5 squares (with the ceiling 5 ft from the floor) (320 squares with 10 ft ceiling with Expansive Stomach). If you want for stomach size to scale by level, you should add something to this affect:
    Well, that isn't quite accurate. Though I should have been a little more clear. The ozodrin's primary stomach does scale by level (see the swallow whole ability). The secondary stomachs all have a base starting size though (which are increase as mentioned as well). I'll try to add in some wording to specify which kind I'm talking about at a given point. I'll also try to make note of what happens when a normal ozodrin dies with its stomach (in the ozodrin thread), as that hasn't been mentioned before)

    Quote Originally Posted by Magicyop View Post
    Is Manor Guise really necessary? Can't you just use "The Skin that Pretends" and "Engorged Flesh" to become a house, as a normal Ozodrin?
    Actually that is a different issue all together, though yes it would be possible.
    You see manor guise isn't useful for its ability to let you mimic a building (which you can already do), but for letting you have a third form you can assume without having to spend time redistributing form points. As such you could have your 'normal' form, a travelling combat form (your true nature), and your manor form.

    Quote Originally Posted by Magicyop View Post
    For "Host", I suggest that you make it so when you enter your own stomach dimension, your 'host' iteration of yourself can take a different form then your exterior self, so that if you're in house form outside, you can still appear human inside.
    That is actually a good point. Perhaps it should suppress feature while you're in it (well those on you, so you look like a normal whatever your race is). Might just let you suppress those of your choice.

    Also I do plan on trying to get more work done on this, it's just been a busy week.

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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    It doesn't look like it says how many skill points it gets per level.

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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    Good point. Fixed. Also, this will likely start seeing updates again once the ozodrin is done (which should be quite soon).

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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    Is it just me, or is a secondary use of this class as a mobile base of operations for sufficiently demented parties? It might be a bit small for that though... although the conversion from "8,000 small creatures" (which is what my math is telling me you can fit at first level) to "Forge, The Wizard's Library, 4 bedrooms, Dinning Room, <Redacted by author> (come on... wouldn't faze these guys a bit, they are THAT insane, and besides, most of them have probably swallowed worse things)" makes it a bit hard to tell...

    A ring of Sustenance for the Manor would be a must at the least to keep the hours of sleep down to reduce vulnerabilituies... maybe the Ioun stone that lets you not sleep at all...
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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    Quote Originally Posted by DracoDei View Post
    Is it just me, or is a secondary use of this class as a mobile base of operations for sufficiently demented parties? It might be a bit small for that though... although the conversion from "8,000 small creatures" (which is what my math is telling me you can fit at first level) to "Forge, The Wizard's Library, 4 bedrooms, Dinning Room, <Redacted by author> (come on... wouldn't faze these guys a bit, they are THAT insane, and besides, most of them have probably swallowed worse things)" makes it a bit hard to tell...

    A ring of Sustenance for the Manor would be a must at the least to keep the hours of sleep down to reduce vulnerabilituies... maybe the Ioun stone that lets you not sleep at all...
    For even more awesome... take the Landlord feat and build a non-mobile base of operations really far off. Make the Ozodrin have an expansive base of operations inside, with a portal that leads to the far-off Landlord established base. The result would be one massive complex (Landlord + Ozodrin Stomach) that is safe by existing in two separate places. If the Landlord keep was pillaged or destroyed, anyone inside could get into the Ozodrin and be preserved, if the Ozodrin were to die, everyone could go through the portals and close them off.

    Personally, I can't wait until this class is finished. I'd definitely play one.
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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    I can find neither Scavenging Gullet, nor Landlord. Where are they?
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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    Quote Originally Posted by DracoDei View Post
    I can find neither Scavenging Gullet, nor Landlord. Where are they?
    Scavenging Gullet is an Aberrant Feat from Lords of Madness that basically lets you eat anything.

    Landlord is from the Stronghold Builder's Guidebook, and it the gateway into said Guidebook. It basically lets you build a keep/castle/base of operations/minor kingdom for your character and/or his/her party.
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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    Not only can you act as the mobile base of operation, but remember several things:

    -Planar traits (now your house heals you!)
    -Replace the bag of holding
    -Training hall (Monster Within augment)
    -Death Trap (personal favorite: small house with several decanters of endless water)
    -Own personal assistant (mouth, eye, and 2 limbs at end of blunt shifting tentacle)
    -backup escape plan (run into own stomach, change it behind you to make it impossible to follow)
    -Ultimate battlefield
    -Escapeproof cells
    -Gym (practice climbing out of stomach)
    Last edited by Necroticplague; 2010-11-02 at 07:59 PM.

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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    Quote Originally Posted by Necroticplague View Post
    Not only can you act as the mobile base of operation, but remember several things:

    -Planar traits (now your house heals you!)
    -Replace the bag of holding
    -Training hall (Monster Within augment)
    -Death Trap (personal favorite: small house with several decanters of endless water)
    -Own personal assistant (mouth, eye, and 2 limbs at end of blunt shifting tentacle)
    -backup escape plan (run into own stomach, change it behind you to make it impossible to follow)
    -Ultimate battlefield
    -Escapeproof cells
    AND the ultimate defense system for important things-- imagine a lich Ozodrin who hides his phylactery in his stomach! It would be amazing.

    Ohhh! If a Lich Ozodrin dies... and he has this prestige class... then his rooms turn stony, right? He would regenerate inside himself! (Or rather, his former corpse)
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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    Since Ozodrin aren't full-casters wouldn't that have to be practically (or actually) Epic level to squeeze in everything you need?
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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    Quote Originally Posted by DracoDei View Post
    Since Ozodrin aren't full-casters wouldn't that have to be practically (or actually) Epic level to squeeze in everything you need?
    Or Gestalt. In a Gestalt game you could do it.
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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    Quote Originally Posted by DracoDei View Post
    Since Ozodrin aren't full-casters wouldn't that have to be practically (or actually) Epic level to squeeze in everything you need?
    What exactly do you mean by this?

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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    Quote Originally Posted by Necroticplague View Post
    What exactly do you mean by this?
    I mean that becoming a Lich requires... I think it is 9th level of your choice of arcane or divine casting. That combined with the ability requirement (Stomach) for this PrC means that a non-gestalt character would have to be very high level to hide a phylactery inside themselves.
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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    What's your idea for the next PrC? This one looks awesome
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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    Yay update. Are there others that specialize in specific features you'll be working on?
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    Quote Originally Posted by GFawkes View Post
    You didn't poke fate with a stick. You set fate on fire, then whacked it with a 2x4 several times.
    Quote Originally Posted by blackwind1kaze View Post
    good thing they did body attribute instead of Physical attribute, otherwise the stats would look like:

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    XD

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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    Well, I plan to do a set of 3 level PRCs that each focus on one feature and improve it in various ways (first level counts as 2 ozodrin levels for that specific feature. Second level gives a unique augment. Third level reduces the base cost by 1, to a minimum of 1. Or so the plan is.)

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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    Quote Originally Posted by DracoDei View Post
    I mean that becoming a Lich requires... I think it is 9th level of your choice of arcane or divine casting. That combined with the ability requirement (Stomach) for this PrC means that a non-gestalt character would have to be very high level to hide a phylactery inside themselves.
    Oh, I get it. You'd need 18 sorcerer levels (17 wizard if you trade power for a level quicker) and 14 ozodrin levels. so going that route, the lowest level you can have for a menacing manor/lich 32 (14 ozodrin+17wizard+1 menacing manor).

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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    Quote Originally Posted by Necroticplague View Post
    Oh, I get it. You'd need 18 sorcerer levels (17 wizard if you trade power for a level quicker) and 14 ozodrin levels. so going that route, the lowest level you can have for a menacing manor/lich 32 (14 ozodrin+17wizard+1 menacing manor).
    Wrong. Ninth class level, not spell level. Nine sorcerer or wizard level, 14th level Ozodrin. Level 21 in order to pull it off- right as you hit epic levels.
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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    Quote Originally Posted by DMofDarkness View Post
    Wrong. Ninth class level, not spell level. Nine sorcerer or wizard level, 14th level Ozodrin. Level 21 in order to pull it off- right as you hit epic levels.
    Yeah, but doesn't that leave out the LA for Lich? I guess you could buy off one of it at 18th, right? But still...
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    Default Re: I built a house, that it could live in me [3.5 PRC PEACH]

    Well, seeing as it seems fine to post it outside the contest before the voting period, I figured I'd get some feedback about the beast sculpted here (where it will be after the contest). Particularly looking for a better way to calculate the DC of the save for when the beast is dealt damage (as it seems like it can get far too high right now).

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