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Homebrew Design Roll up your sleeves and get working: there's lots of homebrewin' to be done! Post your custom creation for critiques or review those of your peers.

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Old 08-04-2012, 10:56 PM   Top  -  End  -  #991
Hanuman
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Default Re: Tooth and Tentacle [3.5 base class PEACH]

I think there's a balance issue around arms that cannot attack being counted as limbs. I found a +2LA template that grants 24FP (aprox 7 additional levels balance-wise). Insectile ozodrins seem quite CO currently.

Last edited by Hanuman : 08-07-2012 at 04:19 PM.
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Old 08-05-2012, 06:59 PM   Top  -  End  -  #992
Magikeeper
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Default Re: Tooth and Tentacle [3.5 base class PEACH]

Say, what stops you from using Otherworldy guise multiple times in a row to use all of your fp at that wonderful 1/3 cost?? Each use has its restrictions based on your current worldly guise, so by RAW I believe you can chain guise alterations until your current guise = max fp. Or at least you could argue it. It should be clearer.

Something like "You may also distribute an additional 1/10 of your form points into these new features/augments. These form points are automatically returned to the Ozodrin (and the features/augments unshaped) the next time this ability is used before calculating the amount of FP needed to form a puppet of your race"

That closes the loophole for sure and doesn't require us to be really specific about what we mean by race.
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Old 08-07-2012, 03:42 PM   Top  -  End  -  #993
Hanuman
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Default Re: Tooth and Tentacle [3.5 base class PEACH]

Ortho, what do you think of having a beautiful ozodrin? Pathfinder's fascinate instead of shaken?
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Old 08-09-2012, 06:55 AM   Top  -  End  -  #994
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Default Re: Tooth and Tentacle [3.5 base class PEACH]

Do pseudopodia still count as natural weapons?
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Old 08-15-2012, 02:48 AM   Top  -  End  -  #995
Hanuman
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Default Re: Tooth and Tentacle [3.5 base class PEACH]

Aug 15th Update: Spit

With this update I've added a "stick" to the ozodrin, making it all-around nastier to fight, the stick allows more battlefield control in the form of a root and tangle. In addition, I've allowed the ability to also act as a glue, allowing you to use it to glue objects to objects for utility or construction.

New things added:
-Spit may now deal sonic damage (your mouth produces sound )
-Spit can now have a tanglefoot bag-like effect
-Spits can now work well underwater
-Fire spit/breath now has a steam option
-You now can apply a stench effect, to other creatures!
-Spit can now apply DPS at a more efficient rate, this is balanced by the application of this DPS requiring a full-round action to load.

Tips and Tricks Panel:
-Adhesive Spit is a glue that can be destroyed with a large-yield elemental attack, use this to fix large objects in place and then drop them with elemental damage, creating large traps or fixes that can be re-broken at will, such as destroying a gluing an entrance then sundering it, creating a collapse-point (suggested engineering check), it's suggested you use sonic to remove the glue as it will easily sunder the entrance.
-Steam can be subbed in when you want to preserve flammable objects and destroy living matter.
-Adhesive Spit is best used on any large or smaller creature that can fly, are reliant on spells, or who do not have slashing damage. If a creature has a slashing weapon you may want to disarm them before using it.

Spitting Mouth Sonic Update:
Spitting Mouth: Additional cost 5
Requires Level 11: The mouth is capable of spitting an energy type (types are fire, acid, cold, sonic and lightning) at targets as a ranged attack dealing 1d6 damage for a medium mouth and with a 15 foot range increment (use the standard table for adjusting damage die to calculate other sizes, increase the range increment by 5' for each size above medium the mouth is and decrease if by 5 feet for each size smaller to a minimum of 5'). This augment may be added to the same mouth multiple times. The effects do not stack, each time it gains a different energy of spit.

Adhesive Spit
Mouth Augment
Requires: Spitting Mouth
5FP
You may spend a full-round action to change your next spit to also apply an effect as if it were also a Tanglefoot Bag, damage can be done to the adhesive by any elemental damage not dealt by the spit, including any elemental damage done to the creature/object.
This adhesive does not slow speed once a creature is free and does not crack and become brittle, instead it loses it's adhesiveness gradually.

Full Explanation:
On hit, the spit projectile explodes, entangling the target and then becoming elastic and resilient upon exposure to air. An entangled creature takes a -2 penalty on attack rolls and a -4 penalty to Dexterity and must make a DC 15 Reflex save or be glued to an object in it's square that it's in contact with which by default is a wall, floor or ceiling disabling it's ability to move. Huge or larger creatures or objects are unaffected by the adhesive effect. A flying creature normally is not in contact with a surface and therefore is not glued to it, but it must make a DC 15 Reflex save or be unable to fly (assuming it uses its wings to fly) and fall to the ground. This spit's adhesive effects do not normally function underwater.

A creature that is glued to an object (or unable to fly) can break free by making a DC 17 Strength check or by dealing 15 points of damage to the goo with a slashing weapon, fire, acid, sonic or ice. A creature trying to scrape goo off itself, or another creature assisting, does not need to make an attack roll; hitting the goo is automatic, after which the creature that hit makes a damage roll to see how much of the goo was scraped off. A character capable of spellcasting who is bound by the goo must make a DC 15 Concentration check to cast a spell. An application of universal solvent to a stuck creature dissolves the adhesive goo immediately. On a successful save or by breaking the goo with damage it loses it's effectiveness, otherwise the goo can hold an object or creature (100lbs per ozodrin level) minus 150lbs per day the goo has been exposed to air, or 1500lbs per hour it's exposed to water. At being able to hold 0lbs or by it taking 15 elemental damage the goo liquifies into water or solidifies and becomes brittle, losing all functions and effects.

----

Spit of the Deep
Mouth Augment
Requires: Spitting Mouth
2FP
Your spit counts as an aquatic weapon, functioning normally underwater without penalty.
Your fire spit and breath weapons are now steam, functioning on land as well.
Your adhesive spit now functions underwater and does not lose its stick faster when exposed to it.

(May need to be adapted into a feat)

----

Foul Spit
Mouth Augment
Requires: Adhesive Spit
2FP
Your adhesive spit now gains Stench, sickening a hit creature who fails a DC15 Fortitude save, this save is taken each round until the creature succeeds, and is then immune for 24 hours. Even on a successful save, that creature now has the Stench ability, sickening any creature within 5' for 1 round until they succeed the save. The stench ability persists until their adhesive spit reaches 0lbs. Ozodrins and abberations automatically succeed their saves.


----

Emanating Spit
Mouth Augment
Requires: Adhesive Spit
3FP
Your spit continues to injure those in contact with it.
Creatures who have been hit by your adhesive spit take 1 damage of an element it contains per round for 6 rounds, this augment can be taken once for each element your spit contains.

Last edited by Hanuman : 08-18-2012 at 05:15 AM.
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Old 08-17-2012, 09:06 AM   Top  -  End  -  #996
Gideon Falcon
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Default Re: Tooth and Tentacle [3.5 base class PEACH]

So, have you been working on the Machine recently?
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Old 08-28-2012, 11:16 AM   Top  -  End  -  #997
General Patton
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Default Re: Tooth and Tentacle [3.5 base class PEACH]

Two new feats.

Quantum Teleportation [Aberrant, Luck]
You can feel all the possibilities of where you could be and may choose the improbable.
Prerequisite: Character level 12th, Strange Movement, Twisted Fate, any 5 luck or aberrant feats
Benefit: You may expend a luck reroll or a use of the Lucky class feature to use Strange Movement, or another ability that expends Strange Movement, for a distance of up to 40ft. Additionally, after deciding to use Strange Movement, expending the action cost and selecting a destination, you will be warned if your destination is in a solid object and may reselect your destination or choose not to teleport.

Variable Existence [Aberrant, Luck]
You may spread yourself across the spectrum of possibilities.
Prerequisite: Character level 18th, Shifting Shape, Quantum Teleportation, any 7 luck or aberrant feats
Benefit: You may expend a luck reroll or a use of the Lucky class feature to gain Freedom of Movement and a 50% miss chance for a number of rounds equal to your Cha modifier.
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Old 09-01-2012, 02:06 PM   Top  -  End  -  #998
General Patton
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Default Re: Tooth and Tentacle [3.5 base class PEACH]

Has anyone given any thought to converting this to 4th Edition? I'm thinking it would be best suited for the Controller role.
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Old 09-01-2012, 03:14 PM   Top  -  End  -  #999
vasharanpaladin
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Default Re: Tooth and Tentacle [3.5 base class PEACH]

Quote:
Originally Posted by General Patton View Post
Has anyone given any thought to converting this to 4th Edition? I'm thinking it would be best suited for the Controller role.
I've tried. It doesn't play well with 4e's mechanics, not in the least.
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Old 09-01-2012, 05:51 PM   Top  -  End  -  #1000
General Patton
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Default Re: Tooth and Tentacle [3.5 base class PEACH]

Quote:
Originally Posted by vasharanpaladin View Post
I've tried. It doesn't play well with 4e's mechanics, not in the least.
I've got only the slightest gist of what sort of things powers do and how they function. But I can toss up some ideas on how you'd pull it off. It probably works best if you refluff the Ozodrin such that they are always in their true form and everyone else is experiencing Weirdness Censor until the Ozodrin does something conspicuous with their features. You do away with Form Points and just assume their body has everything at once and/or is spontaneously sprouting whatever they're using.

-Encounter Cha vs Will Close Burst to inflict penalties, basically negating the Weirdness Censor to horrify everyone, minor sustain
-At-Will Str vs AC to maul targets, inflicts some penalty, Temp HP if target is Bloodied or dies
-Utility to boost Perception with eyes
-Encounter to Shift some distance, Strange Movement
-At-Will Str vs Reflex Blast to sweep a small area with a tentacle
-Encounter Str vs Reflex Close Burst to grab everyone with tentacles and toss them a short distance
-Utility to resist crits
-Utility to boost Acrobatics and Speed with extra limbs
-Daily Cha vs Will Close Burst to damage and inflict penalties with gaze attacks, minor sustain
-Some combination of Shifting Shape and Corrupting Land as a Feat to turn the tentacle powers into Area bursts
-At-Will Cha vs Will to damage and inflict some penalty with a multi-eyed staredown

I don't think it would be too hard to make this into a decent Strength and Charisma based Controller Class. I just lack the system fluency and experience with balance/numbers to actually go beyond this vague conceptual guessing at how things could translate.
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Last edited by General Patton : 09-01-2012 at 05:52 PM.
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Old 09-01-2012, 06:35 PM   Top  -  End  -  #1001
vasharanpaladin
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Default Re: Tooth and Tentacle [3.5 base class PEACH]

Quote:
Originally Posted by General Patton View Post
*snip*
Revising previous statement: 4e's setup does horrible things to the ozodrin. I'm all for giving it another shot now that Next is inevitable, tho.

And as an aside, need to pick one ability score to run attacks off of and stick with it. Dual-primary ("V-shaped") classes are Bad Design.
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Old 09-01-2012, 08:13 PM   Top  -  End  -  #1002
General Patton
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Default Re: Tooth and Tentacle [3.5 base class PEACH]

Quote:
Originally Posted by vasharanpaladin View Post
Revising previous statement: 4e's setup does horrible things to the ozodrin. I'm all for giving it another shot now that Next is inevitable, tho.

And as an aside, need to pick one ability score to run attacks off of and stick with it. Dual-primary ("V-shaped") classes are Bad Design.
I'm not sure how that can work flavor-wise. The Ozodrin's abilities are split between physical assaults with unnatural body parts and supernatural attacks or cosmic horror. We might be able to base most everything off of Cha by using the same logic that inherent supernatural abilities are Cha-based to extrapolate that the entire pseudophysical form of an unnatural being is Cha-based, but we should at least try to make Con an important secondary stat. First step would be Con added to AC to make up for lack of armor. Maybe if we ditch that refluff I suggested, then Manifesting True Nature and other abilities involving the sudden appearance of more flesh and body parts could be done by spending a Healing Surge, which can only be done Con Mod times per day. This would make it into more of a Defender, which definitely suits the cosmic horror genre with its unkillable monstrosities. Marking and the extra penalties for it would go with that motif of "once you've seen it, they know, and they'll find you". Combine forced movement from tentacles, arms reaching out of the ground to grab you Corrupting Land-style and fear-induced paralysis and you've got the requisite "stickiness" for keeping enemies away from your allies.
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"I disapprove of what you say, but I will love & tolerate your right to say it." Evelyn Beatrice Hall said that & I'd say she knows a little bit more about optimism than you do, pal, because she invented it, & then she perfected it so that no living pegasister could best her in the ring of friendship. Then she had her friends take every parasprite on the internet, & then she herded them into Sugarcube Corner & then she threw a party for every single one.
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Old 09-01-2012, 09:42 PM   Top  -  End  -  #1003
vasharanpaladin
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Default Re: Tooth and Tentacle [3.5 base class PEACH]

Lemme lay something on you: In 4e, paladins have Cha-based melee attacks. Avengers and clerics have Wis-based ones, and swordmages are Int-based.

Making a class whose attacks run off two separate stats is a Very Bad Idea, as it needlessly restricts options, and trying to push the issue means you lose out on other effects, because damage is NOT the end-all. Paladins, for example, have Strength attacks and Cha attacks, but making a character that uses both means you lose out on Wis, so your nondamage effects are weaker and you can't Lay On Hands as often.

That said, Con-secondary is a good idea. I'd suggest Int as an alternative secondary, for those focusing less on physical brutes and more on scaring the living peanuts out of people.
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Old 09-04-2012, 07:05 PM   Top  -  End  -  #1004
Hanuman
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Default Re: Tooth and Tentacle [3.5 base class PEACH]

I think a pathfinder re-work with CMB/CMD would actually improve the ozodrin's play-flow and overall balance.

I noticed the ozodrin doesn't have a lot of stealth options, pretending flesh seems to be the best (and only?) option for this, and it's only available at level 14.

Two major questions:
1) Do spit attacks apply the mouth's Enchanted Jaws augment?
2) Why do gaze attacks not have the Enchanted augment on them? I may misunderstand gaze attacks, but isn't it similar to using a ranged natural weapon?
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Old 09-04-2012, 07:29 PM   Top  -  End  -  #1005
Necroticplague
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Default Re: Tooth and Tentacle [3.5 base class PEACH]

Quote:
Originally Posted by Hanuman View Post
2) Why do gaze attacks not have the Enchanted augment on them? I may misunderstand gaze attacks, but isn't it similar to using a ranged natural weapon?
Gaze attacks have zip to do with natural weapons. Here are the relevant rules:
Quote:
Originally Posted by srd
While the medusa’s gaze is well known, gaze attacks can also charm, curse, or even kill. Gaze attacks not produced by a spell are supernatural.

Each character within range of a gaze attack must attempt a saving throw (which can be a Fortitude or Will save) each round at the beginning of his turn.

An opponent can avert his eyes from the creature’s face, looking at the creature’s body, watching its shadow, or tracking the creature in a reflective surface. Each round, the opponent has a 50% chance of not having to make a saving throw. The creature with the gaze attack gains concealment relative to the opponent. An opponent can shut his eyes, turn his back on the creature, or wear a blindfold. In these cases, the opponent does not need to make a saving throw. The creature with the gaze attack gains total concealment relative to the opponent.

A creature with a gaze attack can actively attempt to use its gaze as an attack action. The creature simply chooses a target within range, and that opponent must attempt a saving throw. If the target has chosen to defend against the gaze as discussed above, the opponent gets a chance to avoid the saving throw (either 50% chance for averting eyes or 100% chance for shutting eyes). It is possible for an opponent to save against a creature’s gaze twice during the same round, once before its own action and once during the creature’s action.

Looking at the creature’s image (such as in a mirror or as part of an illusion) does not subject the viewer to a gaze attack.

A creature is immune to its own gaze attack.

If visibility is limited (by dim lighting, a fog, or the like) so that it results in concealment, there is a percentage chance equal to the normal miss chance for that degree of concealment that a character won’t need to make a saving throw in a given round. This chance is not cumulative with the chance for averting your eyes, but is rolled separately.

Invisible creatures cannot use gaze attacks. Gaze attacks can affect ethereal opponents.

Characters using darkvision in complete darkness are affected by a gaze attack normally.

Unless specified otherwise, a creature with a gaze attack can control its gaze attack and “turn it off ” when so desired. Allies of a creature with a gaze attack might be affected. All the creature’s allies are considered to be averting their eyes from the creature with the gaze attack, and have a 50% chance to not need to make a saving throw against the gaze attack each round.
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Old 09-04-2012, 07:53 PM   Top  -  End  -  #1006
Hanuman
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Default Re: Tooth and Tentacle [3.5 base class PEACH]

Perhaps giving the ozodrin the ability to charm, curse or even kill would be beneficial then, as an enchanted weapon can do so.
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Old 09-04-2012, 08:17 PM   Top  -  End  -  #1007
Necroticplague
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Default Re: Tooth and Tentacle [3.5 base class PEACH]

Quote:
Originally Posted by Hanuman View Post
Perhaps giving the ozodrin the ability to charm, curse or even kill would be beneficial then, as an enchanted weapon can do so.
... They can. They can damage an enemy, enough to kill it, do stat damage, a debuff that can be thought of as a curse, and charm enemies.
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Old 09-11-2012, 01:34 AM   Top  -  End  -  #1008
Hanuman
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Default Re: Tooth and Tentacle [3.5 base class PEACH]

I meant as a save-or-die (or something equally nasty), anything with an Enchant augment already can petrify as a +3, at about DC19 if I remember correctly.

My roomate and kung-fu brother thought up ozodrins being able to meta-concert from inside their own stomach with captured living creatures. (though he thought of the idea purely in-context), and after thinking it over I am actually pretty astonished that there isn't more direct rules for capturing and storing victims in the stomach.

Edit-
Important Reference:

Spell Compendium Page 100:
Sorc/Wiz2
FUSE ARMS

+4 STR per pair of limbs or tentacles absorbed back into body.

Last edited by Hanuman : 09-20-2012 at 03:30 AM.
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Old 09-21-2012, 05:31 PM   Top  -  End  -  #1009
Nanoblack
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Default Re: Tooth and Tentacle [3.5 base class PEACH]

After a chain of randomly associated thoughts, it hit me that if the Tarrasque were to gestalt with Ozodrin, it would become:

Spoiler


I think that this would make for an excellent campaign, but I'm not sure if there would be enough interest to make a recruitment thread for it. So for the time being, I'm just sharing an excerpt from my thoughts.
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Last edited by Nanoblack : 09-21-2012 at 05:33 PM.
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Old 09-29-2012, 04:25 PM   Top  -  End  -  #1010
vasharanpaladin
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Default Re: Tooth and Tentacle [3.5 base class PEACH]

Quote:
Originally Posted by General Patton View Post
Has anyone given any thought to converting this to 4th Edition? I'm thinking it would be best suited for the Controller role.
Gonna go ahead and try it. I'm thinking, in the absence of something more appropriate, arcane power source? 'Tis where most eldritch things seem to end up in 4th...
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Old 10-02-2012, 04:27 PM   Top  -  End  -  #1011
Hanuman
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Default Re: Tooth and Tentacle [3.5 base class PEACH]

It seems astoundingly obvious now, but:

What about Inhale features?

I was watching some episodes of the 2011 Hunter X Hunter and I realized Shizuku might as well be a cleverly disguised ozodrin, the vacuum could be part of her body:



So having a vacuum effect on the ozodrin suddenly made more sense as consuming is what they do.

Filtering flesh could have a vacuum option, that could clear the air around you (This may already be possible, I forget exactly what does this in homebrew.).

In addition, a reverse-bullrush, thus using your CMB (or bullrush attempt for 3.5) to suck the opponent towards your mouth.
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Old 10-02-2012, 04:54 PM   Top  -  End  -  #1012
General Patton
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Default Re: Tooth and Tentacle [3.5 base class PEACH]

http://www.giantitp.com/forums/showthread.php?t=172358
The fourth post. Esoteric Mouth.
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"I disapprove of what you say, but I will love & tolerate your right to say it." Evelyn Beatrice Hall said that & I'd say she knows a little bit more about optimism than you do, pal, because she invented it, & then she perfected it so that no living pegasister could best her in the ring of friendship. Then she had her friends take every parasprite on the internet, & then she herded them into Sugarcube Corner & then she threw a party for every single one.
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Old 10-02-2012, 05:44 PM   Top  -  End  -  #1013
Hanuman
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Default Re: Tooth and Tentacle [3.5 base class PEACH]

Aha there it is, and part of the ozodrin no-less.
Maybe organizing all the ozodrin's content is a pipe dream, I don't know.. thanks patton!

Oh wow, the esoteric selection is great. Never really saw it before.
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Old 10-31-2012, 06:04 AM   Top  -  End  -  #1014
Hanuman
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Default Re: Tooth and Tentacle [3.5 base class PEACH]

Bloodtaste: Additional cost 1
Requires Level 4 and Air Tasting Mouth
Your tongue can now detect blood at 5 times your scent range, and grants a +4 to survival checks when tracking injured targets.
This augment works underwater equally well.
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Old 11-15-2012, 01:48 PM   Top  -  End  -  #1015
General Patton
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Default Re: Tooth and Tentacle [3.5 base class PEACH]

It seems there are still some discrepancies between the descriptions for Devour and Primary Stomach, seemingly originating from when Devour was changed to the current version. It mostly pertains to how long items last and how you may retrieve them.

I believe that Swallow Whole needs to be re-balanced a bit. I'm thinking it should be a full-round action to swallow a pinned opponent, that provokes AoO. It requires making a grapple check with a -10 penalty and failing by 5 or more means you fail to maintain the grapple.
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"I disapprove of what you say, but I will love & tolerate your right to say it." Evelyn Beatrice Hall said that & I'd say she knows a little bit more about optimism than you do, pal, because she invented it, & then she perfected it so that no living pegasister could best her in the ring of friendship. Then she had her friends take every parasprite on the internet, & then she herded them into Sugarcube Corner & then she threw a party for every single one.
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Old 11-28-2012, 04:40 AM   Top  -  End  -  #1016
Hanuman
Bugbear in the Playground
 
 
Join Date: Nov 2010
Location: 
Vancouver BC Canada
Gender: Male
Default Re: Tooth and Tentacle [3.5 base class PEACH]

Ozodrin Player Bio: Hope

Spoiler



New Eye Augments:
***********************
Smouldering Eye: Additional cost 2
Required Level 6: An eye with this augment is able to see through smoke, fire and non-magical fog as if it weren't there, in addition this eye is not adversely affected by smoke or fire that would blind, harm, irritate or cause it pain.
For 1 PP you may use Matter Agitation as if you had levels in psion equal to 1/6th your levels in ozodrin.
***********************

Reference: http://dndtools.eu/spells/masters-of...re-eyes--1926/

New Spike Augments:
***********************
Transient Spike: Additional cost 4
Required Level 8: A spike with this augment can be shaped while forming as if it were made of Shapesand (Sandstorm pg.102) without using a check.
At the cost of 1 Bio and using a standard action you can shape the spike while it's outside of your body. The volume or density of the spike cannot be changed with this augment, only it's shape.
While a normal spike may not have a hollow space inside of it, a hollow spike may, emulate items with hollow spaces such as a lantern or a wand chamber.
***********************

FEATS
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Addictive Strangeness [Abberant]
Your special eyes whether they be strange, beautiful or terrifying implant a compulsion similar to an addiction within those who observe them.
You gain a +1 to diplomacy and intimidate checks (doubling whenever you have at least 1PP in your pool) and gain a +1 to your Manifest Form DC.

ORGAN AUGMENT
Insidious Gaze: Additional cost 3
Requires Addictive Strangeness, Mental Process, Special Eyes:
Whenever a sentient creature fails their save against your Manifest Form, your Gazes or your Intimidate checks while in your true form, and you have at lease 1PP in your pool, the creature must succeed a (DC=10+1/2 Ozodrin level + Cha modifier) Will save or be exposed to an Addiction event, similar to consuming a drug. At level 11 this Addiction Event level is low, at level 15 it becomes Medium and at level 18 it becomes High.
***********************


---- DEC04

I'm still working on the Organ feature, it's slow goings though.
Rapid Form's eye exception made me think Organs should take twice as much to grow than a standard feature, and honestly Spawn and Puppets and the like probably should to.

Here's a concept:
Why not "grow" features?

Simply put, thinking about features in this way allows the following:
First off, you can change features while in your true form but more slowly by investing FP early and then getting the form later.
How much later? How about a number of actions later?

For instance, perhaps a feat allows you something like this:

***********************
Unnatural Transformation [Aberrant]
Requires: Strange Anatomy
You may add or remove features or augments to your body while you are in your true form by investing the form points and then taking additional actions to grow them.
Before your new features or form points can be used you must spend 1 move action for every 2 form points you invested or removed.
All features you have not spent the actions to add or remove are not treated as functional, and thus have no effect.
Upon gaining the Rapid Form class feature this feat's functionality changes, and instead adds half your charisma bonus to the feature and augment limit of the Rapid Form class feature and allows you to use Rapid Form to change augments on your body's existing features.
***********************

I've been playing with the idea of re-tooling the ozodrin for pathfinder, as I believe it to have all the positives of 3.5 and haven't heard one advantage 3.5 has over it. I'll begin posting all content I make for the ozodrin in that format.

Organ Draft PEACH DEC04-Feb11:
***********************
Organ: Cost - 4
Appearance: Organs have varied appearances and locations in and outside the body, ranging from skin discoloration to small bead-like inner-body nodes to grotesque outer-body tumors.
Multiple organs may appear to be a single organ, and a single organ may appear to be many.
Required Level: 5
Benefits: Organs are added with a single free default augment called "Process", an organ's default augment cannot be bought or exchanged with form points. For every two organs there is a 5% chance that when taking massive damage you automatically succeed your save, this counts as 5% for every one organ that is not connected to your body on the same plane as the damage is sustained, such as in your stomach, on a semi-plane or as a linked seed on terrain or another creature out of the damage's range.
Special: An ozodrin takes twice the amount of time to add or remove organs, but you may add or remove augments of the organs as a full-round action. In addition, organs may be "locked" meaning that they cannot by removed until stated conditions are met. Only the highest duration of locking counts, locking does not stack.
Augments:
Spoiler


***********************

DEC08-
I'm playing around with merging the gramarist rules for biollurgy with the organ feature to make something like the ozoform creatures I posted a while ago, or at the least an earlier less powerful access to spawn.

The goal with this early spawn ability is that I want the ozodrin to be able to fill a very minor summoner role (by growing little creatures), and I don't think an ability which could be comparable to Summon Nature's Ally should be earliest attained at par with a 9th level spell for a caster. Difference is that these would be flat summons that are free-willed and mostly driven off the rules of biollurgy, so it should be a lot easier to balance at a lower level than the Spawn feature.

Right now I'm probably setting the organ draft's FP cost fairly high and will tune them down after the organ processes seem to get more referenced in scale of power.

Last edited by Hanuman : 02-12-2013 at 08:02 AM.
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Old 12-10-2012, 08:01 PM   Top  -  End  -  #1017
Dr.Orpheus
Bugbear in the Playground
 
 
Join Date: Sep 2011
Location: 
Deanimating the dead.
Gender: Male
Default Re: Tooth and Tentacle [3.5 base class PEACH]

I'm thinking of some sort of spike augment that lets you inject an organ feature into an ally dealing half the spike damage and giving them the effects of the organ.
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Old 12-11-2012, 06:55 AM   Top  -  End  -  #1018
Hanuman
Bugbear in the Playground
 
 
Join Date: Nov 2010
Location: 
Vancouver BC Canada
Gender: Male
Default Re: Tooth and Tentacle [3.5 base class PEACH]

How about filling a hollow spike with an osmosis stomach?

Added tiering for the secretion augment, tell me what you think, doc.

----

Are there limits to the ozodrin's liquid consumption? Can an ozodrin open her mouth and swallow a lake one colossal water-elemental sized chunk at a time?

----

Added a way to mass-produce substances using your Biomatter Converter and added an augment feat that allows your fear and gaze effects to apply an addiction level, as more of a diplomancer avenue.

I'll be adding more of that as I dip into the mental process augments, lots of neat stuff I've thought of and can't remember very well.

Last edited by Hanuman : 12-11-2012 at 04:33 PM.
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Old 12-11-2012, 10:12 AM   Top  -  End  -  #1019
Threadnaught
Orc in the Playground
 
DrowGuy
 
Join Date: May 2011
Default Re: Tooth and Tentacle [3.5 base class PEACH]

Quote:
Originally Posted by Nanoblack View Post
After a chain of randomly associated thoughts, it hit me that if the Tarrasque were to gestalt with Ozodrin, it would become:

Spoiler


I think that this would make for an excellent campaign, but I'm not sure if there would be enough interest to make a recruitment thread for it. So for the time being, I'm just sharing an excerpt from my thoughts.
I've actually spent some time working out how to best use Oslecamo's Tarrasque and Hyudra's Creature of Legend classes, I liked the idea of using the Poison Legendary Power, but wanted it on the tail for spin attacks.

Enter the Ozodrin, Mr Big T now has three stomachs (one for killing living creatures, one for destroying undead and the last, for digesting inanimate material), cannot be flanked, can fly, has a massive boost to his AC, a sizable boost to his Reflex saves, can complete verbal spell components and has fine manipulation.
As well as the tail spikes that allow it to use it's deadly, negative level inducing venom.


And yes, he's the creature that maintains an endless cycle of destruction.
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Quote:
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The rules shouldn't just be a tool for making a character that's awesome at everything and never fails. Neither should they just be a tool for the DM to tell his epic story with no player input.

It's not just the DM's story and it's not just the players' story, it's everybody's story and a way to have a good time.
Quote:
Originally Posted by Kelb_Panthera View Post
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Old 12-11-2012, 06:21 PM   Top  -  End  -  #1020
General Patton
Dwarf in the Playground
 
Join Date: Nov 2011
Gender: Male
Default Re: Tooth and Tentacle [3.5 base class PEACH]

I recently tried out a slightly modified version of the Ozodrin in a Pathfinder campaign. It was actually my former Daring Outlaw character who nearly died from shadow magic and had his eldritch heritage awakened because of it (epic excuse for rebuilding a character to a new class). Didn't turn out too well due to some semantic issues. [RANT]I didn't really specify that I was searching for traps when I made Perception checks, and apparently, because PF's version of the Rogue can possibly get this ability

Trap Spotter (Ex): Whenever a rogue with this talent comes within 10 feet of a trap, she receives an immediate Perception skill check to notice the trap. This check should be made in secret by the GM.

that must mean that Perception checks never reveal traps unless you specifically say you're looking for them. So, despite my +14 Perception modifier, my being the former roguish character of the group, my taking cross-class Disable Device ranks to continue partially fulfilling that role, and my compulsive redundant searching of every single room (which had to set some kind of precedent for what my intentions must have been, 'cuz some of them were empty), we had a near TPK from some simple Alchemist's Fire in a covered treasure cart.[/RANT]

I think it wouldn't be too overpowering for the Eye Feature to grant some kind of auto search when you have enough. It certainly fits the fantasy horror archetype of inescapable senses that notice everything. What else would you expect from 12+ eyeballs from another dimension?
__________________
Best pony?
Spoiler
"I disapprove of what you say, but I will love & tolerate your right to say it." Evelyn Beatrice Hall said that & I'd say she knows a little bit more about optimism than you do, pal, because she invented it, & then she perfected it so that no living pegasister could best her in the ring of friendship. Then she had her friends take every parasprite on the internet, & then she herded them into Sugarcube Corner & then she threw a party for every single one.
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