PDA

View Full Version : D&D 3.x Class Tooth and Tentacle [base class PEACH]



Pages : [1] 2 3 4 5

Owrtho
2010-05-23, 07:55 PM
Ozodrin
http://i853.photobucket.com/albums/ab91/Ozoi/Ozoi/Ozoi-001.gif
"Wait, you want to eat me?"
-Dougal, an Ozodrin

There are some people that are thought to be a little strange. Then there are ozodrin. They're also thought to be strange, but usually for entirely different reasons. They have sought powers that have changed them into something other than a normal being of their kind. Many ozodrin favour longer hair, as it gives them more area to work with.

Abilities: Charisma is important for the amount of form points an ozodrin has as well as some of their powers. Strength is important for ozodrin as it allows better attack, damage, and grappling.

Role: An ozodrin will likely be a melee combatant. At later levels they may also choose to focus on support or ranged combat.

Background: Some ozodrin simply discover their nature on accident. Others will seek out such power or use magic to gain it. Some times exposure to the far realms or similar energy can result in one becoming an ozodrin.

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

Alignment: Most ozodrin are chaotic.

Races: Any race could become an ozodrin, but most are of the more common races (though this is likely due to that there are more of the more common races than the less common ones).

Religion: Most ozodrin follow the normal religions for their race, no religion, or follow those of aberrations.

Other Classes: Many other classes are somewhat nervous around ozodrin. They are frequently assumed to be evil due to their nature. That is of course only if it is known what they are. Ozodrin usually hide their nature when they don't need to make use of it or don't feel like causing a stir.

Adaptation: This class works best in games where aberrations exist. It can be tied to the Far Realms though that is not needed. If used for PCs it likely is best in games that are grittier or use a grey morality scale (or have evil PCs).
An alternate fluff could be that the character is actually merged with some aberrant entity for some reason. In this case the class would involve them merging further or gaining more control over the entity. If the entity is actually largely in another location (such as the Far Realms, with the part in the character just some of it leaking through), then it might represent the entity getting more of itself into the character.

Hit Die: d8

Starting Gold: 3d4x10 (75gp)


Class Features

Class Skills: The ozodrin'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 at First Level: (4 + Int mod) x 4
Skill Points at Each Additional Level: 4 + Int mod

LevelBABFort
SaveRef
SaveWill
SaveSpecial
1st+0+0+0+2Manifest Form, Aberrant affinity, Menacing demeanor, Form points, Feature (basic eyes)
2nd+1+0+0+3Feature (Mouth), Devour, Primary stomach
3rd+2+1+1+3Feature (Tentacles)
4th+3+1+1+4Strange Anatomy, Bizarre Grappler
5th+3+1+1+4Jaws that Bite, Unearthly Power
6th+4+2+2+5Feature (Limb)
7th+5+2+2+5Feature (Spike), Strange Movement
8th+6/+1+2+2+6Swallow Whole, Aberrant Feat
9th+6/+1+3+3+6Feature (Fin)
10th+7/+2+3+3+7Aberrant Nature, Budding Body
11th+8/+3+3+3+7Feature (Special Eyes), Twisted Mind
12th+9/+4+4+4+8Feature (Flesh)
13th+9/+4+4+4+8Feature (puppet)
14th+10/+5+4+4+9Feature (Stomach), Rapid Form
15th+11/+6/+1+5+5+9Feature (Lure Trap), Aberrant Feat
16th+12/+7/+2+5+5+10Otherworldly Guise
17th+12/+7/+2+5+5+10Shifting Shape, Naught Morality
18th+13/+8/+3+6+6+11Feature (Spawn)
19th+14/+9/+4+6+6+11Sinister Image
20th+15/+10/+5+6+6+12Horror, Distorted Mind

Weapon and Armor Proficiencies: You are proficient with all simple weapons. You are not proficient with any type of armor or shield. Armour is too confining and you just don't see the point in using weapons.

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

Aberrant Affinity (Ex): An ozodrin gains Aberrant Blood as a bonus feat at first level and may take aberrant feats even if it isn't humanoid. In addition, an ozodrin gains a bonus equal to its class level to will saves against Aberrations and their abilities (note this bonus does not apply to spells or abilities granted by classes that an Aberration may posses). Classes which advance the Manifest Form ability advance this ability as well.
If the ozodrin would be gaining this ability on its first level, it may gain Mourning Mutate (Dragon #359 p. 110) instead of Aberrant Blood with DM's permission.

Menacing Demeanor (Ex): Ozodrin have unsettling personalities and their very presence seems unnatural no matter which form they take. An ozodrin gains a bonus to Intimidate checks equal to its class level in both its mundane form and its true form. Classes which advance the Manifest Form ability advance this ability as well.

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

Feature (Ex): An ozodrin's manifested form has varying features. Every feature costs a certain number of form points. An ozodrin chooses which features its manifested form possesses. An ozodrin may add, remove, or change a feature from its manifested form as a move action or a standard action. Unless otherwise noted, and ozodrin may only change features while in its worldly guise. Some features can be augmented. If so, the augmentation must be chosen when adding the feature unless otherwise noted. Features only are visible and grant their effects while an ozodrin's true nature is manifested.
Features that are of a different size than the ozodrin use the ozodrin‘s size modifiers for attack rolls and AC, not the feature‘s. The feature’s size does however effect the damage die used and noted traits (though size increases past colossal do not increase damage). Also, while many features grant natural attacks, an ozodrin cannot make more attacks with its natural attacks granted by features per round than half the sum of its class level + its Charisma modifier.
All of an ozodrin‘s natural attacks gained from features are considered primary attacks unless otherwise noted. If the ozodrin has natural attacks from sources other than its class levels, such as its race, it may instead choose to use its racial natural primary attack(s) instead. If an ozodrin makes natural attacks and attacks with a weapon, the natural attacks are considered secondary.
Specific of the features can be found directly below and in the posts below (http://www.giantitp.com/forums/showthread.php?p=8551355#post8551355) or here (http://www.giantitp.com/forums/showthread.php?p=12017307#post12017307).

Basic Eyes: Cost - 1
Appearance: Basic eyes look like strange, usually inhuman eyes on various parts of the ozodrin's body or hair.
Required Level: 1
Benefits: Eyes are the simplest feature for an ozodrin. They also grant various bonuses depending on the number of eyes. Having at least 2 eyes grants lowlight vision. Every two eyes an ozodrin uses grant a +1 bonus to search an spot checks. Every three eyes grant a +1 bonus to AC. Every 4 eyes grant a +1 bonus to reflex save. Every 5 eyes grant a cumulative 10% chance that an attack that would flank them does not count as flanking and a cumulative 5% that they are not flatfooted at the start of combat.
Special: An ozodrin can add or remove an additional number of eyes at a time up to half their charisma modifier (minimum 1), rather than 1 like normal.
Augments:
Darkvision Eye: Additional cost 1
An Eye with this augment grants 5 ft. of Darkvision. This stacks with any other sources of darkvision including other Darkvision Eyes.

Perceptive Eye: Additional cost 1
An eye with this augment grants an additional +1 bonus to search and spot checks. This stacks with other bonuses.

Sightless Eye: Additional cost 2
Sightless eyes look more like odd membranes than eyes, and are unable to see. Instead they are developed to hear. Sightless eyes do not grant a bonus to spot and search checks. Instead each sightless eye grants a +1 bonus to listen checks. A sightless eye may not have the Darkvision Eye or Insightful Eye augments. If it has the Perceptive Eyes augment it gains a bonus to listen checks rather than spot and search checks.

Acute Eye: Additional cost 1
Requires Sightless Eyes augment: An eye with this augment grants blindsense to a range of 5ft. This stacks with other sources of blindsense including other Acute Eyes.

Insightful Eye: Additional cost 3
Requires Level 3: An eye with this augment is able to see invisibility as the spell within 10 ft. This stacks with other ranged abilities to see invisibility including other Insightful Eyes.

Trembling Eye: Additional cost 2
Requires Level 7 and Acute Eyes: An Eye with this augment grants Tremorsense to a range of 10ft. This stacks with other sources of Tremorsense including other trembling eyes.

Blind Eye: Additional cost 2
Requires Level 7 and Acute Eyes: An eye with this augment grants 5 ft. of Blindsight. This stacks with any other sources of blindsight including other Blind eyes.

Spirit Eye: Additional Cost 4
Requires Level 10 and Insightful Eyes: This glowing eye allows the ozodrin to see magical auras within 10ft. This functions like Arcane Sight, except that it also detects psionic powers in addition to arcane and divine spells/spellcasters and that it also allows the ozodrin to see ethereal creatures. This stacks with any other sources of Arcane Sight including other spirit eyes.

Mouth: Cost - 2
Appearance: This looks like a mouth somewhere on their hair or body. It seems to have a throat even if it seems physically impossible for the location.
Required Level: 2
Benefits: You gain a mouth with a bite attack that is by default one size smaller than you (a medium mouth deals 1d6 damage + strength modifier, use the standard table for adjusting damage die to calculate other sizes). It counts as a primary natural attack. If you have multiple mouths they may attack multiple targets. You may only use your mouths to attack creatures in the same square as you. You may use your mouths to attack a creature you are grappling.
Special: An ozodrin can add the augments to change the increase the size of a mouth when the mouth is already formed.
Augments:
Small Mouth: Additional cost -1
Mouth counts as a size category smaller. You may add this multiple times to the same mouth to a minimum mouth size of fine. The effects stack. This may not reduce the cost of the mouth to less than 1.

Large Mouth: Additional cost 2
Mouth counts as a size category larger. You may add this multiple times to the same mouth. The effects stack.

Hooked Teeth: Additional cost 4
The teeth of your mouth point inward, giving you a +5 bonus to grapple against an opponent you bite with it for 1 round or are currently devouring. This bonus stacks with other bonuses to grapple.

Deceptive Mouth: Additional cost 2
Requires Level 4: The mouth is capable of speaking and emulating other voices. This grants a +2 bonus to Disguise and Bluff checks made using the mouth's voice as long as they don't know it's nature. It is also able to perform verbal components of spells or abilities. You may add this multiple times to the same mouth. The bonus stacks.

Air Tasting Mouth: Additional cost 3
Required Level 4: Your mouth has a tongue capable of tasting smells on the air. This allows the mouth to smell, and grants the scent ability. If the mouth is at a different location than your body, use the mouth's location for determining if it can smell something.

Razor Teeth: Additional cost 6
Required Level 4: This mouth deals an additional point of con damage against opponents subjected to the devour ability. This ability has no effect on attacks that would not already deal at least one point of con damage.

Trail Tasting: Additional cost 1
Requires Level 4 and Air Tasting Mouth: Your tongue is sensitive enough to pick up trails of other creatures. You may track creatures by scent as though you had the Track feat, with the difference that you cannot use survival checks. This does not grant you the ability to track normally. If you have the track feat, this instead grants a +2 bonus to checks made to track by scent.

Enchanted Jaws: Additional cost X
Required Level 6: You may exchange an amount of the enhancement bonus to the mouth granted by the unearthly power ability for an enchantment that counts as an enhancement of that amount. This amount may not exceed 1/3 your class level rounded down - 1. This costs twice amount of the enhancement bonus being traded. You may add this multiple times to the same mouth. The effects stack.

Spitting Mouth: Additional cost 5
Requires Level 11: The mouth is capable of spitting an energy type (types are fire, acid, cold, 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.

Drooling Mouth: Additional cost 3
Requires Level 11 and Spitting Mouth: If used for a bite attack, the mouth deals 1 point of additional damage of each type of energy it can spit. This may be suppressed or resumed as a free action.

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

Concentrated Spit: Additional cost 2
Requires Level 13 and Spitting Mouth: The spit of the chosen energy type the mouth possesses counts as if it were a size category larger for determining damage. In addition, if the Drooling Mouth augment is applied to the mouth, it deals an extra point of damage of the chosen energy type when a bite attack is made. This augment may be added multiple times to the same mouth. The effects stack if the same energy type is chosen.

Pseudopodia: Additional cost 4
Requires Level 13: Instead on a conventional mouth, you have pseudopodia that can reach out and absorb something. The mouth loses its bite attack as well as the ability to be used for devouring or making noise. However, it gains a reach equal to that of a creature it's size, the ability to grapple (for which it grants a +2 bonus), as well as the ability to swallow whole creatures the same size as itself (if you have the Maw of the Serpent monstrous feat then it instead is able to swallow whole a creature of up to a size category larger than itself). It also is able to smother up to one creature you are grappling within its reach preventing it from speaking and breathing. In addition the mouth counts as a size category smaller for what it may be placed on (such as blunt tentacles).

Spraying Mouth: Additional cost 3
Requires Level 15 and Spitting Mouth: Upon adding this augment, choose line or cone and one of the spitting mouth energy types the mouth has. If you choose line, the mouth gains a breath attack that hits anything in a 5 foot wide five foot high line with a range equal to the spit attack's range increment, dealing damage as the spit attack. If you choose cone, the mouth gains a breath attack that hits anything in a cone range equal to half of spit attack's range increment, dealing damage as the spit attack. In either case creatures may attempt a reflex save (DC 10 + ½ class level + Cha Mod) for half damage. This augment may be added to the same mouth multiple times. The effects do not stack, each time it uses a different energy type or chooses the other option of line or cone. If the mouth has multiple breath weapons, using one causes all breath weapons the mouth has to need 1d4 rounds before use.

Flowing Shape: Additional cost 4
Requires Level 18 and Pseudopodia: There is a 5% chance that an attack targeting the portion of your body the mouth is on will miss as you flow out of the way. This includes attacks that would normally automatically hit such as magic missile, but not attacks with an area of effect (such as fireball). For each size larger than default the mouth is increase this chance by 5% to a maximum of 25%. Multiple mouths with this augment on the same portion of your body do not stack.

Tentacles: Cost - 3
Appearance: You have a tentacle somewhere on you.
Required Level: 3
Benefits: You grow a tentacle. It counts as a natural weapon with a 5' reach that deals 1d4 damage (for medium creatures). While able to manipulate things, it is not capable of wielding a weapon.
Special: If you have the Aberrant feat Deepspawn, you may choose to exchange the tentacles granted from it for 3 form points each. You may also use this feature before level 3 if you have the Deepspawn feat, but may not use its augments until reaching level 3.
Augments:
Small Tentacle: Additional cost -1
Tentacle counts as a size category smaller. You may add this multiple times to the same tentacle to a minimum tentacle size of fine. The effects stack. This may not reduce the cost of the tentacle to less than 1.

Hooked Tentacle: Additional cost 2
The tentacle grants a +2 bonus to grapple attempts against a single target within its reach as long as it is not used for anything else that round. In addition, for every extra 5 feet further the tentacle could reach than the target, this bonus increases by 2. This bonus stacks with other bonuses to grapple.

Tail: Additional cost 2
The tentacle is instead a tail. It may not be used to grapple unless you have an ability allowing you to grapple with tails. It loses its normal attack, but instead gains a tailslap attack dealing 1d4 damage (for medium creatures).

Large Tentacle: Additional cost 3
Tentacle counts as a size category larger. This does not increase it's reach. You may add this multiple times to the same Tentacle. The effects stack.

Serrated Tentacle: Additional cost 3
The tentacle gets a +1 bonus to damage. You may add this multiple times to the same Tentacle. The effects stack.

Long Tentacle: Additional cost 3
Required Level 4: Your tentacle's reach is increased by 5', but it gains a -1 penalty to attack. You may add this multiple times to the same Tentacle. The effects stack.

Coiling Tentacle: Additional cost 4
Required Level 5: When grappling with this tentacle, if the target is in another square, you may choose to pull them into your square (this movement does not provoke an attack of opportunity). In addition, this tentacle gains a constrict attack dealing 1d4 damage (for medium creatures).

Enchanted Tentacle: Additional cost X
Required Level 6: You may exchange an amount of the enhancement bonus to the tentacle granted by the unearthly power ability for an enchantment that counts as an enhancement of that amount. This amount may not exceed 1/3 your class level rounded down - 1. This costs twice amount of the enhancement bonus being traded. You may add this multiple times to the same Tentacle. The effects stack.

Blunt Tentacle: Additional cost 4
Required Level 6: This tentacle cannot be used to attack. It can however have a mouth at least two sizes smaller or an eye on it. If a mouth is put on it, the bite attack of the mouth gains a reach equal to that of the tentacle. This tentacle may be extended into another square to devour a creature, however if this is done, the length of the tentacle may be attacked as though it were your body (it cannot be flanked however). This augment may not be placed on a tentacle that also has the budding tentacle augment.

Swiping Tail: Additional cost 1
Requires Level 6 and Tail augment: The tail gains a tail sweep attack. This special attack allows the ozodrin to sweep with its tail as a standard action. The sweep affects a half-circle with a radius equal to the tail's length, extending from an intersection on the edge of the tail's originating space in any direction. Creatures within the swept area are affected if they are four or more size categories smaller than the tail (fine for a medium creature). A tail sweep automatically deals the 1d4 damage (for medium creatures) plus 1-1/2 times the ozodrin’s Strength bonus (round down). Affected creatures can attempt Reflex saves (DC 10 + strength modifier + half class level) to take half damage.

Budding Tentacle: Additional cost 2
Required Level 8: This tentacle can have the tip open up. While open, it is unable to attack. However it can perform fine manipulation of objects, such as holding a pen, writing, or performing tasks that require a sleight of hand check. It is however not strong enough to wield weapons. It is also capable of having an eye placed on the inside of the bud, thus allowing it to see when open. This augment may not be placed on a tentacle that also has the blunt tentacle augment.

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

Limb: Cost - 4
Appearance: You have an extra limb growing from somewhere.
Required Level: 6
Benefits: You gain an extra limb. It has a hand capable of holding things such as weapons. The limb has a default reach of 5'. If the limb is not carrying anything, it grants a +1 bonus to grapple checks made against creatures within it's reach. This bonus stacks with other bonuses to grapple checks. More than two limbs may not hold a single weapon.
Special: An ozodrin of at least 6th level can take the Multiweapon Fighting feat.
Augments:
Small Limb: Additional cost -1
Limb counts as a size category smaller. You may add this multiple times to the same limb to a minimum limb size of fine. The effects stack. This may not reduce the cost of the limb to less than 1.

Leg: Additional cost 1
The limb is a leg. As such it cannot be used to carry things and no longer grants a grapple bonus. Instead it grants a +1 bonus to resisting bullrush and trip attempts as well as a +1 bonus to bullrush attempts. In addition, every two leg augments increases your base land speed by 5 ft. This increase does not count toward other factors that are based on your base land speed. If this would increase your total number of legs to 4 or more (counting legs that are not features), you are counted as a quadruped.

Claw: Additional cost 2
The limb has a claw. This claw deals 1d6 damage for a medium sized limb. The claw may only be used to attack if the limb is not holding something.

Long Limb: Additional cost 3
Limb's reach increases by 5'. Attacks with the limb are reduced by 1. You may add this multiple times to the same limb. The effects stack.

Expeditious Leg: Additional cost 2
Requires Leg augment: This leg grants an additional 5 ft bonus to your base land speed. This increase does not count toward other factors that are based on your base land speed.

Enchanted Claw: Additional cost X
Required Level 6 and Claw augment: You may exchange an amount of the enhancement bonus to the limb's claw attack granted by the unearthly power ability for an enchantment that counts as an enhancement of that amount. This amount may not exceed 1/3 your class level rounded down - 1. This costs twice amount of the enhancement bonus being traded. You may add this multiple times to the same limb. The effects stack.

Large Limb: Additional cost 8
Required Level 7: Limb counts as a size category larger. This allows it to wield weapons as if it were that size. You may add this multiple times to the same limb. The effects stack.

Crawling Limb: Additional cost 3
Required Level 8: This limb grants a +2 bonus to climb checks, but no longer provides a bonus to grapple. If you have at least four crawling limbs you gain a climb speed of 10'. This speed increases by 5' for every two additional crawling limbs you have. If your crawl speed would be higher than your base movement speed, you may choose to use it in place of your base movement speed, provided you make no other actions using those limbs in the same round (this does not change your base land speed for other abilities that are based on you base land speed).

Trampling Leg: Additional cost 3
Requires level 8 and Leg augment: You gain the ability to trample over smaller enemies. As a full round action, you may move up to your base land speed distance. You make a trample attack the occupants of any squares you move through, provided they are at least one size category smaller than your largest trampling leg. This attacks deals 1d4 + Strength mod damage (for a medium leg) +1 per additional trampling leg you have, and gains a bonus to attack for every two leg features you posses. You may only trample a given creature once per round. Creatures dealt damage must make a Strength check (DC 10 + number of leg features you posses) or be knocked prone.

Claws that Catch: Additional cost 1
Required Level 9: The limb grants a +1 bonus to grapple checks made against creatures within it's reach as long as it is not holding anything. If the limb also has the Claw ability it instead grants a +3 bonus. This bonus stacks with other bonuses to grapple.

Absent Limb: Additional cost 2
Required Level 13 and that limb have Crawling Limb augment: This limb is not there. It can't be used to attack or hold items. However you still retain your climb speed granted by this limb if you have it. This inspires fear in creatures watching you climb with it. They must make a will save (DC 10 + Charisma modifier + 1 per limb with this feature being used) or become shaken for 1 round. If they fail, each round they see you climbing they must try again until they pass.
Special: If all your limbs being used to climb have this augment, you no longer take penalties for performing actions while climbing.

Devour (Ex): Ozodrin of second level or higher are capable of consuming pinned opponents. Bite attacks made against an opponent the ozodrin has pinned do not take the usual -4 penalty to attack rolls and the ozodrin may make as many bite attacks as they would normally be able to (normally you cannot attack a pinned opponent with your own weapon, nor can you usually attack a grappled opponent with multiple light weapons). The ozodrin may choose to have a successful bite attack against a pinned opponent deals 1 point of con damage instead of its normal damage. For each point of con damage dealt this way, the ozodrin heals 2 points of damage. The ozodrin may cough up any magical or inorganic items possessed by one or more completely eaten opponents (opponents that were killed by bite attacks effected by this ability, even if they did not deal con damage) as a standard action as long as they do so within ten minutes of eating the opponent(s). Pieces of inorganic opponents such as iron golems cannot be coughed up this way and unusually potent items, such as artifacts, can be coughed up even after 10 minutes have passed. The ozodrin cannot choose which items they cough up in this fashion - all items that could be coughed up are.

Primary Stomach (Ex): An ozodrin's stomach can hold a number of small creatures equal to its class level squared times two (at level 8 this would be 128). Four small creatures equal 1 medium, 4 medium equal 1 large, 4 large equal 1 huge, etc. Unlike most creatures with a swallow whole ability, an ozodrin has no natural hazards in it's stomach. Instead it is able to place features in it's stomach, allowing it to see and attack creatures it swallows. If it has no eyes inside it's stomach, creatures in contact with the stomach have partial concealment (as it can feel them but not see them) while creatures that are flying or otherwise avoiding touching the surfaces have total concealment.
As long as the ozodrin is manifesting it's true nature, there is a supply of air to the stomach. However, if it suppresses it's true nature, the air supply is cut off. In this case there is enough air to support a creature for 1 minute for every creature of it's size that could fit in the stomach before the supply is exhausted (this assumes normal activity).
If the ozodrin has recently Devoured a creature, there is a 100% chance that any loot it had on it might be in the stomach (determined for each piece of loot individually). This decreases by 5% for every round since the creature was devoured. A corpse or body parts (unless artificial) will never be found this way.
If an ozodrin has at least two limb or tentacle features in its stomach and one or more eyes, it is able to retrieve the items itself as a swift action, tossing them out of one of its mouths. Alternatively, an ozodrin may attempt to cough up all swallowed items as a standard action.
If the ozodrin dies, creatures in its stomach have 1d6 rounds to escape before they are forcefully ejected (along with all the other contents of the stomach not a part of the ozodrin) as the pocket dimension collapses, dealing 1d8 damage per 4 ozodrin levels. Creatures ejected this way show up at the location of the ozodrins corpse or as close to it as possible if other ejected contents are in the way.
Note that an ozodrin does not gain Swallow whole until level 8.
If another class would advance the stomach feature, it advances this ability as well.

Strange Anatomy (Ex): At 4th level, an ozodrin’s body no longer functions exactly like other living creatures. When a critical hit, sneak attack, or similar effect requiring a discernable anatomy is scored on an ozodrin manifesting its true form, there is a 5% chance per ozodrin level that the critical hit or sneak attack is negated and damage is instead rolled normally. The number of ozodrin levels counted for this cannot exceed the ozodrin's Max Dex bonus to AC. In addition the ozodrin ignores penalties due to size for grappling and gains a +5 bonus to escape artist checks.
Ozodrin may also ignore size requirements for feats. However, they only gain the benefits of those feats with features that meet the size requirements.

Bizarre Grappler (Ex): At fourth level, an ozodrin gains improved grapple as a bonus feat, even if it doesn't meet the prerequisites. If it already has improved grapple it gains a bonus aberrant feat.
In addition, it is treated as if it had the monstrous feat Snatch (Monster Manual p. 304), with the exception that it also counts for tentacle attacks (instead of just bite and claw attacks) and features need not be huge or larger to benefit from it. This counts as both snatch and improved grab for the case of qualifying for prerequisites. If the ozodrin already had improved grab, snatch, or both it gains a +2 bonus to grapple checks for each one. This bonus is gained retroactively if either are acquired later in the ozodrin’s career. Note that it does not actually gain the feat snatch.

Jaws that Bite (Ex): If a creature attempts to use a Swallow Whole special attack against a 5th level or higher ozodrin manifesting it's true nature that has at least one mouth, the ozodrin may choose to make a grapple attempt in response. If successful, the ozodrin avoids being swallowed and instead pins the opponent . The ozodrin may choose to use their own Swallow Whole special attack if they have one. This grapple check does not provoke an attack of opportunity.

Unearthly Power (Su): An ozodrin’s natural weapons granted by features receive an enhancement bonus equal to 1/2 its class level to attack rolls. Any attack effected by this ability bypasses damage reduction as though it were a magic weapon.

Strange Movement (Ex): An ozodrin of at least 7th level is able to pull itself into the extra-dimensional pocket that its digestive system occupies and return at a nearby spot. This acts as a non-magical teleportation ability that can be used as a standard action any number of times per day, provided the total distance moved is no greater than 5ft per class level per day. Line of sight is required, but if the requirement is somehow negated attempts to return within a solid object or occupied square cause the ozodrin to be shunted to the nearest unoccupied square, taking up as much of the daily movement as needed to reach it. If there is not enough movement, the ozodrin takes 1d6 points of damage per additional 5ft needed. In addition, rather than instantly reappearing, it may instead choose to wait inside the extra-dimensional pocket, but each round it does so counts as 5ft of movement for the day’s limit. While so hidden, the ozodrin may act normally, but may not effect anything outside the pocket dimension. This ability may be used only if the ozodrin is manifesting it's true nature. At level 10, dimensional anchor and similar spells or effects do not prevent strange movement.

Swallow Whole (Ex): When making a grapple attempt against a creature in the same square as a mouth, the ozodrin is capable of attempting to swallow it whole. The ozodrin may only swallow a creature whole if the creature is the same size as the mouth used for the attempt or smaller. Creatures may escape the stomach by trying to cut through the wall or, if there are any mouths, trying to climb up the throat and out the mouth.
The walls have an AC of 10 + two times the ozodrin’s class level, hardness equal to 1/2 the ozodrin’s class levels (rounded down), and require 5 times the ozodrin’s class level in damage to make a hole large enough for a medium sized creature to escape (a hole for a large creature requires twice as much damage as a medium, a huge requires twice as much as a large etc. A hole large enough for a small creature requires only 4x the ozodrin‘s class level damage to create a hole large enough, and a tiny or smaller hole requires only 3x the ozodrin‘s level in damage). Holes reseal in 1d4 rounds if no further damage is done and the ozodrin is still alive. The ozodrin takes 1 point of damage for every 10 points of damage dealt to the walls of its stomach.
If a swallowed creature attempts to climb out, it must succeed on a DC 30 climb check for three consecutive rounds (for each successful round count it as an additional 10 feet of height for calculating fall damage on a failed check). If the creature is attacked while climbing, it must attempt the check again at a -5 penalty. As a move action the ozodrin may attempt to swallow with one or more throats, prompting a climb check for any creatures currently trying to climb out opposed by a grapple check from the ozodrin. The ozodrin may also choose to tighten one or more throats as a standard action, reducing the DC of climb checks for the round by 10.

Aberrant Feat (Ex): At level 8, an ozodrin gains a bonus aberrant feat of its choice. It gains another at level 15.

Aberrant Nature (Ex): At level 10, an ozodrin's type changes to aberration. It is no longer affected by spells and abilities that can only affect humanoids. It gains darkvision out to 60ft (this stacks with darkvision from other sources). The ozodrin stops aging and can no longer die of old age. Despite the type change, the ozodrin may still count as its previous type to qualify for feats and PRCs. It also does not gain the needs to eat, breathe, or sleep if it previously lacked any of them. The ozodrin's ability to change its features is no longer limited to its worldly guise (see the feature ability for details on changing features).

Budding Body (Ex): At level 10, an ozodrin is able to place features other than a basic eye or a mouth on the length of a blunt tentacle. If it does so it must select the location upon the length of the tentacle that the feature occupies. A tentacle can support a number of features on its end length equal to 1 ½ times the ozodrin’s charisma modifier (minimum 3) and may have up to a number of features equal to the ozodrin’s charisma modifier along the length for every additional 5 feet of length of the tentacle (minimum 2). Mouths must be at least two size categories smaller than the tentacle while other features must only be at least 1 size category smaller (count puppets as being 3 size categories smaller than the puppet). Eyes only count as 1/2 a feature for determining the number of features that may be placed on a 5' section. Such a Tentacle may be extended around the battlefield as a move action, however, it causes you to count as occupying any spaces it passes though with the exception that it can't be used to flank you and does not benefit from armour you're wearing (it can however be attacked to deal you damage). If such a tentacle is not fully extended, any features on the excess length (measured from the tip to your body) are counted as occupying the same location as you. If eyes are placed on the tentacle, they allow you to ignore concealment caused by view obstructions from the location of you main body that aren't in the way from the eye's location. Special sight types granted from eyes are measured from the location of the eye and only stack with eyes at the same location (or your own if they are currently occupying the same square). A Gaze attack and other ranged augment must have line of sight from the location of the feature that grants it.
Budding body counts as a feature for other sources that advance features.

Twisted Mind (Ex): The mind of an ozodrin of 11th level or higher is a twisted cacophony of madness. This causes it to be harmful for others to mentally interact with. If a non-aberration creature attempts direct mental contact with an ozodrin (such as by telepathy, suggestion, or domination), before saves are made, the creature takes wisdom damage equal to 1/5 the ozodrin’s class level (rounded down, minimum 1) and the ozodrin gains an equivalent bonus on any will saves against the ability that triggered the effect. If this reduces the creatures’s wisdom below 5, the creature is affected as if by the insanity spell until their wisdom is again above 5 (or to full, if the creature‘s base wisdom is normally lower). The wisdom damage heals at a rate of 1 point per day. The ozodrin may suppress this ability as a standard action and resume it as a swift action.

Rapid Form (Ex): An ozodrin of 14th level or higher can add or remove a number of features equal to its charisma modifier (minimum 4) as a full-round action. Basic Eyes only count as ½ a feature for the purposes of this class feature. Furthermore, an ozodrin that uses a move action or a standard action to remove a feature may add/remove two features instead. The form points spent on a removed feature do not count against the point limit of a feature added at the same time.

Otherworldly Guise (Ex): An ozodrin of 16th level or higher can force aspects of its true form onto it's worldly guise. As a full-round action an ozodrin may swap the features of it worldly guise for different features. Calculate the worldly guise features as if you were a puppet of your race, do not count features from aberrant feats. The form points need to form such a puppet + 1/10 of your form points may be redistributed into new features. No more than than the starting number of features+ 1 per 5 ozodrin level may be present. Basic eyes count for 1/2. You may not add shifting features, Puppets, Spawn, or Lure Traps. A form without eyes is blind, and a form without a mouth can‘s speak. A form without limbs or tentacles has a land speed of 0. A form without a mouth may not use devour or Swallow whole.

Shifting Shape (Ex): An ozodrin of 17th level or higher is able to makes its body mutable. All features gain the Shifting augment. This augment adds 3 to the cost of the feature. A feature with the shifting augment may be moved to any portion of the ozodrin that it could be placed on as a move action. Puppets and spawn count as a single feature. Lure traps count as a part of the puppet they are on and can't be moved to other puppets. The number of features that an ozodrin may have with the shifting augment cannot exceed twice its charisma modifier.

Naught Morality: The ozodrin's mind has been warped to the point that it no longer has morals as they are perceived anywhere but the Far Realms. The ozodrin no longer has an alignment. Spells or effects that detect alignment have no effect. It is always treated as having the most favorable alignment for the purposes of alignment-based effects (i.e., being treated as lawful for dictum, as good for a magic circle against evil, etc.). Note that this does not inherently change how the ozodrin acts. Many cling to vestiges of their former ways of thinking, causing them to act much the same, if not always for the same reasons.

Sinister Image (Su): An ozodrin of at least 19th level has a special connection with depictions of itself. As such it is able to detect any pictures, illusions, or other images depicting itself. This even extends to other beings attempting to scry it or view it through similar magical means. Furthermore, such images are treated as a part of the ozodrin itself. Due to this, it is able to move a feature with the shifting augment onto the depiction allowing it to attack, or otherwise interact with things there (in the case of scrying which does not create an image, the shifting feature may move within 5 feet of the one doing the scrying), though doing so requires using up 5 feet of its strange movement. If the ozodrin has no eyes in the area, it is treated as being blind there. Likewise if it has no means of hearing it is treated as being deaf there. Despite this, the ozodrin can sense if the image is being viewed. This ability only applies to images depicting the ozodrin itself, not images that just happen to look like it. Thus changing its form to look like someone in a painting does not allow it to use this ability with the painting.

Horror (Ex): An ozodrin of 20th level or higher gains more form points than weaker ones. To calculate the number of form points, double the total number it would normally have and add twice the ozodrin's class level (this is on top of the class level already in the initial equation).

Distorted Mind (Ex): An ozodrin of 20th level or higher is capable warping its mind in a way that protects it from other influences. This can be done in two ways: by either portioning off a small part of its brain where the knowledge is (acting as an extraordinary schism) or by clearing its mind (acting as extraordinary mind blank). The ozodrin can switch between the two with one hour of mental focusing. The distortion affect also causes it to be able to hide more mundane truths from itself, essentially allowing the ozodrin to fool magical/psionic lie detection in addition to mundane methods of lie detection, since as far as everybody (ozodrin included) is concerned, it's technically not lying.

Feats Below (http://www.giantitp.com/forums/showthread.php?p=8551543#post8551543)

PRCs (http://www.giantitp.com/forums/showthread.php?t=172358)

Owrtho

Owrtho
2010-05-23, 09:52 PM
Features Continued

Spike: Cost - 1
Appearance: You have a spike growing out of you.
Required Level: 7
Benefits: You grow a spike or group of spikes somewhere on you. Spikes always start out fine sized before augments and deal 1 piercing damage (see armor spike damage table (http://www.dandwiki.com/wiki/SRD:Armor_Spikes) for other sizes). When grappling, you may only have one spike affect the grappled creature each round, though you may choose a different spike each round. Unlike most features, you may also apply the spike feature to tentacles, limbs, and fins (only one spike may be applied to a single such feature). If you do, that feature adds the spikes damage onto its own when it deals damage (if it lacks an attack it gains a secondary sting natural attack that deals the spike's damage). If a spike is added to a stomach, the stomach is treated as having caltrops that deal the spikes damage in one square (if the formed stomach augment is applied), or if the formed stomach augment is not applied it gains a secondary natural attack against a single creature inside it per spike dealing the smallest spike's damage.
Special: If you have the Aberrant feat Darkspawn, you may choose to exchange the spikes granted from itto gain one additional form point + 1 per size category larger than fine they are. You may also use this feature before level 7 if you have the Darkspawn feat, but may not use its augments other than Large Spike (and only up to the size of the spikes Darkspawn would grant) until reaching level 7.
Augments:
Large Spike: Additional cost 1
The spike counts as a size category larger. You may apply this augment to the same spike multiple times. The effects stack.

Multiple Spikes: Additional cost 1
Requires Large Spike: Instead of one large spike you have multiple smaller ones. The spike counts as a size category smaller, and gains +1 to damage. You may apply this augment to the same spike up to as many times as large spike had been applied to it.

Horn: Additional cost 2
Requires Spike be at least as large as one size category less than you, and that it not be placed on a feature: Instead of acting as armor spikes, this spike instead grants a primary gore attack. A medium horn deals 1d8 damage (use standard table to adjust for size).

Enchanted Spike: Additional cost X
Required Level 6: You may exchange an amount of the enhancement bonus to the spike's attack granted by the unearthly power ability for an enchantment that counts as an enhancement of that amount. This amount may not exceed 1/3 your class level rounded down - 1. This costs twice amount of the enhancement bonus being traded. You may add this multiple times to the same limb. The effects stack.

Throwing Spikes: Additional cost 3
Required Level 8: These spikes are capable of being launched from your body. They gain a ranged natural attack dealing damage as normal. They have a range increment of 40 feet for a medium sized ozodrin (this range increases by 5 for every size larger than medium the ozodrin is than medium, and decreases by 5 for every size smaller than medium). Once launched, the spike may no longer be used or deal damage until a standard action is spent to regrow them. They may be regrown as part of a full attack counting toward the ozodrin's attack limit for the round.

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

Quickfire Spikes: Additional cost 1
Requires Level 8, Throwing Spikes, and Multiple Spikes: By taking a -1 penalty to damage when firing the spikes, you may regrow it as a swift action rather than a standard action. In addition it would not count toward your attacks for the round to regrow it during a full attack.

Twisting Spike: Additional cost 2
Required Level 9: This spike is able to twist or spin. This allows it to ignore a point of DR or Hardness equal to the the number of times added + Spike size above tiny. If added to a digging fin, allows you to dig through material with a hardness of less than that which the spike can ignore as if it were normal ground. This augment may be added to the same spike multiple times. Each time it increases the amount of DR or hardness it can ignore by 1.

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

Fillable Spike: Additional cost 2
Requires level 10 and Hollow Spike: If you knowingly consume a poison or disease with the intent of using this ability, you may have it provide this spike with a dose without making saves. The consumed substance does not count toward eating or drinking.

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

Weakening Spike*: Additional cost 3
Requires level 11 and Hollow Spike: Your hollow spike is capable of producing its own venom. As a move action you may fill it with a dose of Weakening Venom. This venom requires a Fort save (DC = 10+ half class level + Con modifier) and has an initial and secondary damage of 2 Str damage.

Paralytic Spike*: Additional cost 3
Requires level 11 and Hollow Spike: Your hollow spike is capable of producing its own venom. As a move action you may fill it with a dose of Paralytic Venom. This venom requires a Fort save (DC = 10+ half class level + Con modifier) and has an initial and secondary damage of 2 Dex damage.

Mind Numbing Spike*: Additional cost 3
Requires level 11 and Hollow Spike: Your hollow spike is capable of producing its own venom. As a move action you may fill it with a dose of Mind Numbing Venom. This venom requires a Fort save (DC = 10+ half class level + Con modifier) and has an initial and secondary damage of 2 Int damage.

Hallucinogenic Spike*: Additional cost 3
Requires level 11 and Hollow Spike: Your hollow spike is capable of producing its own venom. As a move action you may fill it with a dose of Hallucinogenic Venom. This venom requires a Fort save (DC = 10+ half class level + Con modifier) and has an initial and secondary damage of 2 Wis damage.

Disfiguring Spike*: Additional cost 3
Requires level 11 and Hollow Spike: Your hollow spike is capable of producing its own venom. As a move action you may fill it with a dose of Disfiguring Venom. This venom requires a Fort save (DC = 10+ half class level + Con modifier) and has an initial and secondary damage of 2 Cha damage.

Deadly Spike*: Additional cost 6
Requires level 11 and Hollow Spike: Your hollow spike is capable of producing its own venom. As a move action you may fill it with a dose of Deadly Venom. This venom requires a Fort save (DC = 10+ half class level + Con modifier) and has an initial and secondary damage of 2 Con damage.

Rapid Venom: Additional cost 2
Requires level 12 and one of the * Spike augments: The venom the spike can produce is quick acting. The initial damage is increased by 1. This augment may be added multiple times to the same spike. Each time you may have it affect a different venom the spike may produce, or have it stack with an already affected venom. If used with the deadly spike augment it costs an additional form point. The cost of this augment increases by 1 for every 2 times it is applied to a given venom you can produce.

Virulent Venom: Additional cost 2
Requires level 12 and one of the * Spike augments: The save DC of one of the poisons this spike can produce is increased by 2, to a maximum of 10+Class Level. This augment may be added multiple times to the same spike. Each time you may have it affect a different venom the spike may produce, or have it stack with an already affected venom. If used with the deadly spike augment it costs an additional 1 form points.

Potent Venom: Additional cost 1
Requires level 12 and Rapid Venom: The potency of the venom this spike can produce persists. The secondary damage is increased by 1. This cannot increase the secondary damage above the initial damage. This augment may be added multiple times to the same spike. Each time you may have it affect a different venom the spike may produce, or have it stack with an already affected venom. If used with the deadly spike augment it costs an additional form point.

Chambered Spike: Additional cost 3
Requires level 13 and Hollow Spike: This spike has multiple chambers in which the it can hold venoms and poisons. It can hold an additional dose at any given time. However the save DCs of a dose from this spike is decreased by 2. You may only eject one dose from this spike at a time. You may add this augment to the same spike multiple times. The effects stack.


Fin: Cost - 2
Appearance: You have a fin somewhere on your body.
Required Level: 9
Benefits: You gain a +1 circumstance modifier on swim checks for each fin. If you have two or more fins you also gain a swim speed of 10ft. This speed increases by 10ft for each additional pair of fins. The fin counts as one size category smaller than yourself.
Special: An ozodrin with this ability can take feats that require a swim, burrow, or fly speed of any maneuverability as though they possessed such a speed. If you have the aberrant feat waterspawn you may use this ability but not its augments before level 9. The swim speed stacks with any swim speed you already have. If you have the aberrant feat starspawn, you may use this feature with the wing augment before level 9, but may not use any other augments. You also may not use it without the wing augment before level 9 unless you also have the waterspawn aberrant feat.
Augments:
Small Fin: Additional cost -1
Fin counts as a size category smaller. For each time this augment is added, it requires twice as many fins of the same size to count as a single fin for calculating your swim speed. You may add this multiple times to the same fin to a minimum fin size of fine. The effects stack. This may not reduce the cost of the fin to less than 1.

Violent Fin: Additional cost 1
You can make a slam attack with your fin as a secondary natural weapon (a medium fin deals 1d6 damage + one half strength modifier, use the standard table for adjusting damage die to calculate other sizes). A digging fin is instead treated as a secondary claw attack (same damage).

Wide Fin: Additional cost 2
Your fin is effectively a size category larger. This fin looses its +1 circumstance modifier to swimming, but counts as an additional fin for calculating your swim speed. You may add this multiple times to the same fin. The effects stack.

Skillful Fin: Additional cost 3
The skill bonus granted by your fin increases by 2. If the fin also has the Wide Fin augment it gains the bonus is changed to 1 instead. You may apply this ability to the same fin a number of times equal to your Charisma modifier.

Wing: Additional cost 3
Your fin is instead a wing, granting a bonus to jump checks instead of swim checks and a flight speed instead of a swim speed (Clumsy maneuverability).
Special: Your fly speed stacks with any flight speed you already posses. Use the better manoeuvrability of the two.

Razor Fin: Additional cost 6
This fin is razor sharp. When moving through an occupied square, or making a flyby or charge attack you may automatically attempt an attack with this fin (provided it is on the part of you passing through the square). A medium razor fin deals 1d4 slashing damage (use standard size table, it is a secondary natural attack). If the fin has the violent fin augment, attacking with it counts as slashing damage. A razor fin may only attack the same creature once each round.

Enchanted Fin: Additional cost X
Requires Violent Fin or Razor Fin augment: You may exchange an amount of the enhancement bonus to the fin granted by the unearthly power ability for an enchantment that counts as an enhancement of that amount. This amount may not exceed 1/3 your class level rounded down - 1. This costs twice amount of the enhancement bonus being traded. You may add this multiple times to the same fin. The effects stack.

Unearthly Fin: Additional cost 1
Required Level 12: Your flight maneuverability improves by one category for every two wings with this ability. Up to 5ft of your burrowing speed per two unearthly digging fins can be applied to any material with hardness of 10 or less.

Digging Fin: Additional cost 4
Required Level 12: Your fin gains claws suitable for shoveling soil and dirt, granting you a bonus on climb checks instead of swim checks and a burrow speed instead of a swim speed. The granted burrow speed is one half what the granted swim speed would be (I.E. 5ft per two digging fins).
Special: The burrow speed stacks with any burrow speed you already posses.

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


Special Eyes: Cost - 6
Appearance: Special eyes look like strange, clearly inhuman eyes on various parts of the ozodrin's body or hair.
Required Level: 11
Benefits: You gain a supernatural gaze attack originating from the eye. This attack deals 1d6 + Charisma modifier damage and has a range of 60'. Creatures may make a Reflex Save (DC=10+1/2 Ozodrin level + Cha modifier) to avoid the damage. Creatures may only be affected by one special eye per 6 points of charisma modifier (rounded down minimum 1) each round. If a creature would at be affected by more special eyes than that in a single round, then only the first eyes affect them, or in the case of it being simultaneous, you choose which ones before saves are rolled.
Special: A special eye counts toward the number of basic eyes you have for the normal effects of basic eyes.
Augments:
Farsight:Additional cost 2
The range of your gaze attack increases by 10'. You may add this multiple times to the same eye. The effects stack.

Penetrating Gaze: Additional cost 4
The gaze attack deals an extra die of damage (or point of damage). If the eye has an effect with a duration rather than dealing damage, the base duration is increased by 1 die. It does not affect dazzling gaze. You may add this multiple times to the same eye. The effects stack.

Wide Gaze: Additional cost 6
Creatures making a reflex save to avoid the gaze attack must also move 5' to either side as a part of the save (not factored into their movement, but does provoke attacks of opportunity). If they are unable to do so they automatically fail the save.

Frightful Gaze*: Additional cost 2
Creatures that meet the gaze of this eye become shaken rather than harmed. The save for this eye is a Will save rather than a reflex save. For every 5 points they fail the save by they are increased an additional step in fear. They remain shaken for 1d4 rounds. This is a mind-affecting fear effect. It may not be use on the same eye as other augments with a * by them.

Silencing Gaze*: Additional cost 2
Creatures that meet the gaze of this eye become silenced rather than harmed. Creatures that fail the save are silenced for 1d4 round.

Disorienting Gaze*: Additional cost 4
Creatures that meet the gaze of this eye become disoriented rather than harmed. This gaze treats the target as the confusion spell cast at a caster level equal to 1/2 the ozodrin's class level (rounded up). The exception is that the DC of the save is the same as that of other special eyes.

Charming Gaze*: Additional cost 6
Creatures that meet the gaze of this eye become charmed rather than harmed. This gaze treats the target as the charm person or charm monster spell cast at a caster level equal to 1/2 the ozodrin's class level (rounded up). The exception is that the DC of the save is the same as that of other special eyes.

Cumbersome Gaze*: Additional cost 6
Requires level 14. Creatures that meet the gaze of this eye become cumbersome rather than harmed. Creatures that fail the save take 2 points of dexterity damage. This heals at a rate of 1 point every 2 rounds, but only if they haven't been affected by it again within those two rounds. The save for this eye is a Fortitude save rather than a reflex save. It may not be use on the same eye as other augments with a * by them.

Disfiguring Gaze*: Additional cost 6
Requires level 14. Creatures that meet the gaze of this eye become disfigured rather than harmed. Creatures that fail the save take 2 points of charisma damage. This heals at a rate of 1 point every 2 rounds, but only if they haven't been affected by it again within those two rounds. The save for this eye is a Will save rather than a reflex save. It may not be use on the same eye as other augments with a * by them.

Fragile Gaze*: Additional cost 6
Requires level 14. Creatures that meet the gaze of this eye become fragile rather than harmed. Creatures that fail the save take 2 points of constitution damage. This heals at a rate of 1 point every 2 rounds, but only if they haven't been affected by it again within those two rounds. The save for this eye is a Fortitude save rather than a reflex save. It may not be use on the same eye as other augments with a * by them.

Lethargic Gaze*: Additional cost 6
Requires level 14. Creatures that meet the gaze of this eye become lethargic rather than harmed. Creatures that fail the save take 2 points of strength damage. This heals at a rate of 1 point every 2 rounds, but only if they haven't been affected by it again within those two rounds. The save for this eye is a Fortitude save rather than a reflex save. It may not be use on the same eye as other augments with a * by them.

Maddening Gaze*: Additional cost 6
Requires level 14. Creatures that meet the gaze of this eye become maddened rather than harmed. Creatures that fail the save take 2 points of wisdom damage. This heals at a rate of 1 point every 2 rounds, but only if they haven't been affected by it again within those two rounds. The save for this eye is a Will save rather than a reflex save. It may not be use on the same eye as other augments with a * by them.

Stupefying Gaze*: Additional cost 6
Requires level 14. Creatures that meet the gaze of this eye become befuddled rather than harmed. Creatures that fail the save take 2 points of intelligence damage. This heals at a rate of 1 point every 2 rounds, but only if they haven't been affected by it again within those two rounds. The save for this eye is a Will save rather than a reflex save. It may not be use on the same eye as other augments with a * by them.

Dazzling Gaze*: Additional cost 8
Requires level 16. Creatures that meet the gaze of this eye become dazed rather than harmed. Creatures that fail the save are dazed for 1 round. It may not be use on the same eye as other augments with a * by them.


Flesh: Cost - 2
Appearance: Your flesh takes on a strange texture or colouration. May have various growths or other unusual features.
Required Level: 12
Benefits: Your flesh is unusually slick and malleable, granting you a +1 bonus to escape artist checks. You can form multiple flesh with every 2 granting a +1 bonus to natural armor that stacks with any preexisting natural armor.
Special: Flesh can be used on any puppets without altering their appearance granting the puppet the same abilities as if you applied it to yourself. Puppets otherwise do not gain the benefits of flesh you apply to yourself.
Augments:
Luminous Flesh: Additional cost 1
Parts of the flesh give off light. The colour, intensity, pattern, and placement of the light is up to you. The light may produce up to 5 feet of illumination per class level (including levels in other classes that advance the flesh feature). This causes a -10 penalty to hide checks when in the dark. This penalty increases by -5 for every 5 feet of illumination after the first 15 feet. If used in the stomach with the Duplicitous Appearance or Pretending Flesh augments it may be used to mimic the appearance of the sky, or other light sources. The glow may be suppressed or resumed as a move action. This augment may be added multiple times to the same flesh. The effects do not stack. Each time it creates a separate set of glowing spots, each set of which may be suppressed or resumed separately.

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

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

Iron Flesh: Additional cost 2
The flesh is hard rather than slick, granting DR 1/adamantine instead of a bonus to escape artist checks. This benefit stacks with other flesh that have the Iron Flesh augment.

Energy Consuming Flesh: Additional cost 3
Your flesh grants resistance 5 to the elemental energy type of your choice (Fire, Cold, Acid, Electricity, or Sonic). Multiple flesh with the Energy Consuming Flesh augment for the same energy type stack. This augment may be added to the same flesh multiple times. The effects do not stack. Each time you select a different energy type.
Special: Every 50 points of energy damage negated counts as both eating a pound of food and drinking a gallon of water for the purposes of avoiding starvation and dehydration. This does not stack if you have multiple energy consuming skins of the same energy type. A fire consuming skin renders you immune to heat-based environmental effects that deal nonlethal damage, and a cold consuming skin renders you immune to cold-based environmental effects that deal nonlethal damage.

Magic Eating Flesh: Additional cost 3
Required Level 13: Your flesh can absorb magic itself. You gains Spell resistance 13, or increases your current spell resistance by 3.
Special: If a spell fails to overcome the spell resistance of an Ozodrin with this feature, the Ozodrin gains 5 x spell level temporary hit points. These temporary hit points do not stack with themselves. Eating 3 levels worth of spells counts as eating a pound of food and drinking a gallon of water for the purposes of avoiding starvation and dehydration.

Pretending Flesh: Additional cost 6
Required Level 14: Your flesh changes color and stiffness in order to mimic the effects of the disguise self spell. Unlike the spell you cannot appear to be something smaller than you are, the Pretending Flesh counts as a mundane disguise once formed (it is not defeated by true seeing), and you can fake a body type other than your own by accepting a -10 penalty to the disguise check [extra bits are non-functional unless you use other features to mimic them]. Alternately, you can create a skin that blends into your surroundings like a chameleon. This use of the skin grants you a racial bonus to hide checks equal to your class level. You can choose for only part of your body to be hidden. This flesh does not effect objects you are holding such as a sword, although it can cover stationary objects on your person such as clothing or jewelry.
Special: You may only have one Pretending Flesh active at a time. You can switch between multiple Pretending Flesh as a swift action. Other abilities possessed by the flesh is not effected. You also do not take disguise penalties from aberrant feats while using this augment.

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

Engorged Flesh: Additional cost 8
Required Level 15: Your flesh is more engorged than normal. Due to this you are a size category larger. Your ability scores and the size of other features are not modified, but all other modifiers apply. This stacks with other Engorged Flesh. You may apply this augment to the same flesh multiple times. The effects stack to a maximum size of colossal.
Special: An ozodrin with at least one instance of this augment is immune to atmospheric pressure effects.

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

Supernatural Consuming Flesh: Additional cost 4
Required Level 16: This acts as the Energy Consuming Flesh augment except you choose from the Positive, Negative, and Hellfire energy types.

Cystic Flesh: Additional cost 2
Requires Level 17 and Secreting Flesh augment: Flesh with this augment is filled with cysts containing the concentrated secretion from your Secreting Flesh augment. Any time you are dealt piercing or slashing damage, the cysts are ruptured causing them to spray out the secretion in 5 ft. cone in the direction the attack came from. Creatures in the area take 1d4 damage of the secretion’s type. A reflex save (10 + ½ the ozodrin’s Class level + the ozodrin’s Charisma modifier) negates the damage. This augment may be applied to the same flesh multiple times. The effects do not stack. Each time it is taken it applies to a different secretion available to that flesh.
Optional: At the DM’s discretion, this damage is also applied to the weapons used to make the attack. Affected weapons are allowed a reflex save as normal to negate the damage.

Regenerative Flesh: Additional cost 2
Required Level 17: This flesh uses your nourishment to rapidly repair itself. You heal 10 hit points per pound of food consumed, up to a maximum of 10 hit points healed per round. Living creatures that you devour count towards this ability. If the weight of an enemy is unknown, assume that a medium bipedal creature contains 100lbs of meat and use carrying capacity modifiers to determine the weight of larger or smaller creatures. Multiple Regenerative Flesh do not stack with each other, except that the maximum number of hit points healed per round is equal to 5 x the number of Regenerative Flesh the Ozodrin has formed (You do not gain additional hit points per pound of food consumed).

Force Consuming Flesh: Additional cost 4
Required Level 18: This acts as the Energy Consuming Flesh augment except it is only for the force energy type.

Reality Warping Flesh: Additional cost 10
Required Level 18: This flesh slightly alters reality around itself, creating 1 inch emanation around yourself. This emanation allows you to selectively ignore the alignment and magic traits of various planes, but only within one inch of your body. For example, a special eye used in a dead magic zone would fail to function as normal unless the target was within 1 inch of it. This ability also applies to antimagic and energy transformation fields regardless of source. Creatures inside your stomach also receive this benefit. This augment does not stack with other reality warping flesh.
Special: This flesh allows you to survive in non-Euclidean realities.


Puppet: Cost - special see below
Appearance: You create a fake version of another creature using your features. with a thin tendril trailing back to you.
Required Level: 13
Calculating cost: A puppet is actually a special manner of combining features that reduces their combat ability but makes them useful decoys. A puppet requires a tentacle with the blunt ability at least 2 sizes larger than the creature you wish to duplicate, and with a length a minimum length of 15' + 5' for every size category bigger than small it is. It then requires a number of eyes equal to the amount the creature normally has, a number of mouths the creature has of a size category smaller than those the creature, and a number of tentacle and limbs equal to the amount the creature normally has that are the same size as the creature + 1 tentacle for each tail the creature has (you do not need to add the tail augment unless you wish for the tail to be able to attack). Once you calculate the cost for everything, halve it (rounded down) to find the cost of the puppet.
Benefits: You create what looks like another creature on one of your tentacles. This puppet has a +20 to disguise checks to appear as the intended type of creature type. If it is meant to look like a specific individual, it has a +15 bonus to disguise checks to appear as that individual. Puppets do not suffer from racial or aberrant feat penalties to disguise checks. A puppet can look, act, and sound (if a Deceptive Mouth was used) like the creature it is meant to. However, it may not attack unless armed with a weapon the creature could use, or the creature has a natural attack, in which case it is treated as a size smaller than the augment used to emulate it for the purpose of determining damage. A puppet is treated as having a strength of 8 for any attacks it would make. It is able to be attacked as a normal creature, but damage is dealt to you. A puppet otherwise uses your abilities and saves. A puppet can move a distance away from you equal to 10' + 5' for every extra 5' of length you made the blunt tentacle. Puppets have their own move speed and move actions equal to those of a normal creature of their type.
Special: If you know a the subject you wish to make a puppet of well, you may reduce the cost by 3 (to a minimum of 0), or grant it an additional +5 to disguise checks to appear as the subject. You may not add other features onto a puppet like you could a normal blunt tentacle with the exception of lure traps. Puppets count as a single feature for the Manifest Form ability.
Augments:
Mini Version Additional cost -x
You may make a puppet that is smaller than normal creatures of the type it mimics. Use features of a size category smaller than normal. The puppet gains a -10 penalty to appear as a normal creature of that type for each size smaller than normal it is. You may add this multiple times to the same Puppet. The effects stack.

Hidden Puppeteer: Additional cost 2
When using the strange movement feature to hide, the ozodrin may leave this puppet in the normal plane. For the purposes of how far the puppet can move, it acts as if the ozodrin is where it would be if it stopped using strange movement. As long as the puppet is out, time the ozodrin spends hidden using strange movement does not count toward their maximum amount for the day, though any attempt to move still does, as does initiating strange movement.

Strong puppet: Additional cost 3
The puppet gains +2 to strength. This may be applied multiple times to the same puppet. The effects stack.

Jerk the Line: Additional cost 4
The tentacle leading back to you is strong enough to jerk the puppet out of danger. As a free action you may jerk the puppet granting it a +6 bonus to dexterity and reflex saves, but reducing the disguise bonus against those who saw it by 10. It can also invoke fear in those who see it, prompting a will save (DC 5 + Charisma modifier), or become shaken. You may also choose to move the puppet 5' in a direction when using this, the movement does not provoke an attack of opportunity. You may not use this on the same puppet more than once per round.

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

Missing Strings: Additional cost 3
Required Level 15: The tentacle connecting you to the puppet is capable of passing through the extra-dimensional pocket that your stomach is in. If you choose to have it do so, it takes up 5 feet of your Strange Movement for the day (this is only when you have the tentacle enter the extra-dimensional pocket and has no time limit on how long you may have it remain so), but makes the tentacle impossible to see. This adds an additional +5 bonus to the puppets disguise check as well as increasing the distance the puppet can move from you by 10'.

Puppet Show: Additional cost 4
Required Level 15: The puppet becomes 2 size categories smaller, but you gain an additional puppet of the same type. The puppets may not move more than 5' apart. While they must be the same type of creature, they may look like different members of that race. They gain a -20 penalty to appear as normal members of that race. This may be added multiple times to the same puppet. It does not reduce the size each time, but creates an additional puppet each time. Each puppet must be within 5' of each other.


Stomach: Cost - 4
Appearance: You have a secondary stomach inside your body.
Required Level: 14
Benefits: You gain a secondary stomach in addition to your primary one. A secondary stomach is automatically large enough for a single huge creature (or 64 small ones). Any mouth can lead to any stomach, chosen when the mouth is created. A secondary stomach has all the benefits of your primary stomach described in Swallow Whole. Anything in a secondary stomach that is removed is either pushed through an opening into another stomach or is placed in a square next to the Ozodrin.
Special: You may apply or remove augments to a stomach after it has been created as a move action. You may apply augments to your primary stomach as if it were a secondary stomach. Stomachs do not count toward the DC of Manifest Form.
Any other classes that advance the stomach feature, also count as ozodrin levels toward calculating the size of the ozodrin's primary stomach unless otherwise specified.
Augments:
Large Stomach: Additional cost 2
Increases the capacity of the stomach by 2 large creatures (or 16 small creatures). You can add this augment multiple times to the same stomach. Its effects stack.

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

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

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

Formed Stomach: Additional cost 5
Required level 15: The stomach can keep a defined form. It acts like a room. The volume of the room may not exceed 5'x5'x10' per medium sized creature able to fit in the stomach, but may otherwise be arranged how you like.

Membranous Construction: Additional cost 1
Requires Level 15 and Formed Stomach: You can create an object in your stomach. This augment functions like wall of stone, except that the object is made out of your flesh instead of stone, fuses with surrounding flesh, and only creates 5 cubic feet worth of material. This flesh has the same hardness and energy resistances as the rest of the stomach. This augment can be added to the same stomach multiple times. The effects don't stack, each time it creates a different object. However, it may be used multiple times to create a single object using more than 5 cubic feet worth of material.

Duplicitous Appearance: Additional cost 2
Requires Level 15 and Formed Stomach: You may make the material of your stomach the colour and texture of the material of your choice. You may have different portions mimic different materials. While appearance and texture are mimicked, other properties are not gained. Recognizing that the material is not what it seems requires a DC 10 Search or Spot check. This augment may be added to the same stomach multiple times. Each time it increases the DC by 10.

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

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

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

Slick Stomach: Additional cost 4
Required Level 16: The inside of the stomach is covered with a slick coating. Treat all surfaces of this stomach as if under the effects of the grease spell with a DC of 10 + ½ your class level + your charisma to avoid falling. The DC to climb out of your throat increases by 10. This augment can be added to the same stomach multiple times. Each time after the first the DC's increase by 2. You may not have both this augment and the Sticky Stomach augment applied to the same stomach.

Sticky Stomach: Additional cost 4
Required Level 16: Creatures that come into contact with the stomach's wall, floor, or ceiling must succeed on a Strength check (DC 10 + ½ your class level + your charisma modifier) or be entangled for 1 round per Sticky Stomach augment applied to the same stomach. The DC to climb out of a throat connected to a stomach with this augment decreases by 4. Climbing creatures take a -3 penalty to Strength checks to avoid becoming entangled, and must make the check every 5 feet moved.
This augment can be added to the same stomach multiple times. Each time after the first, the DCs for the strength check increases by 2, the penalty climbers take to avoid being entangled increases by -1, and the DC to climb checks decreases by 1.
Special: You may not apply both this stomach and the Slick stomach augment to the same stomach.

Digesting Liquid: Additional cost 3
Required Level 18: All creatures and objects inside your stomach take 5 points of either acid, cold, fire, or electricity damage – chosen when you add this augment. A creature may make a reflex save against a DC of 10 + ½ your class level + your charisma modifier to take half damage. You may suppress or resume this affect as a free action. You may apply this augment to the same stomach multiple times, each creature only makes one saving throw per energy type (for example, if you applied this augment twice to deal 10 fire damage each creature would only make one saving throw in an attempt to take 5 damage instead).

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

Monster Within: Additional cost 10
Required Level 20: The walls of your stomach function as though they were a mirror of opposition. You may choose to suppress or resume this ability as a free action, although you have no control over any created duplicates. You may also limit the portions of the walls that trigger this affect within the stomach. The duplicate ceases to exist if either they or the original leave the stomach, unless entering another stomach that also has this augment. This augment functions any number of times per day, but only one duplicate can be in existence at a time for any given opponent (including those made by other stomachs you possess).
More features below. (http://www.giantitp.com/forums/showthread.php?p=8551543#post8551543)

Owrtho

Primal Fury
2010-05-23, 10:01 PM
Definately has a lot of potential. The one piece of advice I can give is this: Eliminate as many dead levels as possible. If it's not a spell-caster, it should gain abilities at almost all its levels.

I'll be keeping an eye on this one. I could even give some advice if you like. I love "Cosmic Horror" classes. :smallamused:

The-Mage-King
2010-05-23, 10:05 PM
...Yeah, give it more abilities...


May I suggest, as a leveling ability, something that allows the user to temporarily gain abilities from one ateted eaten victim?

JKTrickster
2010-05-23, 10:10 PM
Wow interesting class!

Am I the only one who thinks this resembles a certain Homonculi? :smallwink:

The-Mage-King
2010-05-23, 10:18 PM
Wow interesting class!

Am I the only one who thinks this resembles a certain Homonculi? :smallwink:

Which one? The late Gluttony, or the late Pride?

And no.

Owrtho
2010-05-23, 10:29 PM
Features Continued

Lure Trap: Cost - special see below
Appearance: Normally hidden, when exposed it causes the puppet to become a monstrous mockery of what it previously looked like.
Required Level: 15
Calculating cost: After calculating the cost of the puppet it will go on, choose up to 3 other features to add onto it. Calculate their combine cost and divide by 3 (rounded up). These features are normally hidden and do not affect the puppets appearance while hidden.
Benefits: The puppet has hidden features prepared to attack, startling creatures unprepared that had been lulled by the puppets normal appearance. You may set up a trigger for the lure trap to go off, or may set it off at any time as a standard action. Attempting to change the trigger is a full round action. When a lure trap goes off it makes a full attack on whatever set off using the lure trap features. The trigger (or is targeted if it is manually set off) provided it is in range. If it is not in range it targets whatever is closest. Triggering a lure trap is a free action that automatically occurs if the conditions are met. When the lure trap goes off, the it uses the creatures flat-footed AC unless the creature succeeds on a reflex save (DC 10 + class level + Charisma modifier). If a creature has already seen the puppet use a lure trap, it gains a +2 bonus on the reflex save. If it has seen the puppet use the specific lure trap activating it gains a +5 bonus instead. In addition any creature that sees a lure trap go off must make a will save (DC 15 + 1/2 class level + charisma modifier) or become shaken for 1d4 rounds. The lure trap features use your strength, dexterity, and constitution scores rather than the puppets. After going off, the puppet may make use of the lure trap features normally. Once a lure trap has gone off, the puppet loses its bonus to disguise checks until it is reset. Resetting the lure trap requires a full round action.
Special: Lure traps may only be added to puppets. A puppet may have more than 1 lure trap on it at a time. If a spawn feature is part of the lure trap, when the trap is triggered the spawn must separate from the puppet, and the trap cannot be reset until the spawn is no longer separated.
Augments:
Complex Trap Additional cost X
Add an additional feature to the lure trap on top of the normal 3. X is half the normal cost of the feature (rounded up). This augment may be added multiple times to the same lure trap. The effects stack.

Disturbing Release Additional cost 2
Increases the DC of the will save to resist being shaken when the lure trap goes off by 2. This augment may be added multiple times to the same lure trap. The effects stack.

Lunging Trigger Additional cost 2
When the lure trap goes off the puppet may move up to 5' in a straight line (this movement does not provoke an attack of opportunity). This increases the attack range of the lure trap. It may not go beyond its normal distance from you as a puppet. This augment may be added multiple times to the same lure trap. Each time the maximum movement distance is increased by 5'.

Rapid Release Additional cost 2
Increase the Reflex save by 1. This augment may be added multiple times to the same lure trap. The effects stack.

Gasping Trap Additional cost 4
Requires having Limbs and or Tentacles on the lure trap. The lure trap makes a grapple attempt rather than a full attack upon triggering. If the creature fails the reflex save the grapple is automatically successful.

Maw Trap Additional cost 4
Requires Gasping Trap augment and a mouth in the lure trap. Upon a successful grapple, the lure trap may immediately attempt to swallow whole or devour the target (decided upon grappling the target).

Disturbing Form Additional cost 5
Any creature looking at the puppet after the lure trap has gone off must make the will save to resist being shaken for 1d4 rounds at 1/2 the DC that it is when first triggered. Creatures that succeed the save are immune for the rest of the day. They must still make the save any time the lure trap goes off.


Spawn: Cost - 2
Appearance: Spawn are of varying shape and form depending on the features given.
Required Level: 18
Benefits: Spawn are pieces the ozodrin is capable of separating from itself and having move around on their own. Much like puppets, a spawn is able to be given other features, however unlike puppets they don't look like normal creatures. When making a spawn, it is able to have a number of features added for which the total number of form points does not exceed twice the ozodrin's charisma modifier or 8 (whichever is higher). These features cost is added onto that of the spawn. Features may not be more than 2 size categories larger than the spawn. Normally these features added are treated as normal features on the ozodrin. However, as a standard action, the ozodrin is capable of segmenting off one or more spawn. This deals damage to the ozodrin equal to the total cost of the spawn, and reduces the ozodrin's maximum hp by 1 for every 10 form points the spawn costs (this counts as part of the normal damage being dealt). The spawn is placed in a square adjacent the location of the feature. When separated, a spawn may only make 1 standard action per round. Without any features or augments, a spawn is blind, deaf, small, and only able to move 5 feet per move action. It possess an amount of hp equal to 5 times the amount lost when spawning it. 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. Each spawn feature may only produce one spawn at a time. If a spawn is killed, the ozodrin is able to regrow a new one as a standard action. This removes the reduction to max hp, but does not heal the ozodrin, nor separate the newly grown spawn. A separated spawn may reattach to the ozodrin as a standard action (on the spawns part) if in an adjacent square. This removes the penalty to max hp caused by that spawn and heals the ozodrin an amount of hp equal to 1/5th the amount the spawn had remaining (rounded down minimum 1).
Special: Puppets, Lure Traps features may not be added onto a spawn. Likewise flesh with the Pretending Flesh augment may not be added. If not given any form of sight, a spawn treats any targets you can see as having partial concealment, and any you can't as normal for something blind. Spawn cannot use strange movement. A spawn's attacks do not count toward your total number of attacks for the round.
Augments:
Small Spawn: Additional cost -3
Decrease the size of the spawn by 1 size category. This augment may be added multiple times to the same spawn to a minimum of tiny. The effects stack. This may not reduce the cost of the spawn below 1.

Varied Spawn: Additional cost 2
The number of form points able to be spent on features for the spawn is increased by your charisma modifier. This augment may be added multiple times to the same spawn. The effects stack.

Robust Spawn: Additional cost 2
Increases the max hp of the spawn by 20 (results in 30 additional hp compared to having not taken the augment). This augment may be added multiple times to the same spawn. The effects stack.

Spawn Swarm: Additional cost 2
You may create an additional spawn from the same spawn feature which has all the same features and augments. However, each one is weaker. They each cost 5 hp less to create, but have a -1 penalty to attack, damage, and AC. Furthermore, they have -5 less max hp (results in 20 less hp than if this augment was not taken). This augment may be added multiple times to the same spawn. The effects stack.

Large Spawn: Additional cost 3
Increase the size of the spawn by 1 size category. This augment may be added multiple times to the same spawn to a maximum of huge. The effects stack.

Unbalanced Spawn: Additional cost 1
Required Level 19: The spawn may have one feature one size category larger than would normally be allowed for its size. You may add this augment multiple times to the same spawn. Each time you do you may either have an additional augment larger than the spawn would normally allow, or have one you are already using unbalanced spawn with be an additional one size larger than the normal maximum.

Rapid Spawn: Additional cost 4
Required Level 19: The spawn may make an additional move action each round.



Feats
Farspawn (Aberrant)
You're true nature is quite strong.
Prerequisite: Aberration Blood, Form Points, Charisma 14
Benefit: You gain an additional form point for each non-farspawn aberrant feat you possess.
Special: You may choose this feat multiple times. Its effects stack.

Alternate:
Farspawn (Aberrant)
You're true nature is quite strong.
Prerequisite: Aberration Blood, Form Points, Charisma 14
Benefit: You gain an additional form point for every two aberrant feats you possess.
Special: You may choose this a number of times up to half your charisma modifier rounded down (not counting temporary modifiers to charisma). If your charisma would later be permanently reduced you do not lose this feat. Its effects stack.

Darkspawn (Aberrant)
The abnormalities of your aberration-tainted heritage grow more pronounced. Bone-like spikes jut out from your flesh.
Prerequisite: Aberration Blood, one other aberrant feat.
Benefit: You grow spikes. If wearing light armor or lighter, you are treated as having fine sized armor spikes and are considered proficient with them, though you are not proficient with armour spikes actual armor spikes. They are considered to be a size category larger for every 3 aberrant feats you possess.
Special: If you are an ozodrin, you gain early access to the Spike feature.

Conservative Form (Aberrant)
When you manifest your true nature, you are capable of removing limbs you possess normally in order to form more features.
Prerequisite: Aberration Blood, Form Points, Feature (Limb)
Benefit: Each limb you choose to remove grants an additional form point. Removed limbs are gone and as such can't be used to hold things or perform other functions. If it provides a form of movement, removing all limbs that provide such movement causes you to lose that move speed.
Additionally you may choose to enhance your existing limbs as if they were features provided you have access to the corresponding feature. In most cases this means you may apply augments to them without having to pay the base cost for the feature, though they do not provide any of the benefits that would be gained by the unaugmented feature (unless they provide it normally). If augmented, these body parts count as half a feature for the maximum number of feature granted natural attacks that may be made in a round (rounded up, and only if used to make a natural attack. This does not extend to gaze attacks). Specifics below: Eyes count as basic eyes or for 4 form points extra special eyes (granting the gaze attack of a special eye).
Mouths count as mouths, and may be given a bite attack for 1 fp if they lack one.
Tentacles count as tentacles.
Arms count as limbs.
Legs count as limbs with the leg augment.
Claws count as an arm or leg with the claw augment (as appropriate).
Tails with a tail slap attack count as tentacles with the tail augment, while those without may be upgraded to such for 1 fp.
Spikes count as a single spike.
Stings count as a single spike.
Horns count as a single spike with the horn augment.
Fins count as fins.
Wings count as fins with the wing augment.
Skin (scales, etc.) count as a single flesh feature.Special: If you also have the Decentralized Body aberrant feat, you head counts as a limb you are able to remove for this feat. Deepspawn counts as granting 2 fins for the purpose augmenting them with this feat.

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

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

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

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

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

Flourishing Bud (Aberrant)
Your budding bodies are capable of supporting larger features.
Prerequisite: Aberration Blood, Budding Body, Charisma 18
Benefit: A blunt tentacle can have features aside from mouths of the same size or smaller on it as well as mouths of at least one size category smaller. However features of the highest size category allowed (except for eyes) count as an additional 1/2 toward the limit per section.
Normal: A blunt tentacle may only have features one size category at least smaller and mouths need to be at least 2 size categories smaller.

Virulent Bud (Aberrant)
Your budding bodies can be quite dangerous.
Prerequisite: Aberration Blood, Flourishing Bud, Charisma 20
Benefit: A blunt tentacle can have any feature of at least the same size or smaller on it though mouths of the same size count as two features. In addition the maximum number of features per 5' of length increases by 2 for middle segments and 3 for the end segment.
Normal: A blunt tentacle can have features aside from mouths of the same size or smaller on it as well as mouths of at least one size category smaller. However features of the highest size category allowed (except for eyes) count as an additional 1/2 toward the limit per section.

Blossoming Tendril (Aberrant)
Your budding tentacles are capable of supporting features other than eyes.
Prerequisite: Aberration Blood, Budding Body, Charisma 16
Benefit: A budding tentacle can have features aside from eyes placed inside the bud, provided that they are at least 3 size categories smaller.
Normal: A budding tentacle may only have a single eye feature placed in the bud.

Ornate Blossom (Aberrant)
Your budding bodies are capable of supporting larger features.
Prerequisite: Aberration Blood, Blossoming Tendril, Charisma 18
Benefit: A budding tentacle can have up to half your charisma modifier features placed inside of it. In addition, for each feature less than the maximum number placed inside the bud, the remaining features are able to be a size category larger, up to a maximum size of the budding tentacle itself.
Normal: A budding tentacle may only have a feature placed in the bud and it must be at least 3 size categories smaller than the budding tentacle itself.

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

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

Aberrant Monstrosity (Aberrant)
Prerequisite: Any 2 aberrant feats.
Benefit: All (Monstrous) feats that you possess count as aberrant feats for all purposes. You may select a (Monstrous) feat whenever you would normally be able to select a bonus aberrant feat.
Furthermore, you may select a creature type. You may choose to count as that type or your actual type for the purpose of qualifying for (Monstrous) feats or PRCs.
Special:You may take this feat multiple times. Each time choosing a different type you may count as.

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

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

Cerebrant Horror (Aberrant)
Your nature has come to allow you to make use of cerebrotic spells.
Prerequisite: Aberration Blood, Form Points (minimum 4)
Benefit: You become a cerebrant capable of casting cerebrotic spells as if you had taken the cerebrosis feat (Dragon Magazine 330, p. 27). Unlike most, your nature as an ozodrin allows you to do so without taking the Rite of the Blot. However, this power comes at a cost. You must permanently sacrifice 3 form points. Furthermore, to learn a cerebrotic spell you must permanently sacrifice a number of form points equal to the spell's level. For the purpose of what spells you can cast and their power, you count as a sorcerer of level equal to your ozodrin level. You may normally only cast each spell once per day. However, you may allocate a number of form points equal to the spells level toward additional castings of it for the day. If you use those castings you may not allocate those form points elsewhere until the next day.
Special: Form points sacrificed for this feat or to learn spells are still counted for abilities or requirements that take into account your total number of form points such as the Horror ability of the ozodrin, and if important are considered assigned.

Necrotic Horror (Aberrant)
You have learned to grow necrotic cysts like other features.
Prerequisite: Aberration Blood, Form Points (minimum 4)
Benefit: You become able to grow a mother cyst thus making you capable of casting cyst-related spells as if you had taken the Mother Cyst feat (Libris Mortis: The Book of Undead, p. 28). However, this power comes at a cost. You must permanently sacrifice 1 form point to gain this ability, and 2 form points must be spent to create the mother cyst, without which you are incapable of casting the spells (though unlike other features the cyst may be maintained in your worldly guise). Furthermore, to learn a cyst-related spell you must permanently sacrifice a number of form points equal to the spell's level. For the purpose of what spells you can cast and their power, you count as a sorcerer of level equal to your ozodrin level. You may normally only cast each spell once per day. However, you may allocate a number of form points equal to the spells level toward additional castings of it for the day. If you use those castings you may not allocate those form points elsewhere until the next day.
Special: Form points sacrificed for this feat or to learn spells are still counted for abilities or requirements that take into account your total number of form points such as the Horror ability of the ozodrin, and if important are considered assigned.

Murmuring Horror (Aberrant)
Your nature allows you to draw on the power of the far realms.
Prerequisite: Aberration Blood, Form Points (minimum 5)
Benefit: You become a xenothurgist (http://www.giantitp.com/forums/showthread.php?t=122103) capable of channelling the energy of the far realms into reality. Unlike most, your nature as an ozodrin gives you a slight edge when it comes to controlling these powers. However, this comes at a cost. You must permanently sacrifice 5 form points. Upon taking this feat, select (or randomly select) a murmur, and an incursion and disturbance to go with it. For the purpose of this murmur, your xenothurgy level is equal to your HD (as normal).
Due to your nature, you have some abilities that other xenothurgists don't. Once every 24 hours you may, as a full-round action, spend 5 form points per murmur level to make a will save (DC equal to what you would make casting a breach of the level your murmur is at). If you succeed on this save, your murmur level is reduced by 1. If you fail this save it is increased by 1. Form points spent for this way may not be spent on anything else for 24 hours.
In addition, you may allocate 5 times your maximum breach level from points toward your incursion. If you do, when you use your incursion it will occur in the pocket dimension your stomach is in. As such your everything in your stomach will be affected rather than the normal area. However, even so the power it unleashes is too much to completely contain, causing some of the effects to leak out of you. An area centred on you with a radius 10 feet per current level of the murmur the incursion is tied to will be affected as if in the periphery of the incursion. You may not reallocate form points spent placing the incursion in your stomach for the duration of the incursion. This ability does not work if the incursion is caused by your murmur reaching level 7.
Special: You may take this feat more than once. Each time pay the form point cost and gain access to a different murmur. You may still only have one murmur active at a time (see murmur (http://www.giantitp.com/forums/showpost.php?p=6755361&postcount=2) description).
If you have the Displace Incursion feat, you may not make use of it while releasing the incursion in your stomach.
Form points sacrificed for this feat or to learn spells are still counted for abilities or requirements that take into account your total number of form points such as the Horror ability of the ozodrin, and if important are considered assigned.

Shadowed Horror (Aberrant)
Your nature is tied to darkness and has granted you the ability to draw on the power of the Plane of Shadows.
Prerequisite: Aberration Blood, Form Points (minimum 4)
Benefit: Select three paths of mysteries (See Tome of Magic, Shadow Magic. More can be found in the Descent of Shadows (http://www.giantitp.com/forums/showthread.php?t=74519) project). You may not select a master path if you do not have an initiate path, nor may you select an initiate path if you do not have an apprentice path. You must permanently sacrifice 3 form points. To learn a mystery you must permanently sacrifice a number of form points equal to the mystery's level, as well has already have learned all earlier mysteries in the path. Unlike a shadowcaster, you do not need to know two mysteries of a the previous level to learn one of a higher level, though you are limited to the selected paths, and may not learn mysteries of a higher level than a sorcerer of your level could learn spells. For the purpose of a mystery's type (arcane spell, spell-like, supernatural) and caster level, you count as a shadowcaster of level equal to your ozodrin level. You may normally only cast each mystery a number of times per day as a shadowcaster based on the mystery's type. However, you may allocate a number of form points equal to the mystery's level + 1 toward additional castings of it for the day. If you use those castings you may not allocate those form points elsewhere until the next day.
Special: You may take this feat multiple times. The effects don't stack, instead select different paths each time. You may count paths from previous times of taking this feat toward what paths you may select. If you gain mysteries from another source, your ozodrin levels stack with that source for determining caster level of all your mysteries. Form points sacrificed for this feat or to learn spells are still counted for abilities or requirements that take into account your total number of form points such as the Horror ability of the ozodrin, and if important are considered assigned.

Corrupting Land (Aberrant)
You may shift your features to the ground and land around you.
Prerequisite: Aberration Blood, Shifting Shape, Charisma 22
Benefit: Your features with the shifting augment are not limited to your body. You may move them to any place you can see within 5' per two aberrant feats you have of your main body. If you would move outside the range, they moved back to your main body and moved there as necessary. They may be attacked as if they were creatures using your stats and their size (with the exception of puppets which use their stats as normal), and any damage dealt to them is dealt to you.
Normal: You can only have shifting features move to other portions of your own body.

Strange Energies (Aberrant)
You may generate energies not normally possible.
Prerequisite: Aberration Blood, Charisma 19, Augment allowing a choice of energy for damage
Benefit: For any augment other than Enchanted X augments that allow the selection of an energy type for a damage dealing attack or ability, you may also select sonic, positive, negative, hellfire, and force in addition to the normal choices. However, if you do so, the damage dealt is reduced by 1 (to a minimum of 1), or in the case of force by 1/4 (minimum 1, to a minimum of 1 damage).
Normal: You can only choose from the mentioned energy types.

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

Syringe (Aberrant)
You may store curatives as well as poisons in your hollow spikes.
Prerequisite: Aberration Blood, Hollow Spike augment
Benefit: Your hollow spikes may now store any kind of potion, though if you choose to store it in the spike you don't gain the benefits of it. In turn you may administer the potion to an individual as you normally can administer poisons and diseases with hollow spikes. If you so choose, as a standard action you may make an attack against an individual with one of your filled hollow spikes, and if successful, you will inject them with its contents and only deal the spikes base damage without any strength modifier. If the individual is willing, they may choose to forgo any bonuses to their AC other than natural armour for the purposes of this attack.
Normal: You may only fill your spikes with poisons and diseases.

Medicine Maker (Aberrant)
You become able to produce restoratives and other beneficial fluids rather than just detrimental ones in your spikes.
Prerequisite: Aberration Blood, Syringe, Debilitating Spike augment
Benefit: You gain access to the below spike augments. Note, medicinal bonuses do not stack.
Normal: You may only produce detrimental fluids.
Special: If you have the strange energies feat, the restoratives that grant temporary hit points may be infused with negative energy to instead heal that many hit points for undead, but not affect others. If you have the soothing energies feat, the restoratives that grant temporary hit points may be infused with positive energy to instead heal that many hit points, but not affect undead. (chosen upon adding the augment)
Lesser Regenerative Spike☨: Additional cost 2
Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. As a move action you may fill it with a dose of Lesser Regenerative. This restorative requires a Fort save (DC = 10+ half class level + Con modifier) which can be willingly failed. Starting with the round it is administered, and persisting for a number of rounds equal to twice your charisma modifier, the target gains 2 temporary hp each round. This hp is lost after the targets normal hp unlike most temporary hp, and lasts a number of minutes equal to the number of rounds it accumulates.

Greater Regenerative Spike☨: Additional cost 4
Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. As a move action you may fill it with a dose of Lesser Regenerative. This restorative requires a Fort save (DC = 10+ half class level + Con modifier) which can be willingly failed. Starting with the round it is administered, and persisting for a number of rounds equal to your charisma modifier, the target gains 3 temporary hp each round. This hp is lost before the targets normal hp, and lasts a number of minutes equal to the number of rounds it accumulates.

Name1 Spike☨: Additional cost 4
Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. As a move action you may fill it with a dose of Invigorating Restorative. This restorative requires a Fort save (DC = 10+ half class level + Con modifier) which can be willingly failed and grants a +2 medicinal bonus to Str for a number of minutes equal to your charisma modifier.

Name2 Spike☨: Additional cost 4
Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. As a move action you may fill it with a dose of Invigorating Restorative. This restorative requires a Fort save (DC = 10+ half class level + Con modifier) which can be willingly failed and grants a +2 medicinal bonus to Dex for a number of minutes equal to your charisma modifier.

Invigorating Spike☨: Additional cost 4
Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. As a move action you may fill it with a dose of Invigorating Restorative. This restorative requires a Fort save (DC = 10+ half class level + Con modifier) which can be willingly failed and grants a +2 medicinal bonus to Con for a number of minutes equal to your charisma modifier.

Name3 Spike☨: Additional cost 4
Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. As a move action you may fill it with a dose of Invigorating Restorative. This restorative requires a Fort save (DC = 10+ half class level + Con modifier) which can be willingly failed and grants a +2 medicinal bonus to Int for a number of minutes equal to your charisma modifier.

Name4 Spike☨: Additional cost 4
Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. As a move action you may fill it with a dose of Invigorating Restorative. This restorative requires a Fort save (DC = 10+ half class level + Con modifier) which can be willingly failed and grants a +2 medicinal bonus to Wis for a number of minutes equal to your charisma modifier.

Name5 Spike☨: Additional cost 4
Requires Medicine Maker feat and Hollow Spike: Your hollow spike is capable of producing its own restorative. As a move action you may fill it with a dose of Invigorating Restorative. This restorative requires a Fort save (DC = 10+ half class level + Con modifier) which can be willingly failed and grants a +2 medicinal bonus to Cha for a number of minutes equal to your charisma modifier.

Rapid Restorative: Additional cost 3
Requires Medicine Maker feat and one of the ☨ Spike augments: The restorative the spike can produce is quick acting. The bonus is increased by 1 (in the case of regenerative spikes, lesser grants 1 extra temporary hp each round and greater grants 2 extra temporary hp each round). This augment may be added multiple times to the same spike. Each time you may have it affect a different restorative the spike may produce, or have it stack with an already affected restorative. The cost of this augment increases by 1 for every 2 times it is applied to a given restorative you can produce.

Virulent Restorative: Additional cost 1
Requires Medicine Maker feat and one of the ☨ Spike augments: The save DC of one of the restorative this spike can produce is increased by 2, to a maximum of 10+Class Level. This augment may be added multiple times to the same spike. Each time you may have it affect a different restorative the spike may produce, or have it stack with an already affected restorative.

Potent Restorative: Additional cost 2
Requires Medicine Maker feat and one of the ☨ Spike augments: The potency of the restorative this spike can produce persists. The number of minutes its affect lasts increases by 1 (in the case of the regenerative spikes, the number of rounds it it grants temporary hp increases by 2 for the lesser and 1 for the greater). This augment may be added multiple times to the same spike. Each time you may have it affect a different restorative the spike may produce, or have it stack with an already affected restorative.

Altered Guise (Aberrant)
When assuming your worldly guise, you have learned to look like someone other than yourself.
Prerequisite: Aberration Blood, Uncanny Appearance*, Disguise 4 ranks, Charisma 15
Benefit: When assuming your worldly guise, you may choose to look like any other member of the same race as your normal worldly guise, real or fictitious. However, doing so causes a -5 penalty to your disguise check to look normal, and if trying to mimic another individual, you still must make a separate disguise check to look like them (though you don't receive penalties for varying gender, sizes, or other similar attributes as you normally would) for which you gain a +5 bonus. This does not change any of your stats, abilities, or equipment.
The effects of this feat are not suppressed when suppressing other aberrant feats in your worldly guise.
Normal: When assuming your worldly guise you must look like you once did.
*Optional ability, see below section.



Epic Feats

Shunned Name (Aberrant, Epic)
You are sensitive to your chosen name.
Prerequisite: Aberration Blood, Sinister Image, Charisma 23
Benefit: You may choose a name for yourself. This name may not be a common word. Whenever someone speaks your name, you immediately sense it, knowing the direction, distance, and gaining a mental image of the speaker (though not their surroundings).

Unspeakable Name (Aberrant, Epic)
Your chosen name is now a part of you.
Prerequisite: Aberration Blood, Shunned Name, Corrupting Land, Charisma 25
Benefit: When your chosen name is spoken, you may, as an immediate action choose to move one or more of your shifting features within 5 feet per charisma modifier of the speaker, treating the area as if it is within range of your main body via corrupting land. If you choose to wait, you are unable to do so unless it is spoken again.

Hole in Time (Aberrant, Epic)
You're stomach is outside of normal time, allowing you some control over the flow of it inside.
Prerequisite: Aberration Blood, Monster Within stomach augment, Charisma 25
Benefit: You gain access to the Warped Time stomach augment.
Warped Time: Additional cost 15
Required Level 21: The flow of time is different in your stomach is different inside than outside. Upon taking this augment you choose if you will increase or decrease the flow of time within the chosen stomach. If you increase it, an additional round passes within your stomach for every round that passes outside your stomach. If you decrease it, an additional round passes outside your stomach for every round that passes inside it. You may add this multiple times to the same stomach. The effects stack.
Special: Upon reaching level 25, you may choose to pay 50 form points for this augment to change the factor of change from rounds to minute. (faster makes a minute pass in your stomach per round per time applied, slower makes a round inside your stomach equate to a minute per time applied). At level 30 you may pay 100 form points to change this to a hour instead.

Epic Progression: Class features and DCs advance as normal for the class. In addition, at level 21 & every odd level thereafter, an additional size increase past colossal will increase damage for features. Thus at level 21 Colossal+ will features will be the largest size that modifies damage, at level 23 this will increase to colossal++, and so on. A bonus epic or aberrant feat is also gained for every 4 levels higher than 20 an ozodrin is.

For Alternate Class Features and Optional Abilities, see below (http://www.giantitp.com/forums/showthread.php?p=8552343#post8552343).

original post:
I added a few more abilities and the skill list. As for this talk of Homonculi, I take it is in reference to Full Metal Alchemist, which I've never seen nor read, but it has nothing to do with that. It is however based on a particular character from a different source. There is a hint as to who in the first post.

Also, suggestion are always welcome.
And for the dead levels, well only levels 1 to 3 are completed (and subject to change based on balance), and the other levels after that are still in progress (such as awaiting new features and abilities).

Owrtho

The Mentalist
2010-05-23, 10:37 PM
I personally thought it looked like Alucard's transformation from Hellsing but I'm pretty sure it's a common anime theme. Pretty awesome.

The-Mage-King
2010-05-23, 10:43 PM
We are speaking of FMA's homniculi, actually.

Also, right here,
They are no longer effected by spells and abilities that can only effect humanoids. you need to change both 'effected' and 'effect' so they have an 'a' instead of the first 'e'.

Now, maybe... Add a spike creating ability? Or claw creation?

Bhu
2010-05-23, 10:53 PM
me likee :smallcool:

Fable Wright
2010-05-23, 11:02 PM
You probably should add 'claws that catch'... (see the Jabberwocky, by Lewis Carol), as well as more abilities for each level... say, 2 features/level would be interesting, and allows massive customization.

Owrtho
2010-05-24, 01:31 AM
Alternate Class Features
These are various abilities that are either alternative versions of abilities normally in the class, or otherwise replace abilities normally in the class. They must be selected upon reaching a level that would grant the ability, or the ability it replaces. Some DMs may choose to require that one or more of these be used by ozodrin.

Devour (Ex) (old version) Replaces Devour
Your mouths open to an extradimensional pocket that makes up your digestive track. As a result you are able to devour creatures of any size. Upon successfully grappling an opponent or gaining control of a grapple, if you have at least 1 mouth in the same square as the opponent, you may choose to attempt to devour it. Doing so requires a successful grapple check with the mouth. The mouth gains a +4 bonus to this grapple check for each size category it is larger than medium or suffers a -4 penalty for each size smaller than medium. The mouth otherwise uses your normal grapple bonus. If this grapple check succeeds, you begin devouring the creature and deal 1 point of Constitution damage to it + 1 additional point for every 4 class levels you have, as well as any additional damage from mouth augments like razor teeth. This check is repeated every round until the creature escapes, is devoured, or the ozodrin releases the creature. If you successfully deal Constitution damage to a creature you’re devouring, you heal a number of HP equal to your charisma modifier (minimum 1) two rounds later. If the target creature is undead, a construct, otherwise lacks a Constitution score, or is immune to Con damage, you deal normal bite damage instead of constitution damage and you don't gain HP.
When devouring a creature, you may have any tentacles or limbs you possess aid in the grapple as long as they take no other actions that round. Tentacles and limbs aiding the Devour checks in this fashion only provide bonuses to the check if they would normally provide a grapple bonus themselves (such as that provided by the Hooked Tentacle augment). You may take other actions and move while devouring a creature (even choose to devour another creature), as long as the mouth devouring the creature remains in the same square. You are not able to move a creature you are devouring. You may have multiple mouths devour the same creature. Each additional mouth’s devour attempt is resolved separately.
A creature being devoured must escape from the ozodrin's mouth(s) before it can use any abilities requiring a grapple check other than to attempt escape. On its turn, the creature may make a grapple or escape artist check opposed by the mouth’s grapple check to escape, but suffers a -2 penalty for every round since you began devouring it. If it fails, it takes Constitution damage as if the ozodrin had made a successful devour attempt.
Upon reducing the Constitution of the creature to 0 or killing it, you have successfully devoured it. A devoured creature leaves no corpse or loot (unless the creature discarded it before or during being devoured) except as seen in the Primary Stomach ability below. You may, upon gaining this ability, add your available features to the inside of your stomach. See Primary Stomach below for more details.


Jaws that Bite (Ex): use if using the above version of devour. Replaces Jaws that Bite
If a creature attempts to use a Swallow Whole special attack against an ozodrin manifesting it's true nature that has achieved at least 5th level and has at least one mouth, the ozodrin may choose to make a grapple attempt in response. If successful, the ozodrin avoids being swallowed and instead begins to devour (or swallow whole if the ozodrin has it at the ozodrin's choice) the creature. This grapple check does not provoke an attack of opportunity.

Blue and Orange Morality replaces Naught Morality
The ozodrin's morality has been warped such that it does not fit onto the standard scale of measurement. Have the ozodrin measure it's alignment using a different system than normal (for example using the Colour Wheel (http://www.giantitp.com/forums/showthread.php?t=174163) alignment system, though any other is acceptable with DM permission). Spells or effects that detect alignment return the ozodrin's alignment on this alignment system in a manner that does not convey what it means. Due to the alignment systems not directly overlapping, and each alignment in one containing some of each alignment in the other, the ozodrin is always treated as having the most favorable alignment for the purposes of alignment-based effects (i.e., being treated as lawful for dictum, as good for a magic circle against evil, etc.).


Optional Abilities
There are optional abilities an ozodrin may choose to take at level 1. All of them tend toward the disadvantage but flavourful end of things, and as such some DMs may choose to require that one or more be used by ozodrin.

Abhorred by Nature (Ex): Ozodrin tend to give of an acute feeling of wrongness. One that while often overlooked by people, is more frequently noticed by animals. Upon encountering an animal or plant creature, the ozodrin must make a Handle Animal check (DC 10 + class level), or find it to be one step closer to hostile than normal (note that like spot checks this is generally made by the DM). At level 10 this increases to 2 steps closer to hostile if the check is failed and 1 step closer if the pass the check, while they must pass by 5 or more to avoid the effects. At level 20 these increase to 3 steps if failed, 2 steps if passed, 1 step if passed by 5 or more, and 0 steps if passed by 10 or more.
Any class which advances features advances this ability as well.

Notes on the above ability: DMs can also add magical beasts & elementals at their on discretion to the list of effected creatures as they would likely be similarly attuned to nature.

Horrific Hunger (Ex): The ozodrin requires sustenance to form its features. As such, unlike normal, form points are expended any time the ozodrin forms a feature (be that with manifest form, otherworldly guise, aberrant nature to change features while manifesting its true nature, or some other ability). If forming the feature would cost the ozodrin more form points than it has remaining, the remainder of the cost is dealt to the ozodrin in non-lethal damage. This does not allow the total form point cost of features to exceed to ozodrin's max number of form points, nor does it allow the ozodrin to reassign form points used for abilities that would normally be unable to be reassigned for the rest of the day (such as the spells granted by some feats, though these would only expend the form points upon casting). The ozodrin does not regain form points through rest. Instead they are regained through eating. A normal sized meal for the ozodrin's base race recovers 1d4 form points. Additionally, if the ozodrin uses its devour ability, it regains form points equal to the amount of constitution damage dealt at the same time it would gain hp from the ability. Hp gain from the devour ability always heals non-lethal damage first.
With this need for replenishing form points comes the ability to restrict what features form when manifesting its true nature. An ozodrin with this ability may choose to only manifest some of its features. Features not manifested when the ozodrin manifests its true form do not expend form points as they did not form, and may be later manifested as a swift action, at which point they will expend form points.
If the conservative form feat is used by an ozodrin with horrific hunger, form points gained by removing body parts are never expended, however each such point may only be assigned to a single feature.

Uneasy Guise (Ex): An ozodrin's true nature is its natural appearance, and hiding it can be difficult at times. When in its worldly guise, an ozodrin takes a -1 penalty to will saves and concentration checks, as well as a penalty to skill checks requiring fine manipulation (including concentration) equal to its total form points / 20 (rounded to the nearest whole, minimum 0).

In addition, when ever an ozodrin becomes subjected to a fear effect (each degree counted separately)
the confused, dazed, exhausted, fatigued, nauseated, or sickened condition
a critical hit, 0 or less hit points, -10 or less hit points (if still alive), or the unconscious condition
DM fiatit must make a will save (DC 5 + class level), or fail to maintain its worldly guise, and thus manifest its true nature as a free action (in the case of these effects having a duration, they only trigger a save when they first occur. If multiple effects would occur at once, only one save is required).

If an ozodrin manifests its true nature in such a fashion, it is unable to shield others from the fear effect caused by its manifestation. If when manifesting its true nature in such a fashion the ozodrin does not have at least 1/3 its form points invested, it must use the last "form" in which it invested at least 1/3 its form points.

The ozodrin must also always make concentration checks when casting spells (or using any other supernatural or spell-like ability that may require a concentration check to avoid it failing under similar conditions) in its worldly guise (DC 10 + class level). Failing any concentration check forces the ozodrin to make a will save as above to maintain the worldly guise.

Uncanny Appearance (Ex): While able to imitate their original form, ozodrin cannot do so perfectly, and it becomes harder as they become less what they once were and more out of touch with what is normal unless constant practice is made. Upon entering its worldly guise, an ozodrin must make a disguise check to which it gains a bonus equal to 10 - class level (this becomes a penalty at higher levels). Any creature seeing the ozodrin while in its worldly guise makes a spot check to against the disguise check to detect any imperfections or inaccuracies that mark the form. If the check is passed, the ozodrin gains a penalty to diplomacy checks equal to the amount it was passed by with regards to that creature, as well as bluff checks to conceal its nature. An ozodrin may choose to take a 10 on this check, but doing so requires a mirror and that the ozodrin spend 1 minute per 2 class levels in forming its worldly guise, and must start over again if interrupted. Taking a 20 may be done as well, but instead requires a mirror and 1 minute per class level.
Any class which advances features advances this ability as well.

original post:
I added the limb feature, as well as the strange movement and budding body abilities. Also added 3 class specific aberrant feats. I doubt there will be 2 features/level, but there be close to that many augments (so I doubt that variability will be an issue, especially with budding body and the fact that you can have other budding bodies on it).

Also, planning to add swallow whole at 8th level as a somewhat less guarantied kill version of Devour (also has the benefit that you can hide people in it for as long as their air supply holds out, and if your lucky retrieve items from something devoured), but am not quite sure what should be done for it (I am however thinking the ability to add features inside your stomach could be rather fun). Also would likely provide the ability to climb out if you want out without hurting them.

Also, suggestions for the puppet feature would be welcome. I have a general idea of what it would do, but no real idea how it would work mechanically. Perhaps letting you use disguise checks (with a bonus) to make a puppet look like something else (Would be a special version of a budding body that would lose some of the combat features for deception). Likely would be gained around level 12 or 13.

Suggestions for special eyes also requested. These would be eyes with abilities like gaze attacks, x-ray vision, other stuff. And likely will be spread out over levels 11 through 20 (will cost a bit more than normal eyes too).

Edit: also as for massive customization, the class already has that with just the features listed. Look at a level 5 ozodrin with 16 charisma and no aberrant feats (not the best build). That means they have 18 form points (level x 3 + Cha mod = (5 x 3) + 3). They may have 18 basic eyes, 9 mouths, or 6 tentacles. There are 8 combinations of only eyes and mouths, 5 combinations of only tentacles and eyes, and 7 combinations of only mouths and tentacles. Also a huge number of combinations including all 3 or leaving points unused when avoidable. That's without even factoring in the augments (which bumps it up to a ridiculous number).

Owrtho

Apalala
2010-05-24, 01:50 AM
Love the flavor of the class.

Devour seems to be a wee bit convoluted. If I'm reading it right, against undead it deals the con damage as normal damage, which seems awfully ineffective. Healing half your charisma modifier two rounds later is practically not worth keeping up with. On the other hand, grapple checks are already pretty easy to crank and this class is chock full of ways to crank it up even further. So, the entire mechanic might need to be reworked.

Owrtho
2010-05-24, 02:07 AM
Well, the reason for the con damage being normal damage vs undead and constructs is that they lack a Con score to begin with (it would be an auto kill or completely useless depending on DM rulling when used against them without that). As for the healing 2 rounds later, would it perhapse be better if it was 1 round (also it isn't too hard to keep up with as rounds you deal damage with devour for will be consecutive till you kill it or it escapes).
On the issue of grapple checks being easy to boost, I am not entirely familiar with grappling so am not aware of how to do that. Would you care to explain in more detail that I can account for that? Also the class is meant to have was to boos grapple checks. But this is largly as it is intended to be able to have a decent chance of grappling much larger creatures and devouring them (for example a purple worm or adult dragon or even a leviathan, which I think tend to be outside a normal grappler's ability).

Owrtho

Apalala
2010-05-24, 02:29 AM
It isn't the delay in the healing so much as its insignificance. A level twenty Ozodrin with 20 charisma heals herself for...2 damage. Crank it up to 30 charisma and it's...5.

Swallowing dragons whole is a great idea, and awesome. Just keep in mind that if you have a good chance of devouring a dragon, you WILL be able to devour about anything else your dm throws at you without worry.

Owrtho
2010-05-24, 02:36 AM
Would the healing be better if it was full charisma mod? As for the issue with the devouring. How might you suggest combating the issue. Perhaps something along the lines of making them worse at grappling checks to devour smaller creatures the bigger their mouth is or something (somewhat along the lines of the prey not being worth the effort to eat). Also using devour wouldn't technically be swallowing whole. devour is when you actually eat it, killing it as you do so. Your swallow whole ability gained at level 8 on the other hand...

Edit: Also, at level 13, if an ozodrin so chose, she could make a puppet that looks like a kitty and use it to lure kids into an alley where a mouth on a budding body would then come down and eat them, all from the comfort of her room in the building making one of the sides of the alley. It would likely be evil true, but could be done.

Owrtho

Mr.Bobblehead
2010-05-24, 03:51 AM
I do not see healing full Charisma mod to be too powerful especially with the two round delay seeing as it probably will not have a massive impact in combat.
As for the devouring smaller creatures issue, devour seems more like taking bits and pieces off of your enemies so maybe it only works on things within a number of categories near the mouth's size? It gets to the point where just swallowing whole is much easier to do.... with that in mind though penalties might indeed be needed since being able to easily swallow enemies would allow one to easily beat a lot of things.

Owrtho
2010-05-24, 04:05 AM
Well, swallowing whole wouldn't necessarily be quite as powerful as it is for other creatures. For one thing, they would have no natural damage in their stomach. They'd have to put features in it (which means loosing features on the outside). Also they'd then have to use those features (though I may do something like allowing a single standard action in the stomach each round allowing for 1 attack, with full attacks or the like requiring giving up actions outside). Also as you can't see in your stomach, they'd have concealment unless you put an eye in there. Then there is the fact they get to do easy damage to you (can't dodge), and are safe from you allies (unless you swallow them too), and can cut a hole to get out of you.

Edit: also changed health gained to full charisma mod, and left it at 2 rounds later.

Owrtho

Mr.Bobblehead
2010-05-24, 04:25 AM
Well, swallowing whole wouldn't necessarily be quite as powerful as it is for other creatures. For one thing, they would have no natural damage in their stomach. They'd have to put features in it (which means loosing features on the outside). Also they'd then have to use those features (though I may do something like allowing a single standard action in the stomach each round allowing for 1 attack, with full attacks or the like requiring giving up actions outside). Also as you can't see in your stomach, they'd have concealment unless you put an eye in there. Then there is the fact they get to do easy damage to you (can't dodge), and are safe from you allies (unless you swallow them too), and can cut a hole to get out of you.

Edit: also changed health gained to full charisma mod, and left it at 2 rounds later.

Owrtho

Hmm....sounds really cool I'd have to say. The idea of being able to attack the victim inside is even more so. Not sure about the free standard action for the stomach but with having to spend your points on features in the stomach it doesn't seem to be over the top.

Owrtho
2010-05-24, 04:37 AM
Well, the single action would mean something like attacking with 1 feature (as opposed to all of them like a normal natural attack). Then again, I'm not sure about doing it. Also, I suppose you could technically suffocate them, but that would require you to suppress your true nature thus preventing you from seeing what they are doing or attacking them, and take a few minutes (possibly handy for taking out a constrained enemy, but at the point you constrained them, why not just kill them rather than having you eat them and try to suffocate them?

Owrtho

demidracolich
2010-05-24, 08:47 AM
Awesome class, also this would be even more awesome if you applied the multiheaded template to it. Hmm, mabye give it an ability to grow multiple heads at higher level?

Owrtho
2010-05-24, 08:59 AM
Well, they aren't actually additional heads, but a budding body is ably to be quite close. It can have eyes and a mouth added allowing it to see and bite. Most of the other features of the multiheaded template wouldn't fit (such as giving feats, ability modifiers, etc.) If one selected feats and features effectively, they could have a number of 'heads'.

Owrtho

DracoDei
2010-05-24, 05:05 PM
Adding your number of aberrant feats to your number of form points is an almost negligible effect. Is it just for flavor?

Owrtho
2010-05-24, 05:47 PM
Well, it's in part for flavor, but it also can have an impact (albiat minor) if you are trying to make a rather complex build and durring early levels (a human can gain 4 form bonus points at level 1).

Also, I added the basic Special eyes. Also added the basic Swallow whole (upon reaching level 16, the stomach is capable of holding 1 colossal sized creature). Suggestions for gaze attacks and escaping the stomach are more than welcome.

I've also been considering the option of granting Aberration Blood as a bonus feat at level 1 (any thoughts on if this would be balanced or overpowered).

Owrtho

Eldonauran
2010-05-24, 06:05 PM
As for the healing 2 rounds later, would it perhapse be better if it was 1 round (also it isn't too hard to keep up with as rounds you deal damage with devour for will be consecutive till you kill it or it escapes).


Love the class. Just wanted to add something along these lines.

You should instead give the creature fast healing for a number of rounds after the creature devoured its victim. You can base the fast healing on the charisma mod or the class levels of the character, but fast healing would be very appealing and not overpowered, making it a very handy ability.

Primal Fury
2010-05-25, 11:43 AM
Well, it's in part for flavor, but it also can have an impact (albiat minor) if you are trying to make a rather complex build and durring early levels (a human can gain 4 form bonus points at level 1)

Well if you go that route, you could give them a buttload of Aberrant bonus feats. So... you know... it'll actually make a difference.

And reading more of this class actually makes me a little sad. I was expecting some psychological horror. Like... madness inducing effects or something. Attacking people from your pocket dimension through their nightmares. Stuff like that. *wink wink*

Volthawk
2010-05-25, 12:02 PM
Are you going to specify what Lure Trap does?

Owrtho
2010-05-25, 02:44 PM
Well if you go that route, you could give them a buttload of Aberrant bonus feats. So... you know... it'll actually make a difference.

And reading more of this class actually makes me a little sad. I was expecting some psychological horror. Like... madness inducing effects or something. Attacking people from your pocket dimension through their nightmares. Stuff like that. *wink wink*

Well, I'll point out that most of what has been worked on so far has been the first 10 levels. These are the levels that are your physical change into an aberration. All that stuff would be the later 10 levels where you gain more supernatural type abilities (and have now become an aberration).

As for what lure trap does, it is going to be a group of special features that can be used with the puppet feature. The puppet feature lets you make a tentacle look like a creature (for example, a kitty, a person, someones friend, a little girl, etc.) and while useful for tricking people lacks much in the way of offensive abilities on it's own (though will have some abilities that allow you to cause mental anguish). It would instead require coordination between the puppet and other tentacles and limbs.
The lure trap will allow special features that will make your puppet able to suddenly change into something horrible that can kill the person (an example might be a puppet looking like a little girl suddenly having her face split open into a mouth with tentacles in it to pull someone in). And would also come with fear effects for people witnessing them.

Owrtho

Primal Fury
2010-05-25, 09:18 PM
Well, I'll point out that most of what has been worked on so far has been the first 10 levels. These are the levels that are your physical change into an aberration. All that stuff would be the later 10 levels where you gain more supernatural type abilities (and have now become an aberration).
Ah, then I look forward to it. :smallsmile:


The lure trap will allow special features that will make your puppet able to suddenly change into something horrible that can kill the person (an example might be a puppet looking like a little girl suddenly having her face split open into a mouth with tentacles in it to pull someone in). And would also come with fear effects for people witnessing them.

Owrtho
That's so twisted... :smalleek:

I love it. :smallamused: Sounds like a save-or-die effect.

erictheredd
2010-05-26, 12:18 AM
one small problem--- what does this guy do at first level?

he has no armor, dexterity is not one of his top scores, there is no bonus to attack with a weapon (which must be simple). there is simply the ability to scare the socks off of people and get (maybe) a +2 bonus to AC through the eyes-- OR see in the dark.

once second level is reached, there is a special weapon that will make the ozodrin a nice combatant, but what happens before that?

nice Idea though

so does anything special happen when the ozodrin eats a bag of holding that happens to be on a character? Is this a quick way to kill one? an exception to the "no staking extra dimensional spaces" rule? or can they sense these pockets and know when a bag of holding is getting close?

Milskidasith
2010-05-26, 12:33 AM
The mouth abilities are worded strangely, and I'm not sure if it's intentional or not.

Devour can only be used if the creature is bigger than the mouth, which is nonsensical, and swallow whole can be used on any creature, no matter the size, provided the mouth isn't bigger than the ozodrin, so a halfling shrunk person ozodrin, with an effectively diminutive mouth bite attack that just deals 1 damage, can swallow whole a titan.

However... that's irrelevant when, at level 20 with a decent stat mod and a couple of aberrant feats, can get a mouth attack 30 sizes bigger than themselves, which has base damage... absurd.

Apalala
2010-05-26, 01:23 AM
Oi. Totally didn't see that part about getting THREE TIMES your class levels and etc in form points. That quickly gets ridiculous.

Anyways, I was thinking about devour. When you think of an interdimensional monster devouring people whole, you don't think of it as it being a struggle or a long, drawn out process. You think of it as something sickeningly quick and terrifying.

So, here's my idea for Devour.

Devour (Su): Your mouths open to an extra-dimensional pocket that makes up your digestive track. As a result you are able to devour creatures that get too close. As a standard action, you may attempt to devour any creature within your square. Make an attack roll, and on a success, if the target creature has HP equal to your class level times your charisma modifier (CL*CHA), it is instantly devoured and you gain temporary hp equal to half your class level times your charisma modifier (1/2CL*CHA). This temporary hp may not be healed and fades away after an extended rest. If the target has more than CL*CHA HP remaining, it is dealt damage as though you had made a successful bite attack. This ability may be used at will, but the temporary hp gained from it does not stack with itself.

Much easier to go with in play, quite a bit more balanced, and the flavor seems a bit more frightening and cool, in my opinion. I would think it'd be a first level ability as well, if only to give them something at first level to play with.

Milskidasith
2010-05-26, 01:26 AM
Oh yeah, I forgot, 20 handing weapons is easily possible and allows you to get 10.5x your strength mod to attacks and, if I recall correctly, 20x on power attack. I'm not sure about the latter, but the former is definitely true.

Owrtho
2010-05-26, 02:29 AM
Well, at first level, you could (not counting some off race I don't know of), get 11 form points (3 for class level, 4 for charisma modifier, 2 for aberrant feats, and 2 for Farspawn feat). That could grant at least +3 to AC. Also now that I look at it, the insightful eyes should grant an attack bonus, not AC (I'll change that shortly). That said, a first level ozodrin isn't that strong. It can help cause enemies to be shaken though.
Might give Aberrant blood as a bonus feat first level.

Nothing happens when an ozodrin swallows a bag of holding. The extra-dimensional pocket is not actually so much another dimension, as it is their nature warping existence to make their inside larger than their outside. As such anything that is limited to the plane your on can work between their stomach and the outside world. It's also why cutting your way out makes you come out of the ozodrin and not some random plane.

Devour can only be used on bigger creatures as it is actually eating it as you swallow it, and is difficult to do with smaller things (managing to chew off a portion while holding it with you mouth and not letting it get out when the piece comes off).

The swallow whole effect was badly worded, and requires the creature is not bigger than the mouth, not the mouth bigger than the ozodrin (swallowing a colossal creature would require that you have a colossal mouth, which for a medium sized creature requires 17 points just for the mouth and increasing its size).

I'll admit the devour ability is somewhat convoluted. I may go with something like what you have, but part of the fun is about being able to just go up at the start of an encounter with a gigantic monster and be decide to devour it right off the bat. Also the devouring's success should in part be based on the size of the mouth relative to the creature.
I'd also been going for how often movies and the like that have someone being eaten will show the person being pulled in and give the people a chance to futilely grasp at his hand and try to pull him back before he is lost. (and being able to one shot weaker creatures could be bad if there is no limit, as it is, with that ability a level 2 ozodrin with a racial bonus of 2 to charisma could automatically kill anything with less than 10 hp, which constitutes most fodder type enemies, and would be capable of having at least 5 mouths though the way yours is worded that isn't a huge issue as you can only make 1 devour attempt a turn).
Don't forget that with the current devour, you could have multiple mouths eating the same creature, and as it just requires making a grapple, you can use Coiling Tentacles to get more than 1 devour started a turn.

Also, how could you 20 hand a weapon? There isn't room on the handle. Still there are reasons they aren't proficient with many weapons.

Owrtho

Milskidasith
2010-05-26, 02:35 AM
Also, how could you 20 hand a weapon? There isn't room on the handle. Still there are reasons they aren't proficient with many weapons.

Owrtho

It's the rules, they don't have to make sense. How can you have a colossal++++++++++++++++++++++++++++++ mouth on a medium creature?The rules are the rules; you have enough hands, you can wield the weapon, and you get .5x to strength extra for each hand.

Owrtho
2010-05-26, 03:41 AM
The size of it's stomach shows it's clearly more than capable of warping dimensions (as in lengths and the like, not planes of existence or the like), as it needs to for properly fitting itself in reality.
Also, that would require 107 form points for a mouth that size. As a human with 18 starting charisma that puts all points into charisma, and takes all aberrant feats, including Farspawn 3 times, and deepspawn, at level 20 you could only have 60 from your class, 30 from aberrant feats (8 x 3 + 6), and 6 from your charisma modifier, totaling to 96. You can't get a mouth that big pre epic (this doesn't take into account form points from items that boost charisma but that would require +22 charisma from the items).

Owrtho

Apalala
2010-05-26, 04:51 AM
and being able to one shot weaker creatures could be bad if there is no limit, as it is, with that ability a level 2 ozodrin with a racial bonus of 2 to charisma could automatically kill anything with less than 10 hp, which constitutes most fodder type enemies, and would be capable of having at least 5 mouths though the way yours is worded that isn't a huge issue as you can only make 1 devour attempt a turn).
Owrtho

Not automatically. It would still require a successful attack roll.

edit- Oh yeah, and you still have to be in the same square as your target (though that requirement could be bought off with features). And the flavor of slowly dragging in a target is retained to an extent since an unsuccessful attempt still deals a good bit of damage.

Sereg
2010-05-26, 10:28 AM
I must admit that I'm excited to see a class that let's me play as someone whom can choose his own body shape which is a concept I've had for many years before I started playing. A couple of ideas to consider, the ability to change size, a venomous sting and/or bite, the ability to squeeze through smll spaces, a breath weapon, constriction, alternate movement options, natural armour, spikes which are treated as armour spikes in graple checks, a tail club, damage reduction, rake, pounce, other skill bonuses, improved grab and fast movement. I'll try think of others.

Apalala
2010-05-26, 11:23 AM
I must admit that I'm excited to see a class that let's me play as someone whom can choose his own body shape which is a concept I've had for many years before I started playing. A couple of ideas to consider, the ability to change size, a venomous sting and/or bite, the ability to squeeze through smll spaces, a breath weapon, constriction, alternate movement options, natural armour, spikes which are treated as armour spikes in graple checks, a tail club, damage reduction, rake, pounce, other skill bonuses, improved grab and fast movement. I'll try think of others.

There is always the option of playing as an Eidolon.

http://www.d20pfsrd.com/site/pathfinderogc/extras/advanced-player-s-guide-playtest/summoner-final-playtest-version

Milskidasith
2010-05-26, 12:54 PM
The size of it's stomach shows it's clearly more than capable of warping dimensions (as in lengths and the like, not planes of existence or the like), as it needs to for properly fitting itself in reality.
Also, that would require 107 form points for a mouth that size. As a human with 18 starting charisma that puts all points into charisma, and takes all aberrant feats, including Farspawn 3 times, and deepspawn, at level 20 you could only have 60 from your class, 30 from aberrant feats (8 x 3 + 6), and 6 from your charisma modifier, totaling to 96. You can't get a mouth that big pre epic (this doesn't take into account form points from items that boost charisma but that would require +22 charisma from the items).

Owrtho

It's worded ambiguously, because it looks as if you get triple your points of charisma and triple your aberrant feats. (Triple X+X+X looks a lot like 3x (X+X+X)). If you didn't intend that, change the wording, please, because the way it reads, you get 18 points from a +6 mod.

Even then, the actual size doesn't matter... tone it down four sizes, you can still use it even your way, and it's still absurd. You've still got enough to 20 hand weapons, which is also broken. I don't understand why you're arguing over how your mouth can't be an exact size when the point was basically that your mouth will one shot anything it hits and you can almost ignore charisma and still have more than enough hands to one shot stuff with an absurd strength modifier.

UserShadow7989
2010-05-26, 01:12 PM
In response to the 20 hand weapon deal, maybe make it so only one tentacle/whatever can hold a weapon at a time, with an extra point buy allowing more tentacles to hold their own/the same weapon?

Honestly, that seems to fall under the DM's authority to veto, in the same way that by the rules you can break a gp into thirds and craft each third into it's own gp.

Ignoring balance for now, I love what I see of the fluff and abilities so far.

Owrtho
2010-05-26, 07:50 PM
It's worded ambiguously, because it looks as if you get triple your points of charisma and triple your aberrant feats. (Triple X+X+X looks a lot like 3x (X+X+X)). If you didn't intend that, change the wording, please, because the way it reads, you get 18 points from a +6 mod.

Even then, the actual size doesn't matter... tone it down four sizes, you can still use it even your way, and it's still absurd. You've still got enough to 20 hand weapons, which is also broken. I don't understand why you're arguing over how your mouth can't be an exact size when the point was basically that your mouth will one shot anything it hits and you can almost ignore charisma and still have more than enough hands to one shot stuff with an absurd strength modifier.

I fixed the wording of the form points. As for the previous way, if one followed the order of operations, it would come out as I said it (3 x X + Y + Z = 3X+Y+Z), but I can see how it might be misinterpreted. As for the 20handing weapons, I've made a simple solution to fix that. They can't use more than 2 limbs to hold a single weapon. This means at most they could 4 hand a weapon (using their normal arms and 2 limbs).

Owrtho

Sereg
2010-05-27, 10:05 AM
There is always the option of playing as an Eidolon.

http://www.d20pfsrd.com/site/pathfinderogc/extras/advanced-player-s-guide-playtest/summoner-final-playtest-version

Thank you for pointing that out. It is both interesting and a good souce of ideas for this. However, playing an Eidolon requires a certain type of campaign, which, while fun, is not the kind of thing that you can expect in a standard campaign.

Magikeeper
2010-05-27, 10:24 AM
Strange Movement: First, this sounds like a supernatural ability to me. Besides that, I would change the limit to 10’ or even 20' per class level per day (with the hiding ability taking 10’/20' instead of 5’). Right now the ability can maybe be used once or twice a day – 35ft isn’t very far. The only reason to give such a tiny allotment is to limit teleporting through walls – which can be more directly solved by requiring line-of-sight to the destination if that is an issue.


Suggestions for the dead levels:

Form changes:
> Wings/fins/burrowing/etc [Level 9?]

Example: (Mostly because it was fun to make):
Basic Fins – Cost 2
Appearance: You have a large fin somewhere on your body.
Required Level: 9
Benefits: You gain a +2 circumstance modifier on swim checks for each fin. If you have two or more fins you also gain a swim speed of 10ft. This speed increases by 10ft for each additional pair of fins. The fin counts as one size category smaller than yourself.
Special: An ozodrin with this ability can take feats that require a swim, burrow, or fly speed of any maneuverability as though they possessed such a speed. If you have the aberrant feat waterspawn you may use this ability but not its augments before level 9. The swim speed stacks with any swim speed you already have.
Augments:
Violent fin: Additional cost 1: You can make a slam attack with your fin as a secondary natural weapon (a medium fin deals 1d6 damage + one half strength modifier, use the standard table for adjusting damage die to calculate other sizes). A digging fin is instead treated as a secondary claw attack (same damage).
Wide Fin: Additional cost 2
Your fin is effectively a size category larger. This reduces the granted circumstance modifier by 1 but increases your swim speed by 10ft (if you have one). You may add this multiple times to the same fin. The effects stack, and you may gain a negative modifier.
Wing: Additional cost 3
Your fin is instead a wing, granting a bonus to jump checks instead of swim checks and a flight speed instead of a swim speed (Clumsy maneuverability).
Special: Your fly speed stacks with any flight speed you already posses. Use the worst maneuverability of the two unless the other fly speed is granted by the aberrant feat Starspawn (in which case you use the better of the two).
Digging Fin: Additional cost 4
Your fin gains claws suitable for shoveling soil and dirt, granting you a bonus on climb checks instead of swim checks and a burrow speed instead of a swim speed. The granted burrow speed is one half what the granted swim speed would be (I.E. 5ft per two digging fins).
Special: The burrow speed stacks with any burrow speed you already posses.
Mystic Fin: Additional cost 1
Required level 11: Your fin is enhanced with supernatural power, granting an additional +2 circumstance bonus to swim checks. Your flight maneuverability improves by one category for every two wings with this ability. Up to 5ft of your burrowing speed per two mystic digging fins can be applied to any material with hardness of 19 or less.
Yeah, the climb check bonus is pretty random. I couldn't think of anything else the digging fin might possibily be good for.



> Skin (Color, Natural Armor, Slippery, Etc)
> Feet (Move Speed, Maybe just as an addition to ‘limbs’?)

Apalala
2010-05-27, 11:54 AM
Thank you for pointing that out. It is both interesting and a good souce of ideas for this. However, playing an Eidolon requires a certain type of campaign, which, while fun, is not the kind of thing that you can expect in a standard campaign.

I don't see how an eidolon is much different from an ozodrin with the leadership feat.

Symmys
2010-05-27, 05:25 PM
Does the ozodrin have an advantage when encountering eldritch horrors? 'Advantage' as in 'mind does not immediately break into many small pieces'.

InfiniteNothing
2010-06-04, 04:37 AM
Hello?

Don't tell me this class is dead already. The concept's a rather good one, and so far so are the mechanics.

Owrtho
2010-06-04, 09:09 AM
Not dead. Just had to write an essay. I'll likely try getting some more done on this and the ethercaster this weekend.

Owrtho

Chainsaw Hobbit
2010-06-04, 02:41 PM
This is just too cool :smallbiggrin:!
I may actually play one!

Owrtho
2010-06-04, 03:44 PM
Added basic version of the puppet. Might get some changes.

Owrtho

Magikeeper
2010-06-04, 09:07 PM
So, I’ve encounted a problem while creating hypothetical PCs and NPCs with this class : Way too many possible attacks. It is trivial to have 6 tentacle attacks at level 3.

(Cha 20; Farspawn, Deepspawn, Aberrant blood) 3*3 = 9 + 5 cha + 6 deepspawn + 1 Farspawn + 3 abberrant feats = 18/3 = 6.)

And if you play, say, a middle-aged strongheart Halfling you would could have
(Cha 20; Farspawn x 2, Deepspawn, Aberration blood) 3*3 = 9 + 5 cha + 6 deepspawn + 4 Farspawn + 4 abberrant feats = 28 -> 27/3 = 9.)

9 tentacle attacks at level 3. At level 10 you could form 10 tentacles without using any feats or Cha bonus at all. 20 attacks at that level would not be very hard. And then you have the double digit gaze attacks at level 11.

Basically, who would augment these attacks when it is more effective to just make as many as possible (and maybe find a way to get pounce)?

I think the feature description should add “The Ozodrin is proficient with all features and can use them like normal natural weapons. Unlike normal natural weapons, an Ozodrin’s features do not grant attacks beyond those acquired from a high base attack bonus”. At which point the class is given full BAB.

Later on the Ozodrin could gain perfect two-weapon fighting with features and at very high levels some kind of special ability that lets them attack with every feature they have formed as a full-round action.

Owrtho
2010-06-04, 09:40 PM
Well, the lack of full BAB is because the ozodrin uses the same BAB, saves, and HD as an aberration. As such they won't gain HD. Similarly, it is in part intentional that an ozodrin can have a number of attacks compaired to a normal character. However, it should likely have something to avoid making it too powerful. As such I'll try figuring something out. Perhaps each attack gets a cumulative -1 to damage that lasts for a full attack (so if using tentacles, the first deals 1d4 + str mod, second deals 1d4 + str mod -1, third deals 1d4 + str mod - 2, etc.). Then again, that might not fix the problem.
Also, I'd point out that DR would be a good reason to improve tentacles rather than just make a lot.

Owrtho

DracoDei
2010-06-04, 09:50 PM
Magic Fang, Greater lets you get all of them through DR/Magic, and I think there is an "align natural weapon" sort of spell in some splat-book which if it can effect all natural weapons on a creature would help out with that... DR/(Cold Iron, Silver, Adamintine) would be even more challenging.

All of this is just FWIW.

Magikeeper
2010-06-04, 10:22 PM
Well, the lack of full BAB is because the ozodrin uses the same BAB, saves, and HD as an aberration. As such they won't gain HD. Similarly, it is in part intentional that an ozodrin can have a number of attacks compaired to a normal character. However, it should likely have something to avoid making it too powerful. As such I'll try figuring something out. Perhaps each attack gets a cumulative -1 to damage that lasts for a full attack (so if using tentacles, the first deals 1d4 + str mod, second deals 1d4 + str mod -1, third deals 1d4 + str mod - 2, etc.). Then again, that might not fix the problem.
Also, I'd point out that DR would be a good reason to improve tentacles rather than just make a lot.

Owrtho

DR isn't common at level 3, and DR/magic is easy to overcome. Now, the other DRs are harder but don't come into play until higher levels. At which point you make a bunch of arms and wield an armory of the correct type.

The issue is too many attacks too early. And later on the Ozodrin is making so many attacks that the game grinds to a halt. So the solution should be to limit the number of attacks in some way.

Also, the eyes appear to be automatic. I’m not sure people would think they are effected by DR (are they?). And even so, there are a number of ways you could auto-deal 100+ damage to every enemy without DR in a 60ft cone that doesn’t divert their eyes in time. I think the gaze should be an action of some kind. Maybe a swift action? Or maybe a creature is only effected by one of your gaze attacks each round (you choose if it is hit by more than one). That would allow multiple constant gazes but prevent the crazy stacking.

Perhaps you could only attack with a number of features per round equal to one-half your class level + 2 (minimum 2). That way a 10th level Ozodrin could control 7 tentacles. Or a level 4 Ozodrin could control 4. I think the special eyes would be a special exception, as could the puppet. Basically the tentacles/limbs/mouths need a restriction. The Ozodrin would still be able to make more attacks than the normal not-a-thri-keen PC.

I do hope the class gains a way to form wings and stuff (although I liked my suggestion :P).

Owrtho
2010-06-05, 12:10 AM
Was considering an idea along those lines for limiting attacks. Alternatively, how do you think it would be if it was +1/2 charisma mod instead (min 2). Would allow for them to have ways of getting more attacks, but be somewhat less powerful than other possibilities (and odds are that an ozodrin will have 18 charisma at least).
Might then make it so that buds gain a single attack, and something for puppets and gaze attacks. These wouldn't include attacks of opportunity. Lure Traps would also be separate as they'd be along the lines of specially triggered attacks that must then be reset (though they might then act like normal buds).
Special actions or augments may be made to increase number of attacks (such as 5 on a blunt tentacle to allow another attack each turn from features on it).

I might think about doing wings, but the inspiration didn't have them (hence why they haven't been added yet).

Also how do gaze attacks normally work? I'd been under the impression they counted as normal attacks, but has a range, could be blocked by not looking, and often did special effects rather than damage (might be missing something).

Owrtho

Kallisti
2010-06-05, 07:28 PM
You could add an ability to "de-form" completely. There's already an Amorphous Body spell in Spell Compendium (I think), so you could just steal that, or make up your own rules for it. I think it would fit well with the idea of a shapeshifting cosmic horror, although your inspiration seems to be a little more specific than that.

Just out of curiosity, how did you come up with the name "ozodrin?"

Magikeeper
2010-06-05, 10:42 PM
Was considering an idea along those lines for limiting attacks. Alternatively, how do you think it would be if it was +1/2 charisma mod instead (min 2). Would allow for them to have ways of getting more attacks, but be somewhat less powerful than other possibilities (and odds are that an ozodrin will have 18 charisma at least).

I though about this. It would take a truly huge charisma to have a bunch of attacks. The only issue is that it could result in an Ozodrin making less attacks than other PCs (3 attacks = Cha 22, 4 = Cha 26, 5 = Cha 30). Granted, many PCs will be able to hit that total… What if it was ½ cha mod (minimum 2 + 1/6 class level)? Kinda strange, but it would work I guess. I wouldn't want to simply add more attacks as many PCs will be hitting 30+ Cha.


I might think about doing wings, but the inspiration didn't have them (hence why they haven't been added yet).
Aww. I liked my fin idea.


Also how do gaze attacks normally work? I'd been under the impression they counted as normal attacks, but has a range, could be blocked by not looking, and often did special effects rather than damage (might be missing something).

You can focus your gaze on someone as an attack action. However, unless otherwise noted, your gaze attack is constantly active unless you “turn it off”. Each opponent must save at the start of each turn (or in this case, just take damage).

Owrtho
2010-06-06, 12:01 AM
I though about this. It would take a truly huge charisma to have a bunch of attacks. The only issue is that it could result in an Ozodrin making less attacks than other PCs (3 attacks = Cha 22, 4 = Cha 26, 5 = Cha 30). Granted, many PCs will be able to hit that total… What if it was ½ cha mod (minimum 2 + 1/6 class level)? Kinda strange, but it would work I guess. I wouldn't want to simply add more attacks as many PCs will be hitting 30+ Cha.
I meant in addition to the 1/2 class level (instead of the strait +2)

As for the fins and wings, I'll think about it, but not certain yet.
Also, would it seem odd if an ozodrin didn't get penalties if doing things while grappling provided they have enough limbs?

I'll try to figure out something with the gaze attacks. Perhaps a limit on how many can be active, with the ability to change one at a time as a swift action. Also will add a save on the damage, likely reflex or fort.

Owrtho

Magikeeper
2010-06-06, 08:47 AM
I meant in addition to the 1/2 class level (instead of the strait +2)

At level 4 you could have a cha 22 which would be .5*4 + 6/2 = 2 + 3 = 5 attacks. At level 2 this would be 4 attacks instead, and at level 6 it would be 6 attacks. Cha 26 at level 8 would be 4 + 4 = 8 attacks. If that sounds okay, then its fine. The fringe case of level 4 PCs with a cha of 28 is not a big issue. Cha 22 at start is probably the high-end for most parties that are not taking an LA hit. Cha 24 isn’t that hard though. The poor Ozodrin with a cha of 16 would like the class scaling aspect.


Also, would it seem odd if an ozodrin didn't get penalties if doing things while grappling provided they have enough limbs?

Well, grappling is already its own mini-game rules nightmare. What actions? They should have an easy time dealing damage as a ball of limbs, moving the opponent shouldn't be effected, pinning wouldn't be hindered by having a billion limbs... attacking your opponent with their own weapon? Covering their mouth? Dealing unarmed strike damage?

Tome
2010-06-06, 09:42 AM
The concept for this class seems incredibly interesting. And by 'incredibly interesting' I mean 'holy **** that looks awesome'.

I'm looking forward to seeing how this turns out. And then seeing if I can talk someone into letting me play one. :D

Owrtho
2010-06-06, 01:15 PM
Well, grappling is already its own mini-game rules nightmare. What actions? They should have an easy time dealing damage as a ball of limbs, moving the opponent shouldn't be effected, pinning wouldn't be hindered by having a billion limbs... attacking your opponent with their own weapon? Covering their mouth? Dealing unarmed strike damage?

I was talking about doing things unrelated to the grapple, such as maintaining the grapple and attacking someone else while not doing anything to the person grappled besides keeping them that way, or if the want to try it, grappling another person at the same time. It seems to me that it would make sense they wouldn't have trouble from a realistic standpoint (they have a ton of limbs and the coordination to use them), but not quite sure from a balance standpoint (as most creatures can't do much while grappling without a huge penalty due to a dearth of free limbs).

Also, would it make the most sense to explain their attack limit under the features before going into specific ones?
Also, considering the way the moves work, would it make more sense to swap when they gain swallow whole and devour?

Owrtho

ryleah
2010-06-06, 02:12 PM
I love(craft) this class! It should definitely get some bonus' to ranged trip with all of those tentacles though. Also, I would make it so you only gain the fast heal from one creature in your stomach at a time, lest you find your players swallowing twenty bag's of tricks to give themselves fast heal 100 for 5 rounds ten times per week.

Owrtho
2010-06-06, 02:54 PM
Well, they currently don't gain fast heal from anything. They can however heal while actively devouring something, but it is delayed 2 rounds.

Owrtho

Bhu
2010-06-11, 12:25 AM
I must again say it: this is just too kewl

Owrtho
2010-06-17, 12:50 AM
Not really an update to the class (been busy), but I added an alternate fluff for the class under adaptation.

Owrtho

The Anarresti
2010-06-22, 10:44 AM
I'm going to be (hopefully) playing this class pretty soon on a pbp game. So, if you want, I let you know how it pans out. Also, I love this class, so I want to beg you to finish putting in all the stuff you want, like the psychological horror bit.

The Anarresti
2010-06-22, 12:20 PM
If this guy is a melee fighter, wouldn't it make more sense to give him full BAB and d10 hit die?
EDIT: And I think you should definatly have a fear gaze attack as one of the alternate gaze attack abilities (DC=10+1/2 Ozodrin level + Cha modifier)

Owrtho
2010-06-22, 01:06 PM
If this guy is a melee fighter, wouldn't it make more sense to give him full BAB and d10 hit die?

I've addressed this before, but the BAB, HD, and saves are the same as if one gained aberration HD.

I likely should add some more gaze attacks.

Owrtho

Tome
2010-06-27, 06:04 PM
I've addressed this before, but the BAB, HD, and saves are the same as if one gained aberration HD.

I'd advise against tying yourself to this idea. Give it the saves/BAB/HD it should have as a PC, not as if it were a monster. Monster HD isn't tied to CR, and thus the types that need that BAB can always have a few extra HD to make it up, whereas PC character level is tied directly to their ECL, and thus cannot.

InfiniteNothing
2010-07-06, 11:01 PM
Okay, I may be committing thread necromancy, but this class is too good to let die half-finished.

I agree, Owrtho, you should start working on the gaze attacks. Maybe some sort of hypnotizing one? Causes some form of stun or daze effect to simulate the target being mesmerized?

I'll see if I can come up with any class features to fill the dead levels.

Owrtho
2010-07-07, 12:53 AM
Haven't meant to let the class die. Unfortunately I've been busy with other stuff and also tried to put some life back into some of my other projects (speaking of which, I suggest taking a look at the ethereal magic in my signature and giving feedback on it). I'll try to get some work done on the gaze attacks though sometime this week.

Owrtho

InfiniteNothing
2010-07-09, 01:29 PM
Alright, I might take a look at that later.

Anyways, two class feature ideas. First, giving the ozodrin a miss chance/concealment when in their manifesed form due to the space around them no longer subscribing to Euclidian(?) geometry.

Second, being able to summon/create pseudonatural creatures to aid in a fight,

OR

Leadership as a bonus feat to represent a group of insane cultists serving the ozodrin.

Owrtho
2010-07-09, 03:47 PM
First one sounds like it might be good. The second doesn't quite seem to work, but there is already the puppet feature so you could 'make' monsters.

Owrtho

InfiniteNothing
2010-07-09, 05:48 PM
True, but if the puppet 'dies' the character suffers for it.

Okay, I'm pretty sure this has been suggested before, but what about bonus abberant feats? Say, one at level 2 and then one every three levels after that?

InfiniteNothing
2010-07-15, 07:40 PM
Okay, sorry for the double post, but Owrtho, man, will you please update the class? Even just a little?

Also, another idea for a special eye power: A ray or gaze attack that causes madness. Whether this is a confusion or insanity effect or straight Wisdom damage I'll leave up to you.

Owrtho
2010-07-15, 10:37 PM
Well I'd like people to give feedback on ethereal magic, but we can't all get what we want.

Lucky for you, you do get what you want. Check the first post. Give feedback.

Owrtho

Lix Lorn
2010-07-16, 04:51 AM
I really really like this!
(I'd look at the twilight casting, but I don't really know where to start)

A couple of things,

is a 5% chance per class level (counting up to a maximum of max Dex bonus to AC class levels)
The bit in the brackets is really confusing. Also, why Dex?
Why not (The number of class levels counted for this ability may not exceed your Dex bonus to AC)?

Also, you get penalised for eating things, cause you get no loot. :smallfrown: Can't you like, recover things from your tract like it's a bag of holding?

Snrk. 'I take the dead goblin's sword form my Digestive Tract of Holding.'

Owrtho
2010-07-16, 02:43 PM
I really really like this!
(I'd look at the twilight casting, but I don't really know where to start)

Well, you could look at the mist forms, but I can see how it might be hard to balance without trying to play it (due to the rather different cost of casting spells and their range).


The bit in the brackets is really confusing. Also, why Dex?
Why not (The number of class levels counted for this ability may not exceed your Dex bonus to AC)?

Actually your own Dex score doesn't affect this at all. If you look, it refers to what your armour states is the maximum Dex bonus. Thus if you have 10 Dex, and an armour with a maximum Dex bonus to AC of 5, it will count 5 levels, even though your Dex modifier is 0. If you had 18 Dex it would be the same. The reason is that the armour constrains your ability to avoid the extra damage by warping your anatomy.


Also, you get penalised for eating things, cause you get no loot. :smallfrown: Can't you like, recover things from your tract like it's a bag of holding?

Snrk. 'I take the dead goblin's sword form my Digestive Tract of Holding.'

You actually already can (sorta), though I'd forgotten to make not of it in the Devour ability as that part hadn't been typed up at the time. The explanation of it is under the swallow whole ability. If you devour something, it might drop loot (though the chance is lowered), but it would be in your stomach rather than the ground. However you can't reach it yourself, so something else would have to go in after it. Unfortunately if they don't do so fast enough it might be digested and broken down, thus the chance that there will be loot there decreases over time. I might increase the starting percent though (maybe up to 70% or 80%).

Of course that could lead to all kinds of akward innuendo when asking people to retrieve it.
But that can't be helped. "Care to plunder my depths brave sir knight?"

Owrtho

Lix Lorn
2010-07-16, 04:35 PM
Actually your own Dex score doesn't affect this at all. If you look, it refers to what your armour states is the maximum Dex bonus. Thus if you have 10 Dex, and an armour with a maximum Dex bonus to AC of 5, it will count 5 levels, even though your Dex modifier is 0. If you had 18 Dex it would be the same. The reason is that the armour constrains your ability to avoid the extra damage by warping your anatomy.
Aaah. Still needs clarifyinh, I think...

You actually already can (sorta), though I'd forgotten to make not of it in the Devour ability as that part hadn't been typed up at the time. The explanation of it is under the swallow whole ability. If you devour something, it might drop loot (though the chance is lowered), but it would be in your stomach rather than the ground. However you can't reach it yourself, so something else would have to go in after it. Unfortunately if they don't do so fast enough it might be digested and broken down, thus the chance that there will be loot there decreases over time. I might increase the starting percent though (maybe up to 70% or 80%).
Kay, makes sense.

Of course that could lead to all kinds of akward innuendo when asking people to retrieve it.
But that can't be helped. "Care to plunder my depths brave sir knight?"
Isn't that a positive?

Stupidten.

Closak
2010-07-16, 04:56 PM
Hmm, interesting.

You know, if i ever even attempted to stat out "Master" he would probably have a bunch of levels in this.

What with him being an Eldritch Abomination and all...

Just throw in a bunch of...well, a LOT of other stuff and you start getting close.

But enough about that.

Like i said, this class seems interesting.

Haha, very funny Lix.

Lix Lorn
2010-07-16, 05:07 PM
Haha, very funny Lix.
Haha. He thinks I'm joking.

Closak
2010-07-16, 05:30 PM
Yes, i know you are serious.

...Kinda amusing actually :smallamused:

Warning, little bit of info about unbeatable horror from beyond below.


"When his turn ends Master may roll a D20, if he get's anywhere between 2-20 he skips everyone's turn and goes again, your turn only comes if he rolls a 1 on this roll"

Combine that with the ability to cast all spells in existence and the capability to create new spells at will and then cast them in the same round...

Also, Alter Reality.

And automatic success on all saves, no matter what.

And that's just the start of it.

Lix Lorn
2010-07-16, 05:33 PM
He'd fail his will save vs seduction. Everyone does, eventually...

Okay, now lets stop being offtopic. Go to PMs if we have to keep going.

InfiniteNothing
2010-07-17, 05:24 AM
You might want to correct stupefying gaze. Right now it says that it deals Constitution damage.

Why limit the number of active special eyes? I thought the form points were there to do that.

Okay, this is something I've noticed only recently. "A puppet requires a tentacle with the blunt ability at least 1 2 sizes larger than the creature you wish to duplicate, and with a length a minimum length of 15'+ (5' for every size category bigger than small it is)." I'm sorry, what? You might want to fix that so it's clearly understandable.

The lure trap... Yikes. Looks good, but I definately don't want to be on the receiving end of that sucker. *shudders*

Okay, on the strange anatomy... forgive me, but why would the armor interfere, again? The organs could just shift and move around underneath it. I doubt armor would affect it that much when it apparantly isn't hampered by little things like a ribcage or an internal (or external, if you're playing something like a thri-kreen) skeleton. At worst, I think deducting 10% per point of Armor Check Penalty on the armor would be fair.

And on other topics... I don't have a clue about what to make of the ethereal casters. When I have a better idea of what I'm looking at, I'll review it. Just be patient until then.

Owrtho
2010-07-17, 01:53 PM
You might want to correct stupefying gaze. Right now it says that it deals Constitution damage.

Ah, missed that. Fixed.


Why limit the number of active special eyes? I thought the form points were there to do that.

Based on what others have said, as gaze attacks they would automatically go off on any creature in 60' cone each round. If it isn't in some way limited, then you could just make only normal special eyes and deal hundreds of damage each round. Then again, I might go with something like what they suggested and make it so you choose which affects a creature each round and have that number limited (I'd forgotten that part of the conversation).


Okay, this is something I've noticed only recently. "A puppet requires a tentacle with the blunt ability at least 1 2 sizes larger than the creature you wish to duplicate, and with a length a minimum length of 15'+ (5' for every size category bigger than small it is)." I'm sorry, what? You might want to fix that so it's clearly understandable.
I think I fixed it. The 1 and parenthesise were typos.


The lure trap... Yikes. Looks good, but I definately don't want to be on the receiving end of that sucker. *shudders*

Glad you like it.


Okay, on the strange anatomy... forgive me, but why would the armor interfere, again? The organs could just shift and move around underneath it. I doubt armor would affect it that much when it apparantly isn't hampered by little things like a ribcage or an internal (or external, if you're playing something like a thri-kreen) skeleton. At worst, I think deducting 10% per point of Armor Check Penalty on the armor would be fair.

Well there are a few reasons. First, the armour itself can cause trouble (such as an attack causing some of it to push into them). Second, I figured there should be some kind of penalty for wearing armour. I did it the way I chose, as I didn't want to penalize players at early levels where they need the armour and the ability isn't strong enough on its own. I suppose I could go with the armour check penalty, but would likely need to have it reduce from 100%.


And on other topics... I don't have a clue about what to make of the ethereal casters. When I have a better idea of what I'm looking at, I'll review it. Just be patient until then.

It seems a lot of people have that opinion.

Owrtho

Magikeeper
2010-07-17, 09:59 PM
Dazzling Gaze: Right now, Dazzling Eye is far stronger than any of the others. Dazing an opponent for 1d4 rounds is FAR stronger than 2 points of con damage, much less 1. If your opponents are failing enough saves for ability damage to matter, the daze would be far more effective. Will save VS being unable to take actions for 1d4 rounds? That triggers every round unless they close their eyes or avert their gaze? Failing 2 saves against the con eye will result in -1 to fort saves and deal ‘HD’ damage. Failing 2 saves vs the dazzling eye takes the enemy out of the battle for 2d4 rounds (~5 rounds), which at the level you get the eyes is often more than enough time to do whatever you want to an opponent. The eye could daze for 1 round, no chance of extra time for very low saves, and it would still be an awesome ability that would only be okay because people could avert their gaze or otherwise limit its power. 1d4 rounds is incredibly overpowered. Also, it should cost more than the other non-charm gaze attacks as it beats the crap out of all of them. 6 points for a save vs 1 round of being dazed is still very strong. I would use it.

Frightful Gaze: This has no listed duration?

Penetrating gaze: I suggest this should only boost damage and ability damage. Or at least it shouldn’t effect dazzling gaze.

Silencing Gaze: I think this should cost 2 points or have a longer duration (1d4 minutes?).

Various ability damage gazes : These seem somewhat… slow. Maybe the base damage could be 2 points?


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

Devoured: Okay, I think you should be able to spit out all of the loot. Lets say you have a spell that grapples a creature, and if they fail a bunch of increasingly difficult grapple checks they die. This spell has a 1000gp material component. Would you actually cast this waste of money? That’s what devour is like at higher levels. At high levels enemies might have thousands of gp worth of loot on them, all wasted by the ozodrin. The party wouldn’t ever want the ozodrin to use this ability – it wastes money. I imagine they might even get mad about it. I suggest it start out being an 100% chance of getting the loot back, then -5% per round. Also, the Ozododrin should be able to “Throw up” as a free action. That would have the added benefit of allowing you to decide “Maybe I won’t eat you after all”. Free action is because you might have a lot of mouths.

Swalloed whole: So, this is a dimensional space. I don’t think they should be able to cut their way out. But if you disagree, I would suggest the following stats for the stomach:

AC: 10 + 2x class level (rounded down)
Damage needed: 5x class level

So at level 10 an enemy would need to deal 50 damage to the wall (AC 30).
At level 20 an enemy would need to deal 100 damage to the wall (AC 50).
^ A bit weak, actually. Perhaps the wall has hardness equal to your class level or something…

The climb skill talks about different surface types: Just pick one.

Edit: Y'know, maybe 3x class level for the AC and 10x class level for the HP would be a better idea.

Owrtho
2010-07-17, 10:18 PM
These seem to largely be good suggestions all around.


Dazzling Gaze: Right now, Dazzling Eye is far stronger than any of the others. Dazing an opponent for 1d4 rounds is FAR stronger than 2 points of con damage, much less 1. If your opponents are failing enough saves for ability damage to matter, the daze would be far more effective. Will save VS being unable to take actions for 1d4 rounds? That triggers every round unless they close their eyes or avert their gaze? Failing 2 saves against the con eye will result in -1 to fort saves and deal ‘HD’ damage. Failing 2 saves vs the dazzling eye takes the enemy out of the battle for 2d4 rounds (~5 rounds), which at the level you get the eyes is often more than enough time to do whatever you want to an opponent. The eye could daze for 1 round, no chance of extra time for very low saves, and it would still be an awesome ability that would only be okay because people could avert their gaze or otherwise limit its power. 1d4 rounds is incredibly overpowered. Also, it should cost more than the other non-charm gaze attacks as it beats the crap out of all of them. 6 points for a save vs 1 round of being dazed is still very strong. I would use it.

I'll make some of the changes. I'd not been thinking about how powerful daze is due to daze being a level 0 spell (I'd forgotten the HD limit). I'll lower duration to 1 round and make it have a higher minimum level as well as increasing the cost.


Frightful Gaze: This has no listed duration?

Always seem to forget that with fear effects. Not sure why. I think I'll go with 1d4 rounds.


Penetrating gaze: I suggest this should only boost damage and ability damage. Or at least it shouldn’t effect dazzling gaze.

I'll make note it doesn't effect daze.


Silencing Gaze: I think this should cost 2 points or have a longer duration (1d4 minutes?).

I'll change it to the lower cost. Main reason for the short duration is to avoid a caster potentially becoming useless for the combat if they get hit at the start and only have spells with verbal components.


Various ability damage gazes : These seem somewhat… slow. Maybe the base damage could be 2 points?

Good idea. I wasn't thinking about how minor the ability damage would be when it recovers as quickly on its own as this does.


Devoured: Okay, I think you should be able to spit out all of the loot. Lets say you have a spell that grapples a creature, and if they fail a bunch of increasingly difficult grapple checks they die. This spell has a 1000gp material component. Would you actually cast this waste of money? That’s what devour is like at higher levels. At high levels enemies might have thousands of gp worth of loot on them, all wasted by the ozodrin. The party wouldn’t ever want the ozodrin to use this ability – it wastes money. I imagine they might even get mad about it. I suggest it start out being an 100% chance of getting the loot back, then -5% per round. Also, the Ozododrin should be able to “Throw up” as a free action. That would have the added benefit of allowing you to decide “Maybe I won’t eat you after all”. Free action is because you might have a lot of mouths.

I'll increase the base chance to 100%. Not sure about automatically letting the ozodrin get it out, but was considering giving the option if they have a few limbs or tentacles inside their stomach.


Swalloed whole: So, this is a dimensional space. I don’t think they should be able to cut their way out. But if you disagree, I would suggest the following stats for the stomach:

AC: 10 + 2x class level (rounded down)
Damage needed: 5x class level

So at level 10 an enemy would need to deal 50 damage to the wall (AC 30).
At level 20 an enemy would need to deal 100 damage to the wall (AC 50).
^ A bit weak, actually. Perhaps the wall has hardness equal to your class level or something…

The climb skill talks about different surface types: Just pick one.

Well, the reason they can cut their way out is to avoid just being able to use swallow whole and then let things suffocate. I'll take your suggestion on the AC/class level (not sure why you said rounded down though). I think I'll make it hardness of 1/2 class level (rounded down) though.

Owrtho

Magikeeper
2010-07-17, 10:36 PM
Well, the reason they can cut their way out is to avoid just being able to use swallow whole and then let things suffocate. I'll take your suggestion on the AC/class level (not sure why you said rounded down though).

Whoops. I had it at 2.5 at one point.

Owrtho
2010-07-17, 10:47 PM
Made the changes. Added rules for escaping being swallowed whole.

Owrtho

InfiniteNothing
2010-07-17, 11:43 PM
I'll increase the base chance to 100%. Not sure about automatically letting the ozodrin get it out, but was considering giving the option if they have a few limbs or tentacles inside their stomach.

Owrtho

Or maybe having a mouth opening beneath the loot, covered by a thinning flap of membrane until it finally gives way under the weight of the loot? :smallamused:

I'll see if I can find any other errors, at least in the writing if not the class mechanics. I'll also see if I can come up with anything useful for the class.

Magikeeper
2010-07-17, 11:47 PM
Attack restriction: "Sub" should be "Sum".

Say, this class has a lot of abilities based around grappling, but never* grants the ability to ignore AoOs when making the grapple which is pretty much essential. Perhaps that could be added to Manifest Form? Actually granting improved grapple isn't needed, although eventually gaining improved grab might be fun.
*Okay, if they try to eat you first Jaws that Bite ignore AoOs.


On another note, have you thought of something to do with wings and the like? I still like my idea, although on the other hand the aberrant blood feats do cover advanced movement.

Owrtho
2010-07-18, 12:38 AM
Fixed the typo.

I'll think about adding the ability to not provoke attacks of opportunity when grappling, though I'm not sure how or where would be best.

Still not sure about the alternate movement forms,and as you said, the aberrant feats tend to cover them.

Owrtho

InfiniteNothing
2010-07-18, 12:59 AM
Fixed the typo.

I'll think about adding the ability to not provoke attacks of opportunity when grappling, though I'm not sure how or where would be best.

Still not sure about the alternate movement forms,and as you said, the aberrant feats tend to cover them.

Owrtho

Okay, in order:

*points to 3.5 Players Handbook* Improved Grapple as a bonus feat?

Maybe bonus abberant feats? Add a modification to the Limb feature that permits burrowing?

And on another note, I wouldn't mind seeing more abberant feats, if anyone (not strictly Owrtho) has any ideas.

Volthawk
2010-07-18, 01:29 AM
And on another note, I wouldn't mind seeing more abberant feats, if anyone (not strictly Owrtho) has any ideas.

A quick forum search gave me this. (http://www.giantitp.com/forums/showthread.php?t=155474&highlight=[aberrant])

Magikeeper
2010-07-18, 08:54 PM
I'll think about adding the ability to not provoke attacks of opportunity when grappling, though I'm not sure how or where would be best.

In order to use devour you need to grapple. If your opponent can hit you, the grapple automatically fails. 1-2 levels of trying to devour with that restriction would be more than enough. Therefore, I suggest they gain the ability at level 3, level 4 at the latest. Level 3 is when they get tentacles, so it would make sense for them to get it then. But at level 4 they get strange anatomy, so it could make sense there too.

A different issue: In order to retrieve items, you need to have features in your stomach. But you can’t add features to your stomach until you get swallow whole at level 9. Which means a level 8 or lower Ozodrin can’t retrieve the loot. So at levels 3-8 your party threatens to shank you if you eat opponents with gear?
Really, why can’t you just vomit them up? Having a tentacle horror eat a guy and them vomit out his digested remains isn’t monstrous enough? There is no mechanical need for a penalty, and I don’t see why the flavor wouldn’t work with something more group-friendly.



Still not sure about the alternate movement forms, and as you said, the aberrant feats tend to cover them.

Hmmm…. What are you not sure about? I can’t really help since I’m not sure what the problem is. Power concerns? Flavor Concerns?


-------------------
I think it is time to put the features in a spoiler block. It would make the class easier to read.
Btw – do you have any ideas for levels 9,12, and 14? Trying to make a 16th level npc. :P

The Tygre
2010-07-18, 09:15 PM
Personally I like the class formatting as it is. I see no need for spoiler blocks. But some spaces between the features would make them easier to read.

Owrtho
2010-07-18, 09:27 PM
In order to use devour you need to grapple. If your opponent can hit you, the grapple automatically fails. 1-2 levels of trying to devour with that restriction would be more than enough. Therefore, I suggest they gain the ability at level 3, level 4 at the latest. Level 3 is when they get tentacles, so it would make sense for them to get it then. But at level 4 they get strange anatomy, so it could make sense there too.

I'll see about adding it somewhere in there.


A different issue: In order to retrieve items, you need to have features in your stomach. But you can’t add features to your stomach until you get swallow whole at level 9. Which means a level 8 or lower Ozodrin can’t retrieve the loot. So at levels 3-8 your party threatens to shank you if you eat opponents with gear?
Really, why can’t you just vomit them up? Having a tentacle horror eat a guy and them vomit out his digested remains isn’t monstrous enough? There is no mechanical need for a penalty, and I don’t see why the flavor wouldn’t work with something more group-friendly.

Good point on the inability to get stuff out. Swallow whole is at level 8, actually, but I'd initially planned it to be around level 4 (forgot I'd changed it). I'll likely make note that they can place features inside at level 3 in devour and refer to the swallow whole description.


Hmmm…. What are you not sure about? I can’t really help since I’m not sure what the problem is. Power concerns? Flavor Concerns?

Mainly a flavour concern. While the class is designed for aberrations in general, it is modelled after a specific character who lacks wings and such (I find it somewhat funny no one has figured out who it is given there being what I think is a fairly good hint in the first post, even if it is particularly obscure).


I think it is time to put the features in a spoiler block. It would make the class easier to read.
Btw – do you have any ideas for levels 9,12, and 14? Trying to make a 16th level npc. :P

I'll add the spoiler. There are no plans for a level 9 ability (I plan to leave that empty, though you gain the claws that catch augment for limbs there). 14 will likely be empty as well due to it being when you get the ability damage special eye augments. 12 and 16 I'm not sure about yet. I'm not actually that sure the later levels need to be full, due to the gaining of feature points allowing you to make new bodies as well as gaining new augments (perhaps I'll see about coming up with some later level augments for the early features). Suggestions are welcome as well.

Owrtho

Magikeeper
2010-07-18, 11:30 PM
Advanced Movement: It certaintly led to an awesome base class. But in that respect you don’t have to use every feature you have available. Other people playing the class might have different ideas in mind that do involve wings or fins. This class is wonderfully versatile and it lets you use your imagination – I think that’s awesome. I’m working on an Ozodrin assassin for one game and what is basically a sportscaster for another. Very different feature choices.

A general ability brainstorm (Not suggesting you use all/most of them):
> The ability to move features from one part of yourself to another part of yourself as a swift action.
> The ability for all of your attacks to count as magic weapons for the purposes of bypassing DR.
> The ability for all of your attacks to count as your alignment for the purposes of bypassing DR.
> Bonus “Monstrous” feats (A number of them exist, like gaze attack feats and tentacle stuff)
> Bonus Aberrant feats
> Improved Grab
> A feature that effects your skin (Natural armor, grease it up, color change, Spell Resistance, etc. I think I have an idea for one.)
> The ability to trade normal feats for aberrant feats.
> The ability to swap aberrant feats for other aberrant feats.

The capstone ability should prepare the class for epic. Not sure how to go about that.

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



I’ve made some edits to my original advance form suggestion (not many though, mostly mystic Unearthly Fin, lower skill bonuses, separating skill boost from unearthly, and digging fin was pushed back). I think it works pretty nicely now:

Basic Fins – Cost 2
Appearance: You have a large fin somewhere on your body.
Required Level: 9
Benefits: You gain a +1 circumstance modifier on swim checks for each fin. If you have two or more fins you also gain a swim speed of 10ft. This speed increases by 10ft for each additional pair of fins. The fin counts as one size category smaller than yourself.
Special: An ozodrin with this ability can take feats that require a swim, burrow, or fly speed of any maneuverability as though they possessed such a speed. If you have the aberrant feat waterspawn you may use this ability but not its augments before level 9. The swim speed stacks with any swim speed you already have.
Augments:
Violent fin: Additional cost 1: You can make a slam attack with your fin as a secondary natural weapon (a medium fin deals 1d6 damage + one half strength modifier, use the standard table for adjusting damage die to calculate other sizes). A digging fin is instead treated as a secondary claw attack (same damage).
Wide Fin: Additional cost 2
Your fin is effectively a size category larger. This reduces the granted circumstance modifier by 1 but increases your swim speed by 10ft (if you have one). You may add this multiple times to the same fin. The effects stack, and you may gain a negative modifier.
Skillful Fin: Additional cost 3
The skill bonus granted by your fin increases by 2. You may apply this ability to the same fin a number of times equal to your Charisma modifier.
Wing: Additional cost 3
Your fin is instead a wing, granting a bonus to jump checks instead of swim checks and a flight speed instead of a swim speed (Clumsy maneuverability).
Special: Your fly speed stacks with any flight speed you already posses. Use the worst maneuverability of the two unless the other fly speed is granted by the aberrant feat Starspawn (in which case you use the better of the two).
Digging Fin: Additional cost 4
Required Level 12: Your fin gains claws suitable for shoveling soil and dirt, granting you a bonus on climb checks instead of swim checks and a burrow speed instead of a swim speed. The granted burrow speed is one half what the granted swim speed would be (I.E. 5ft per two digging fins).
Special: The burrow speed stacks with any burrow speed you already posses.
Unearthly Fin: Additional cost 1:
Required Level 12: Your flight maneuverability improves by one category for every two wings with this ability. Up to 5ft of your burrowing speed per two unearthly digging fins can be applied to any material with hardness of 10 or less.

Owrtho
2010-07-19, 12:19 AM
Advanced Movement: It certaintly led to an awesome base class. But in that respect you don’t have to use every feature you have available. Other people playing the class might have different ideas in mind that do involve wings or fins. This class is wonderfully versatile and it lets you use your imagination – I think that’s awesome. I’m working on an Ozodrin assassin for one game and what is basically a sportscaster for another. Very different feature choices.

How troublesome. You make quite the strong argument. I suppose I should add the fin. Oddly enough, I was actually thinking I'd just make the wing an augmented fin before I looked at your suggested fin feature.

Some thoughts on it though:
Why would the larger fin reduce the swimming bonus granted by it? That doesn't quite seem to make sense.
It also seems that if you have the starspawn feat, you should be able to use fins with the wing augment ahead of time (but no other augment and not without the wing augment unless you also have the waterspawn feat). Would also make those two feats act like the deepspawn in letting you take ff the parts they grant for extra feature points (but you wouldn't have their benefits while you did so).
Also would add some of the following augments:
Razor Fin, cost 6: This fin is razor sharp. When moving through an occupied square, or making a flyby or charge attack you may automatically attempt an attack with this fin (provided it is on the part of you passing through the square). A medium razor fin deals 1d4 slashing damage (use standard size table, secondary natural attack, etc.). If the fin has the violent fin augment, attacking with it counts as slashing damage. A razor fin may only attack the same creature once each round.
Absent Fin, Cost 2: Requires level 16. You do not actually have a fin. Despite this you are able to move as if you did. A fin with this augment may not be used to attack. While moving with it, you inspire fear in creatures watching your unnatural movement. If all fins being used for a movement type have this augment, it has the following effect based on the movement type: flying you don't disturb the air and are treated as being on the ground for heavy wind such as that caused by the gust spell; swimming, you do not disturb the water as you move, something; burrowing, you do not disturb the earth and leave no hole as you pass through.

May come up with more later.


A general ability brainstorm (Not suggesting you use all/most of them):
> The ability to move features from one part of yourself to another part of yourself as a swift action.
> The ability for all of your attacks to count as magic weapons for the purposes of bypassing DR.
> The ability for all of your attacks to count as your alignment for the purposes of bypassing DR.
> Bonus “Monstrous” feats (A number of them exist, like gaze attack feats and tentacle stuff)
> Bonus Aberrant feats
> Improved Grab
> A feature that effects your skin (Natural armor, grease it up, color change, Spell Resistance, etc. I think I have an idea for one.)
> The ability to trade normal feats for aberrant feats.
> The ability to swap aberrant feats for other aberrant feats.

In order:
>That might make a good late level ability.
>would make more sense as an augment.
>same as above.
>Not sure if it needs bonus feats with all the features it gets.
>Same as above.
>I think I'll give them improved grapple at level 3, and improved grab at level 11 or 12.
>I've been considering a feature that lets you change your body build. Not quite sure where it would go though. It also seems like there would be little to do with it. (well I could let them reduce their size, increase it (neither affecting the base size of other features), have DR, have SR, suggestions welcome). How about this. If you can recommend a good level, and get it up to 10 things it could do I'll consider it worth making a feature.
>Doesn't make too much sense with how feats and such work.
>Same as above. Particularly given how some aberrant feats grant different amounts of form points.


The capstone ability should prepare the class for epic. Not sure how to go about that.

I should really consider a capstone for this. Maybe: You become a great old one. Good job. or not. Could give ability to control gravity (choose the direction it comes from near you, turn it on or off, double or halve it), but while that fits the whole, far realm monster thing, isn't exactly in keeping with the class. Then again, could just give them something like 100 bonus form points and say figure out what to do with them yourself...

Edit: Also, on a side note, how do you think it would be if I changed the special eyes to be that they are all active, but you can only have any given person affected by the current number that can be active each round (chosen before they roll for saves)?

Owrtho

DaragosKitsune
2010-07-19, 01:39 AM
Three comments at this time:

1. This class really does need full BAB Owrtho. I understand why you used the BAB of the Aberration racial class, but for a class so focused on grapple actions, anything less than full BAB is mildly irritating at best and crippling at worst.

2. If you do give the class Improved Grab, be sure to clarify that it is based on the size of the natural weapon as opposed to the user. Also, you may want to think about allowing it to be used on foes at the mouth's size rather than one lower.

3. I really do like the feel of this class and the mechanics behind. To those that are worried about losing loot due to the recently discussed chance of item digestion, remember that the grapple rules allow you to remove unsecured items without a check and held/worn items with another grapple check that doesn't break the grapple if failed. Or, in a scenario where this isn't viable, remember the importance of hyphens. Disarming someone is different from Dis-arming them, if only slightly.

Magikeeper
2010-07-19, 03:03 PM
I've been considering a feature that lets you change your body build. Not quite sure where it would go though. It also seems like there would be little to do with it. (well I could let them reduce their size, increase it (neither affecting the base size of other features), have DR, have SR, suggestions welcome). How about this. If you can recommend a good level, and get it up to 10 things it could do I'll consider it worth making a feature.

Alright!
Warp skin: Note that Limb+Claw+Claws that catch is actually a higher grapple bonus if you intend to spend a ton of points.

SKIN:

Basic Skin – Cost 2
Appearance: You form a thin membrane around your body, with invisible patches over your eyes and slits over any openings (such as a mouth).
Required Level: 12
Benefits: The membrane is unusually slick and malleable, granting you a +1 bonus to escape artist checks. The slits can be opened or closed as a free action. You can form multiple skins around yourself with every 2 skins granting a +1 bonus to natural armor that stacks with any preexisting natural armor.
Augments:

Iron Skin: Additional cost 2:
Your skin is rough instead of slick, granting DR 1/adamantine instead of a bonus to escape artist checks. This benefit stacks with other Iron Skins.

Nourishing Skin: Additional cost 2
Your skin allows you to breathe a gas or liquid of your choice. This allows you to survive in materials that are usually poisonous, but it does not allow you to ignore other effects (the heat of lava, exploding methane, etc).
Special: Using a Nourishing skin for 1 hour counts as both eating a pound of food and drinking a gallon of water for the purposes of avoiding starvation and dehydration.

Energy Consuming Skin: Additional cost 3
Your skin grants resistance 5 to the elemental energy type of your choice (Fire, Cold, Acid, Electricity, or Sonic). Multiple Energy Consuming skins stack.
Special: Every 50 points of energy damage negated counts as both eating a pound of food and drinking a gallon of water for the purposes of avoiding starvation and dehydration. A fire consuming skin renders you immune to heat-based environmental effects that deal nonlethal damage, and a cold consuming skin renders you immune to cold-based environmental effects that deal nonlethal damage.

Magic Eating Skin: Additional cost 3
Required Level 13: Your skin can absorb magic itself. The Ozodrin gains Spell resistance 10, or increases their current spell resistance by three.
Special: If a spell fails to overcome the spell resistance of an Ozodrin with this feature, the Ozodrin gains 5 x spell level temporary hit points. These temporary hit points do not stack with themselves. Eating 3 levels worth of spells counts as eating a pound of food and drinking a gallon of water for the purposes of avoiding starvation and dehydration.

Skin that Pretends: Additional Cost 5
Required Level 14: Your skin changes color and stiffness in order to mimic the effects of the disguise self spell. Unlike the spell you cannot appear to be something smaller than you are, the Skin that Pretends counts as a mundane disguise once formed (it is not defeated by true seeing), and you can fake a body type other than your own by accepting a -20 penalty to the disguise check [extra bits are non-functional unless you use other features to mimic them]. Alternately, you can create a skin that blends into your surroundings like a chameleon. This use of the skin grants you a racial bonus to hide checks equal to your class level. You can choose for only part of your body to be hidden. This skin does not effect objects you are holding such as a sword, although it can cover stationary objects on your person such as clothing or jewelry.
Special: You may only have one Skin that Pretends active at a time. You can switch between multiple Skins the Pretend as a swift action. Other abilities possessed by the skins are not effected.


Warp Skin: Additional cost 8
Required Level 15: This skin forms a dimensional pocket, allowing its size to be unrelated to your own. A layer of this skin either increases or decreases your size category by one. Your ability scores and the size of other features are not modified, but all other modifiers apply. This benefit stacks with other Warp Skins, up to a maximum size of colossal and a minimum size of tiny.
Special: An Ozodrin with at least one layer of this skin is immune to atmospheric pressure effects. You may choose to create a version of this skin that does not change your size category.

Secreting skin: Additional cost 2
Required Level 16: You skin secretes a deadly liquid that dissolves, ignites, or freezes your foes. Each layer of this skin adds 1 point of acid, fire, or cold damage to all of your natural attacks (choose one when forming the skin). This damage is also dealt to any creature that comes into contact with your skin, either by grappling or by using a natural weapon. This damage does not effect nonliving material, but it does effect undead. You can add this augment to the same skin multiple times, and multiple Secreting skins stack with each other.

Healing Skin: Additional cost 8
Required Level 17: This skin uses your nourishment to repair the flesh beneath. You heal 10 hit points per pound of food consumed, up to a maximum of 10 hit points healed per round. Living creatures that you devour count towards this ability. If the weight of an enemy is unknown, assume that a medium bipedal creature contains 100lbs of meat and use carrying capacity modifiers to determine the weight of larger or smaller creatures. Multiple healing skins do not stack with each other, except that the maximum number of hit points healed per round is equal to 5 x the number of healing skins the Ozodrin has formed (You do not gain additional hit points per pound of food consumed).

Reality Warping Skin: Additional cost 10
Required Level 18: This skin slightly alters reality around itself, creating 1 inch emanation around yourself. This emanation allows you to selectively ignore the alignment and magic traits of various planes, but only within one inch of your body. For example, a special eye used in a dead magic zone would fail to function as normal unless the target was within 1 inch of it. This ability also applies to antimagic and energy transformation fields regardless of source. Creatures inside your stomach also receive this benefit. This augment does not stack with other reality warping skins.
Special: This skin allows you to survive in non-Euclidean realities.

The skin augments help you survive in other planes, resist normal ways of killing stuff, and allow you to look like whatever you want. Classic eldritch horror stuff, really.

The wording of Skin that Pretends is probably a bit off - I wanted to be able to look like an eldritch horror in addition to other uses of the ability.

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

Edit: Special Eyes: I suppose that would work, yes.

Edit 2: Fixed some wording errors. StP no longer effects other features. Also, I like the idea of the capstone just giving you more points. How about it doubled the number of form points gained from all sources?

Owrtho
2010-07-19, 03:29 PM
Well, with a few changes the skin feature seems like it would work, though I may change the name. Also it would need to be applied separately to budding bodies and blunt tentacles (and as a result puppets). Also a single one would be able to have multiple augments.

Any thoughts on my planned additions to the fins?

And as a side note, the Limb+Claw+Claws that catch is supposed to be cheaper if applied multiple times, but if just going for mass number of features, the tentacles are cheaper for grapple bonus.
Also, I'm likely won't add the improved grab ability. Mainly as I'd forgotten I already had a tentacle augment that does about the same thing if that tentacle attacks (at a penalty true, but that isn't too hard to overcome due to how much a ozodrin can stack its grapple bonus).

I'll likely try getting the fins and skins (as well as other changes) added to the first post some time between now and next weekend. As it is though I have a final essay that may consume much of my time (hence why it might take so long). All depends on how much I procrastinate on it.

Owrtho

Vauron
2010-07-19, 05:34 PM
Question: Are the Lure Trap augments meant to make it cheaper? The way it is currently written, it looks like its cheaper to make a Disturbing Release x20 + Lunging Trigger x20 + Rapid Release x20 Lure Trap compared with a Lure Trap without any of those.

Owrtho
2010-07-19, 05:57 PM
That was a typo. I'd used the formatting from the Puppet, and forgot that the first augment reduced the price. Thus I forgot to remove the minus and it got copied onto all the other augments. Fixed it now.

Owrtho

Magicyop
2010-07-19, 07:12 PM
First of all, this is an awesome class. I'd like to play one as soon as I get a chance.

One question, is Long Tentacle really supposed to be so expensive? It costs 6 form points, it makes more sense for it to be 3, like Long Limb.

Owrtho
2010-07-19, 07:40 PM
That's a good point. That was mainly due to a minor change in power level I think between when I typed the two up.

Owrtho

Magicyop
2010-07-19, 08:32 PM
Cool. I have another suggestion, what about some kind of charisma enhancement for puppets, like strong puppet for charisma? It seems pretty integral to the whole "puppet" idea, like a charming lure puppet.

Owrtho
2010-07-19, 09:00 PM
A good point. I might also put in some augments to make it better at luring creatures to it (such as a compulsion affect for things to want to approach and/or protect it if they see it). Might actually allow some fun traps in which you stage something being 'attacked' in which both parties are actually your puppets, but one is just a monster while the other is a trap waiting to get the other's. I could even see a situation of a ozodrin replacing members of a group each night with its puppets while keeping the others unaware.

Owrtho

Strudel110
2010-07-19, 09:02 PM
Oh man this is great I would have never thought of a cosmic horror class. The closest I've gotten is morphing horror (http://www.giantitp.com/forums/showthread.php?p=8958251#post8958251) but that was natural ability to shapeshift ones own body whereas this is pretty much cthulu + alucard made into a class, this is a must-have for any horror campaign. I would like to see skins and fins as well, so the extra limbs do they look like arms, or more like a tentacle with a hand? Or could it be either?

Magicyop
2010-07-19, 09:29 PM
A good point. I might also put in some augments to make it better at luring creatures to it (such as a compulsion affect for things to want to approach and/or protect it if they see it). Might actually allow some fun traps in which you stage something being 'attacked' in which both parties are actually your puppets, but one is just a monster while the other is a trap waiting to get the other's. I could even see a situation of a ozodrin replacing members of a group each night with its puppets while keeping the others unaware.

Owrtho

That would be pretty darn cool. You should totally do that. You could add some kind of hiding ability too, because otherwise the ozodrin has to be good at lurking in some dark corner while it acts up its puppet show. Maybe a hide in plain sight of some sort that doesn't apply to puppets and is deactivated when a lure trap goes off?

Owrtho
2010-07-19, 10:27 PM
In order. Limbs would in general, have distinct joints and some kind of hand. The number of joints is up to the player. Tentacles would be completely flexible. Actual look is mainly up to the player though (or DM if they're the one making it).
References:http://i167.photobucket.com/albums/u152/Owrtho/Maids/Ozoi/Ozoi022.png http://i167.photobucket.com/albums/u152/Owrtho/Maids/Ozoi/Ozoi019.png http://i167.photobucket.com/albums/u152/Owrtho/Maids/Ozoi/Ozoi015.jpg

As for Magicyop. I'll think about doing that. Perhaps the ability to leave puppets outside while hiding in their dimensional pocket. Also, I could just see a valiant hero saving his beloved from the dungeon, only to find out as she splits open to reveal a mouth and tentacles that pull him in and eat him that she had been a puppet of the ozodrin BBEG all along (ever since he saved her from that 'attacking monster').

Owrtho

Strudel110
2010-07-19, 11:52 PM
In order. Limbs would in general, have distinct joints and some kind of hand. The number of joints is up to the player. Tentacles would be completely flexible. Actual look is mainly up to the player though (or DM if they're the one making it).
References:http://i167.photobucket.com/albums/u152/Owrtho/Maids/Ozoi/Ozoi022.png http://i167.photobucket.com/albums/u152/Owrtho/Maids/Ozoi/Ozoi019.png http://i167.photobucket.com/albums/u152/Owrtho/Maids/Ozoi/Ozoi015.jpg

As for Magicyop. I'll think about doing that. Perhaps the ability to leave puppets outside while hiding in their dimensional pocket. Also, I could just see a valiant hero saving his beloved from the dungeon, only to find out as she splits open to reveal a mouth and tentacles that pull him in and eat him that she had been a puppet of the ozodrin BBEG all along (ever since he saved her from that 'attacking monster').

Owrtho

Great pics man! also that clears it up for me. About the puppet thing, having a bard with a suggestion spell could help, if the ozodrin was in a party.

InfiniteNothing
2010-07-19, 11:55 PM
My God, Owrtho, where do you keep finding these pictures? Can you get me a link?

I definately like Magikeeper's skin augment, as well as the idea of hiding in your stomach dimension while leaving a puppet outside. Still, if you do plan to use that idea you might want to specify that time spent in the stomach while controlling the puppet doesn't count towards the Strange Movement limit.

Strudel110
2010-07-20, 12:09 AM
The skin augments are great definitely worth adding, assuming you like them.

Owrtho
2010-07-20, 12:43 AM
If you haven't figured it out, the pictures are of the character that inspired the class. Their name is Ozoi and they are from what seems to be a Japanese webcomic thing called Nijiura Maids (I think, somewhat hard to find information on it in English. Comes from the Futaba Channel imageboard). As for pictures, they can be found on gelbooru (NSFW) by searching Ozoi. I also put most of the safe for work ones up in my photobucket (http://s167.photobucket.com/albums/u152/Owrtho/Maids/Ozoi/) (mainly as gelbooru seems unable to show images here and I was sick of looking for other places hosting them).

I actually thought someone might figure out who it was sooner just due to the fact the picture I used on the first page has her name directly under the class name. I thought someone would catch that and try looking it up.

Also, I plan to add the skin augments (along with the fins) later this week or over the weekend.

Owrtho

Strudel110
2010-07-20, 12:46 AM
If you haven't figured it out, the pictures are of the character that inspired the class. Their name is Ozoi and they are from what seems to be a Japanese webcomic thing called Nijiura Maids (I think, somewhat hard to find information on it in English. Comes from the Futaba Channel imageboard). As for pictures, they can be found on gelbooru (NSFW) by searching Ozoi. I also put most of the safe for work ones up in my photobucket (http://s167.photobucket.com/albums/u152/Owrtho/Maids/Ozoi/) (mainly as gelbooru seems unable to show images here and I was sick of looking for other places hosting them).

Also, I plan to add the skin augments (along with the fins) later this week or over the weekend.

Owrtho

I found the character by searching ozoi but couldn't get any info.

Owrtho
2010-07-20, 12:54 AM
Yah, it's hard to find info on her (the other maids too but her and some of the more horror inclined ones particularly. Seems they were introduced after most of the stuff describing the characters was put into English). Lots of nice pics though. I did read something though that mentioned there being a maid born from nightmares (or some such), which is presumed to be her.

Owrtho

Strudel110
2010-07-20, 01:03 AM
Yah, it's hard to find info on her (the other maids too but her and some of the more horror inclined ones particularly. Seems they were introduced after most of the stuff describing the characters was put into English). Lots of nice pics though. I did read something though that mentioned there being a maid born from nightmares (or some such), which is presumed to be her.

Owrtho

Maaaan. Japanese people are weird... thank god or Darkstalkers wouldn't exist.

Owrtho
2010-07-20, 01:13 AM
Maaaan. Japanese people are weird... thank god or Darkstalkers wouldn't exist.

You should see Yabai. She's another one of the maids who apparently has something like a basilisk's gaze where if you make eye contact with her you die. Not exactly what I would consider sensible when it comes to hiring help around the house.

Owrtho

Magikeeper
2010-07-20, 01:23 PM
Razor Fin: I always did like Great Flyby attack. I think this is fine.

Absent Fin: This is awesome.

On attack bonus: The lack of a high attack bonus is an issue. If you want to keep aberration BAB, perhaps the following ability would work:

Unearthly Power (Su) : An Ozodrin attacking with a natural weapon receives an enhancement bonus equal to +1/2 their class level to their attack bonus. Any attack effected by this ability bypasses damage reduction as though it were made by a magic weapon.

It could be granted at level 5 alongside the other, more situational ability. That gives them a higher enough attack bonus to compete. A similar ability I was using for another class used also boosted damage, but this class receives so many attacks per round… I’m not sure it would be balanced. The bonus could possibly by insight instead of enhancement since it isn’t boosting damage.

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


Another thing, one of the main issues I have found with this class is the pressure to take all aberrant feats. My level 16 npcs are getting almost as many points from feats as they are from class levels. This is an issue as there are not that many aberrant feats, which results in them having the same build. So I set out to solve the issue in a way that would be balanced in all games the Ozodrin might be allowed in (some of the feats on that other thread are a bit.. iffy)

So here it goes:


Otherworldly Skill [Aberrant]
Prerequisites: Base attack bonus +4, any 3 aberrant feats.
Choose a fighter bonus feat you meet the prerequisites for. This feat must not require a proficiency in a non-natural weapon. As a free action 1/day per aberrant feat you posses you can gain the benefits of that feat for 1 hour.
Special: You can take this feat multiple times, choosing a different fighter bonus feat each time. You may choose feats that require fighter bonus feats previously chosen for Otherworldly skill (you could take this feat once to gain dodge, and again to gain mobility). Feats chosen in this way also count towards any other class/feat/skill/etc requirements.

^ The restriction might not be needed. This would add a lot of versatility to builds taking 100% aberrant feats.

Aberrant Monstrosity [Aberrant]
Prerequisites: Any 3 aberrant feats.
Choose a [Monstrous] feat you meet the prerequisites for. You may choose feats that require you to be of the aberration type. As a free action 1/day per aberrant feat you posses you can gain the benefits of that feat for 1 hour.
Special: You can take this feat multiple times, choosing a different Monstrous feat each time. You may choose feats that require monstrous feats previously chosen for Aberrant Monstrosity. Feats chosen in this way also count towards any other class/feat/skill/etc requirements.

Owrtho
2010-07-20, 02:06 PM
Glad the razor fin seems fine.

On the absent fin, do you think ignoring currents for swimming would work keeping it in balance with the flying and burrowing effects?

Unearthly power seems to work.

I like the idea of those feats. I agree it would help versatility.

Owrtho

Strudel110
2010-07-20, 03:35 PM
Didn't someone link some more aberrant feats earlier in this thread? That could help. never mind read closer.

Magicyop
2010-07-20, 04:54 PM
Hey, a thought. You should maybe add something to help with melee touch attacks(used to initiate grapples). Just a couple augments that would help it get high in all aspects of the grapple... especially things like hooked tentacle. If you have a super-long tentacle, it may be great for grappling, but the attack bonus *hurts* when it comes to actually touching the person to start the grapple.


Also, I have an idea for a new feature: stomach! (or something of that sort). It would let you expand your stomach dimension(adding extra stomachs could be expensive, but could let you have some kind of cool multi-room stomach palace inside you) and improve its defenses, maybe with augments like adding energy resistance, hardness, or AC to stomach walls, making it harder to climb out a throat, or maybe blocking the ability to teleport out a stomach.

I know I'm not being very clear on the stomach feature, so if you want I could write up basically what I'm talking about (like magi has done with the skin).

Magicyop
2010-07-20, 05:54 PM
Okay, here's my idea... I know it doesn't have 10 augments, but I'm still thinking about it. I don't know if you think it would work, but, it's something that I think would be cool for a character.

Stomach:
Stomach: Cost - 10
Appearance: Stomachs appear as fleshy sacs inside the Ozodrin,
Required Level: 16
Benefits: Stomachs can be useful tools to an Ozodrin who likes eating things(or people). A mouth in one stomach can lead to another stomach, allowing for large complexes inside the Ozodrin's stomach dimension. A stomach has all the benefits described in Swallow Whole. You have one stomach automatically, which cannot be removed or sold for form points.
Augments:

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

Dimensional Trap: Additional cost 4
Blocks teleportation in and out of your stomach dimension.

Resistant Innards: Additional cost 3
Grants 10 energy resistance to your stomach. You can add this augment multiple times to the same stomach.

Sticky Stomach: Additional cost 4
Flight spells do not work inside your stomach. Additionally, monsters that can normally fly must succeed on a DC of (your class level) strength check before each move action if they wish to fly.

Saliva: Additional cost 3
The DC to climb out of your throat increases by 10. This augment can be added multiple times to the same stomach.

Membranous Construction: Additional cost 1
A minor piece of furniture forms in your stomach, made of the same material as the rest of the stomach.


Class ability:
Eat Yourself: In a seemingly logic-defying action, you devour your own body, vanishing from existence. In reality, you have moved into your own stomach, putting you there. You may exit through another use of this ability, putting you in exactly the same place you were before you ate yourself. It takes a full-round action to activate this ability.

DaragosKitsune
2010-07-20, 09:51 PM
Okay, here's my idea... I know it doesn't have 10 augments, but I'm still thinking about it. I don't know if you think it would work, but, it's something that I think would be cool for a character.

Stomach:
Stomach: Cost - 10
Appearance: Stomachs appear as fleshy sacs inside the Ozodrin,
Required Level: 16
Benefits: Stomachs can be useful tools to an Ozodrin who likes eating things(or people). A mouth in one stomach can lead to another stomach, allowing for large complexes inside the Ozodrin's stomach dimension. A stomach has all the benefits described in Swallow Whole. You have one stomach automatically, which cannot be removed or sold for form points.
Augments:

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

Dimensional Trap: Additional cost 4
Blocks teleportation in and out of your stomach dimension.

Resistant Innards: Additional cost 3
Grants 10 energy resistance to your stomach. You can add this augment multiple times to the same stomach.

Sticky Stomach: Additional cost 4
Flight spells do not work inside your stomach. Additionally, monsters that can normally fly must succeed on a DC of (your class level) strength check before each move action if they wish to fly.

Saliva: Additional cost 3
The DC to climb out of your throat increases by 10. This augment can be added multiple times to the same stomach.

Membranous Construction: Additional cost 1
A minor piece of furniture forms in your stomach, made of the same material as the rest of the stomach.


Class ability:
Eat Yourself: In a seemingly logic-defying action, you devour your own body, vanishing from existence. In reality, you have moved into your own stomach, putting you there. You may exit through another use of this ability, putting you in exactly the same place you were before you ate yourself. It takes a full-round action to activate this ability.

I just had an image of a party that uses the ozodrin's stomach as their base. It would be feasible. You could also use the stomach as a bag of holding as soon as the character learns Swallow Whole. I don't think that swallowed items are subject to destruction like devoured ones are and the stomach doesn't have any described size limits. Correct me if I'm wrong of course. Also, would an ozodrin with a fly speed (a la Starspawn) be affected by its own Sticky Stomach feature?

Owrtho
2010-07-20, 10:37 PM
There is actually a limit to the size of the stomach. The exact size is specified in the swallow whole description.
You are correct that things brought into the stomach via swallow whole are not subject to destruction such as items devoured.
Eat yourself is rather similar to strange movement. It could just be specified that if you have swallow whole you can enter your stomach instead, and if you do each minute rather than round counts as 5' or movement. Could also be an augment.
Though if you did so no new air would be coming in.

I'll think about the stomach feature. Mainly as I had a thought of an ozodrin pretending to be a building at one point.

Also, I just had a thought of, upon figuring out that a place was about to explode/implode/whatever, an ozodrin shouting to the party and any refugees to get in his belly, then doing so himself to avoid the blast.

Owrtho

DaragosKitsune
2010-07-20, 11:01 PM
Could I possibly get the size of the stomach for the purpose of item storage then? To me, swallow whole is better served as a way to guard your items/party then a way to deal with enemies. I wouldn't want to risk the possibility of being attacked by enemies inside me that require me to give up combat potential to deal with, especially because devour wouldn't make sense at that point, but would open up an interesting way to mess with your enemies.

Ex. Making an infinite loop of mouth tunnels inside your stomach that just lead back to the main part of your stomach.

Wait, why can't the ozodrin do this?

Owrtho
2010-07-21, 01:07 AM
Not sure what you're saying it can't do.
I'll point out though that the mouth feature always leads to the stomach, even if it is in the stomach.

Also, size is in terms of creatures. If you want it in terms of items figure or how many items a halfling is equal to.

Owrtho

DaragosKitsune
2010-07-21, 04:22 AM
To clarify on the infinite mouth loop thing is:

Manifesting multiple mouth features within the stomach that are all always open except for one hidden one. The hidden one is the one that is actually connected to the ozodrin's throat for the purpose of escaping swallow whole. The rest are actually randomly connected to each other, so that no matter which one you go through, you eventually reemerge in the main part of the stomach. Imagine a large room with multiple doors and a hidden trapdoor in the ceiling. The hidden one is the way out. The obvious doors each connect to another door through a series of passageways and stairs, and some doors lock randomly behind you or while you are in the main room. Would that be possible, and if so what would the effect be?

So, basically, you can fit 4 swords or 2000 gp for every one halfling?

The Tygre
2010-07-21, 08:57 AM
Hrm... Still too many dead levels. Any ideas to fill er' out, yet?

periscope69
2010-07-21, 09:19 AM
Well you could add poison to the bites (either something that paralyzes, puts them to sleep, or that targets their Str or Dex, so it's easier to eat them [they still have to scream you know :smallbiggrin: ]).

Maybe an ability (call it consume or something like that) that, instead of gulping them down with one big mouth, sicks a bunch of little mouths on them at the same time, each taking a bite out of them (sort of like Flurry of Blows, or maybe count as a swarm).

Something that lets the Ozodrin slip out of a grapple if it goes bad (Like the power of the travel domain).

Maybe sneak attack or something but only with natural weapons (maybe make it an eye thing that lets you "see" their vitals).

I'd support bonus Aberration feats.

Or something like the Druids Thousand Faces ability.

Immunity to poisons and diseases might be nice (they are heading down Aberration Alley after all). Maybe extend to negative levels after a while.

Maybe a shadow form (not incorporeal) that would let them into places. Think Shadow Body from Expanded Psionics Handbook.

Or maybe like an ooze they can literally squeeze themselves into places (maybe even count as a few sizes smaller for the purposes of fighting in tight, low, or generally cramped spaces).

Scent to track down prey and possibly the Track Feat as a class feature. I mean these are predators, they should have extreme means to find prey. Maybe have it as part of the mouth augments (like a snake your "tasting" the air to find them).

Climb speed?

Maybe something like a weasel from the Monster Manual which lets you "lock" your jaw on someone until they beat your grapple check?

Maybe count as an outsider at 20th level (seems standard) with a possibility to stop aging if you get to a higher level (and none of that "you die when your time is up bit").

Maybe an ability to create darkness (and since you can have blindsight like that, it won't hurt you).

Magikeeper
2010-07-21, 09:47 AM
Y’know, I don’t think we have any augments at level 19.

I like the stomach augment idea, although I think it should be level 14 and some of the abilities need to be changed. If I have time I'd like to create an expanded version for Owrtho to work with (still busy with paper, yes?). I also should to get around to creating a revised version of skin.

Fixes I think need to be made to skin:

> Separate Skin that Hides from Skin that Pretends. Perhaps alter what it does.
> All skins excepts StP, Reality Warping Skin, and maybe Iron Skin and StH become multi-usable on the same skin.
> Change Magic Eating skin so that it costs 4 form points for a total SR of 10 + 3 per magic eating skin (including the first one, for a starting total of 13).
> Change healing skin so that it actually works with the other feeding skins as intended, which by RAW it currently would not.

Response to post above this one.
Comments in bold

Well you could add poison to the bites (either something that paralyzes, puts them to sleep, or that targets their Str or Dex, so it's easier to eat them [they still have to scream you know :smallbiggrin: ]).

Could be an augment.

Maybe an ability (call it consume or something like that) that, instead of gulping them down with one big mouth, sicks a bunch of little mouths on them at the same time, each taking a bite out of them (sort of like Flurry of Blows, or maybe count as a swarm).

You could form multiple mouths and do this already.

Something that lets the Ozodrin slip out of a grapple if it goes bad (Like the power of the travel domain).

This class has access to dimensional travel, can change its size, and can give itself massive bonuses to either grapple or escape artist as a move action. It may be able to eat itself.

Maybe sneak attack or something but only with natural weapons (maybe make it an eye thing that lets you "see" their vitals).
I don't think this is needed. I don't want to swipe other classes' primary attack styles on a whim.

I'd support bonus Aberration feats.

Or something like the Druids Thousand Faces ability.
Skin that pretends?

Immunity to poisons and diseases might be nice (they are heading down Aberration Alley after all). Maybe extend to negative levels after a while.
Maybe a new Skin augment, I did think about this.

Maybe a shadow form (not incorporeal) that would let them into places. Think Shadow Body from Expanded Psionics Handbook.

Or maybe like an ooze they can literally squeeze themselves into places (maybe even count as a few sizes smaller for the purposes of fighting in tight, low, or generally cramped spaces).
Size changing abilities cover this, I think. Escape artist could help too. Maybe a skin augment for this purpose, though.

Scent to track down prey and possibly the Track Feat as a class feature. I mean these are predators, they should have extreme means to find prey. Maybe have it as part of the mouth augments (like a snake your "tasting" the air to find them).
I’m not so certain about this one

Climb speed?
They can fly, swim, burrow, and get a bonus to climb checks. True, I don’t think they can get a climb speed at the moment

Maybe something like a weasel from the Monster Manual which lets you "lock" your jaw on someone until they beat your grapple check?

Not a bad mouth augment idea.

Maybe count as an outsider at 20th level (seems standard) with a possibility to stop aging if you get to a higher level (and none of that "you die when your time is up bit").
You already turn into an aberration at level 10. You could stop aging then, really. The capstone should help epic. Outsider type wouldn’t do that.

Maybe an ability to create darkness (and since you can have blindsight like that, it won't hurt you).
That could be an augment of some kind, really. I considered something for skin that created mist. But you get gaze attacks….

periscope69
2010-07-21, 10:26 AM
I saw that Owthro has not added the skins as features, nor the fins, to the main list of features, so they are not part of the class as of yet.

I also haven't seen anything (other than certain aberrant feats) that gives you the ability to fly.

Also, did it ever seem like a good idea for them to get Improved Grapple as a bonus feat and Improved Grab as a class feature? The class focuses on that stuff and a +4 bonus to grapple checks and not provoking an attack of opportunity to actually grapple (since the only feature that lets you do something like that is tentacle (coiling) which makes you take a penalty to your grapple check) would probably be nice. I mean I see bonuses to grapple but nothing that helps initiate a grapple in the first place.

The puppet thing maybe, since it catches them flat footed but still.

On the outsider thing, I was thinking aberrations+Far Realms stuff so.....

Also, with the tentacles, can they transport themselves through that tentacle? I mean I know they have Strange Movement already but hear me out.

From the description of Strange Movement, you either have to be able to see where your going or at least know where your going (like somewhere you've seen before) since it doesnt say anything about line of sight or anything and those tend to be the defaults. And it can only be used to 5 x class level per day feet.

What I'm talking about is stuff like this:

Say your in a room and you need to get out, let's say either a cell or someone's coming. You don't want to be seen. Say your out of Strange Movement or there is a dimensional anchor around there. You extend a tentacle either out the window or through a pipe, get it to a clear space with an eye on the end to see if it's ok. Then you sort of meld your body through the tentacle to the other side (probably looking really freaky while you do it).

DaragosKitsune
2010-07-21, 02:06 PM
Re-posted link to the new Aberration feats.
http://www.giantitp.com/forums/showthread.php?t=155474

I'm starting to see the bonus feat idea as viable now that there are enough feats to actually differentiate between two Aberrant Blooded characters.

Strudel110
2010-07-21, 02:18 PM
I saw that Owthro has not added the skins as features, nor the fins, to the main list of features, so they are not part of the class as of yet.


I believe he already said he would add them a page back.

Owrtho
2010-07-21, 02:21 PM
Well, it seems there is a lot to address. To periscope69, I already stated I'm adding the fin and skin features. I just haven't gotten around to it due to needing to reformat them to match the other features and reword some things as well as a final paper for a class I'm taking (will be done with it Thursday of next week). Now, in the order mentioned:

Bite abilities would be augments most likely.

You can already have multiple mouths devouring a single creature.

Like Magikeeper, plenty of ways out. You also overlooked the Strange Anatomy's benefits to grappling (you ignore size penalties for grappling and gain a +5 bonus to escape artist checks).

Not sure about the sneak attacks.

May give some bonus feats if it needs them by the time the features are all done.

Skin that pretends will be able to do some of this.

Might add that to becoming an aberration (along with stopping ageing).

Already various ways to do such.

Again, a number of ways.

Doesn't really fit.

I think I'll add some limb augments for that (one for climbing and an absent upgrade to it).

May look into it.

Already becomes an aberration. I get what you mean with the far realms and all, but aberration suits the class better.

Not sure how well it fits the class. I'll think about it.

Not much that needs answering in Magikeeper's post. So skipping to next one.

Well, I've stated they will be added. I suppose it's up to you if you want to wait before counting them though.

Fins will give ability to fly.

I will add improved grapple. Going to make coiling tentacle loose its penalty at later levels.

Not sure what you're talking about with the puppet.

As I said, I feel aberration fits better than outsider. Particularly as some games may choose to not have the far realms but still want to include the class.

That would actually make a fun augment for later levels.

Line of sight isn't needed for strange movement. You just need to know where you are relative to where you want to be. Also isn't prevented by dimensional anchor after getting to level 10.

Not much to say about story. But new augments for tentacles and limbs (fins are up too.
Also, I'm out of room in the first post...
May need to move some info to my second post in the thread.

Owrtho

Magikeeper
2010-07-21, 05:29 PM
So, I thought of some more ideas for stomach. I also made some edits to the current suggestions:

Stomach: Cost - 10
Appearance: Stomachs appear as fleshy sacs inside the Ozodrin,
Required Level: 14
Benefits: Stomachs can be useful tools to an Ozodrin who likes eating things(or people). Any mouth can lead to any stomach, chosen when the mouth is created. A stomach has all the benefits described in Swallow Whole. You have one stomach automatically, which cannot be removed or sold for form points. Anything in a stomach that is removed is either pushed through an opening or is placed in a square next to the Ozodrin. You may apply or remove augments to a stomach after it has been created as a move action.
Augments:

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

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

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

Membranous Construction: Additional cost 1
Required Level 15: You can create an object in your stomach. This augment functions like wall of stone, except that the object is made out of your flesh instead of stone, fuses with surrounding flesh, and only creates 5 cubic feet worth of material. This flesh has the same hardness and energy resistances as the rest of the stomach. This augment can be added to the same stomach multiple times.
Might not work now that I know how stomach size works

Sticky Stomach: Additional cost 5
Required Level 16: Flight spells do not work inside your stomach. Additionally, creatures that come into contact with your stomach walls, floor, or ceiling must succeed on a DC 10 + ½ your class level + your charisma modifier strength check or else be entangled for 1 round per Sticky Stomach augment applied to the same stomach. The DC to climb out of your throat increases by 10. This augment can be added to the same stomach multiple times.

Warped Stomach: Additional cost 5
Required Level 17: Your stomach can be of any shape or size provided that its volume remains the same. This augment cannot be applied to a preexisting stomach. If a creature would not be able to fit inside your stomach, the walls slightly expand around it. A creature in such a stomach can only use a light slashing or piercing weapon to cut its way out.
Might not work now that I know how stomach size works

Massive Stomach: Additional cost 5
Required Level 17: The volume of your stomach increases by 100% of its original size. This augment can be applied multiple times, but it cannot be applied to a preexisting stomach.

Digesting Liquid: Additional cost 3
Required Level 18: All creatures and objects inside your stomach take 5 points of either acid, cold, fire, or electricity damage – chosen when you add this augment. A creature may make a reflex save against a DC of 10 + ½ your class level + your charisma modifier to take half damage. You may apply this augment to the same stomach multiple times, each creature only makes one saving throw per energy type (for example, if you applied this augment twice to deal 10 fire damage each creature would only make one saving throw in an attempt to take 5 damage instead).

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

Monster Within: Additional cost 10
Required Level 20: The walls of your stomach function as though they were a mirror of opposition. You may choose to suppress or resume this ability as a free action, although you have no control over any created duplicates. The duplicate ceases to exist if either they or the original leave the stomach. This augment functions any number of times per day, but only one duplicate can be in existence at a time for any given opponent.

Heh, I didn’t even intend for there to be 10 augments…

DaragosKitsune
2010-07-21, 05:50 PM
The stomach size is based on number of creatures rather than a distinct size category, as per the rules of Swallow Whole.

Magikeeper
2010-07-22, 03:31 PM
And whoops on the deletion. I did not double post after all. :P


The stomach size is based on number of creatures rather than a distinct size category, as per the rules of Swallow Whole.

I see. Most of the suggested augments will still work with that.


---------------------------
MASSIVE EDIT


So, if there was some kind of stomach feature, I think the current table would look something like the following:

{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special
1st|
+0|
+0|
+0|
+2|Manifest Form, Form points, Feature (basic eyes), Aberrant Blood

2nd|
+1|
+0|
+0|
+3|Feature (Mouth), Devour

3rd|
+2|
+1|
+1|
+3|Feature (Tentacles), Improved Grapple

4th|
+3|
+1|
+1|
+4|Strange Anatomy

5th|
+3|
+1|
+1|
+4|Jaws that Bite, Unearthly Power

6th|
+4|
+2|
+2|
+5|Feature (Limb)

7th|
+5|
+2|
+2|
+5|Strange Movement

8th|
+6/+1|
+2|
+2|
+6|Swallow Whole

9th|
+6/+1|
+3|
+3|
+6|Feature (Fin)

10th|
+7/+2|
+3|
+3|
+7|Aberrant Nature, Budding Body

11th|
+8/+3|
+3|
+3|
+7|Feature (Special Eyes)

12th|
+9/+4|
+4|
+4|
+8| Feature (Skin)

13th|
+9/+4|
+4|
+4|
+8|Feature (puppet)

14th|
+10/+5|
+4|
+4|
+9| Feature (Stomach)

15th|
+11/+6/+1|
+5|
+5|
+9|Feature (Lure Trap)

16th|
+12/+7/+2|
+5|
+5|
+10|

17th|
+12/+7/+2|
+5|
+5|
+10|

18th|
+13/+8/+3|
+6|
+6|
+11|

19th|
+14/+9/+4|
+6|
+6|
+11|

20th|
+15/+10/+5|
+6|
+6|
+12| [/table]

So that means levels 16,17,18,19, and 20 are the only ones without abilities. Level 14 if Stomach is not used. I think every level would have an augment, although I think level 20 would only have the stomach augment IF stomach was added.

I think the following ability at level 17 would be nice:

Advanced Form: An Ozodrin of 17th level or higher can add or remove a number of features equal to half her charisma modifier (minimum 4) as a full-round action. Basic Eyes only count as ½ a feature for the purposes of this restriction. Furthermore, an Ozodrin that uses a move action or a standard action to remove a feature may add/remove two features instead. The form points spent on a removed feature do not count against the point limit of a feature added at the same time.

High level combat is faster. Although I think feature adding/subtracting is supposed to be slow, this speed increase would still be slow at high levels. Just not as painfully slow. Also, you have so many more form points to spend. On the other hand, an ability that let you set up an “alternate form” that you could switch to as a move action (basically a different point set up) could also be interesting.

I think the Capstone should just increase the rate form points are acquired, and maybe a level 16 ability could give you an aberrant bonus feat plus an additional bonus feat every 2 levels (no cap, intended to continue into epic).


Alternately, we think of 1 more feature/ability to place at level 16, place the bonus feat ability at levels 17+19+etc, put “Advanced Form” at level 18, put the capstone at level 20, and thus have an ability at every level.

Magicyop
2010-07-22, 05:01 PM
Nice. I love the changes Magikeeper made to the Stomach, and I also think the new fin feature is awesome. Advanced Form is a cool idea, and I like the idea of increasing form points gained as capstone.

Like... maybe for capstone, instead of (level*3)+Cha+Aberrant Feats, capstone could change it to (level+cha+aberrant feats)*3, so the charisma modifier gets multiplied in too. So a level 21 Ozodrin with 22 Charisma and two aberrant feats would have 87 form points.

Magikeeper
2010-07-23, 04:20 PM
Like... maybe for capstone, instead of (level*3)+Cha+Aberrant Feats, capstone could change it to (level+cha+aberrant feats)*3, so the charisma modifier gets multiplied in too. So a level 21 Ozodrin with 22 Charisma and two aberrant feats would have 87 form points.

What about [(level*3)+Cha+Aberrant Feats]*2, or maybe even (level*10)+Cha+Aberrant Feats? The latter would be an additional 140 form points at level 20, which is a lot, while the former would be an extra 60 + 2xCha + 2xAberrant feats. Doubling all points from all sources is also an option, if we want epic Ozodrins to be based around farspawn.

To compare, lets look at a level 21 human Ozodrin with 10 aberrant feats [x4 farspawn, 1x deepspawn(6fp)] and a cha of 30. I think that would be closer to the average PC without flaws, although a main stat would probably be above 30 by that level.

Without capstone: 63c + 10af + 20fs + 6ds + 10cha = 109fp
Partial Double Method: 109 + [10af] + [10cha] = 129fp
Doubling Method: 109 + 63c + [10af] + [10cha] = 192fp
Full Double Method: 109 x 2 = 218fp
x10 method: 109 + 140c = 249fp

If 4x farspawn seems like too many, subtract 10 points from the 109.

Magicyop
2010-07-23, 05:04 PM
What about [(level*3)+Cha+Aberrant Feats]*2, or maybe even (level*10)+Cha+Aberrant Feats? The latter would be an additional 140 form points at level 20, which is a lot, while the former would be an extra 60 + 2xCha + 2xAberrant feats. Doubling all points from all sources is also an option, if we want epic Ozodrins to be based around farspawn.

To compare, lets look at a level 21 human Ozodrin with 10 aberrant feats [x4 farspawn, 1x deepspawn(6fp)] and a cha of 30. I think that would be closer to the average PC without flaws, although a main stat would probably be above 30 by that level.

Without capstone: 63c + 10af + 20fs + 6ds + 10cha = 109fp
Partial Double Method: 109 + [10af] + [10cha] = 129fp
Doubling Method: 109 + 63c + [10af] + [10cha] = 192fp
Full Double Method: 109 x 2 = 218fp
x10 method: 109 + 140c = 249fp

If 4x farspawn seems like too many, subtract 10 points from the 109.

That would work in my opinion, 249 seems a nice number of form points to have going into epic. Also, there should maybe be epic feats granting maybe 20 bonus form points?

Bhu
2010-07-25, 10:53 PM
Patiently awaiting updates :smallbiggrin:

UserShadow7989
2010-07-26, 01:11 AM
I'm loving the class so far, though I'm itching to see those blank spots filled. I have a couple ideas off the top of my head to kill those empty levels. A class feature that grants mind-breaking or petrifying gaze attacks to go with the eye features would add to the 'nameless horror' theme of the class. Who doesn't like eye beams?

Maybe at higher levels the Ozodrin get the ability to 'project' a feature like an eye or tentacle onto a specific type of nearby surface to restrict enemy movement (fill a space with tentacles to make it count as rough terrain/impassible) or scout (put an eye on the opposite side of a door). Though the Lure Trap seems close enough to this and much more flavorful, it's just a thought.

Owrtho
2010-07-28, 07:45 PM
No major changes, but I did move all the features into another post and put improved grapple in. Added the two aberrant feats suggested by Magikeeper to the first post. Also made note you stop ageing at level 10. I seem to remember planing to do something else there too. That said, I'm still busy with other stuff.

Also, if someone would like to help, It would be handy if a list of the changes I'd mentioned I would make over pages 4 and 5 could be compiled. Would make it easier for me to make them this weekend.

Owrtho

Magicyop
2010-07-29, 04:30 PM
Changes you said you would make:
-I think I'll give them improved grapple at level 3, and improved grab at level 11 or 12.


SKIN:

Basic Skin – Cost 2
Appearance: You form a thin membrane around your body, with invisible patches over your eyes and slits over any openings (such as a mouth).
Required Level: 12
Benefits: The membrane is unusually slick and malleable, granting you a +1 bonus to escape artist checks. The slits can be opened or closed as a free action. You can form multiple skins around yourself with every 2 skins granting a +1 bonus to natural armor that stacks with any preexisting natural armor.
Augments:

Iron Skin: Additional cost 2:
Your skin is rough instead of slick, granting DR 1/adamantine instead of a bonus to escape artist checks. This benefit stacks with other Iron Skins.

Nourishing Skin: Additional cost 2
Your skin allows you to breathe a gas or liquid of your choice. This allows you to survive in materials that are usually poisonous, but it does not allow you to ignore other effects (the heat of lava, exploding methane, etc).
Special: Using a Nourishing skin for 1 hour counts as both eating a pound of food and drinking a gallon of water for the purposes of avoiding starvation and dehydration.

Energy Consuming Skin: Additional cost 3
Your skin grants resistance 5 to the elemental energy type of your choice (Fire, Cold, Acid, Electricity, or Sonic). Multiple Energy Consuming skins stack.
Special: Every 50 points of energy damage negated counts as both eating a pound of food and drinking a gallon of water for the purposes of avoiding starvation and dehydration. A fire consuming skin renders you immune to heat-based environmental effects that deal nonlethal damage, and a cold consuming skin renders you immune to cold-based environmental effects that deal nonlethal damage.

Magic Eating Skin: Additional cost 3
Required Level 13: Your skin can absorb magic itself. The Ozodrin gains Spell resistance 10, or increases their current spell resistance by three.
Special: If a spell fails to overcome the spell resistance of an Ozodrin with this feature, the Ozodrin gains 5 x spell level temporary hit points. These temporary hit points do not stack with themselves. Eating 3 levels worth of spells counts as eating a pound of food and drinking a gallon of water for the purposes of avoiding starvation and dehydration.

Skin that Pretends: Additional Cost 5
Required Level 14: Your skin changes color and stiffness in order to mimic the effects of the disguise self spell. Unlike the spell you cannot appear to be something smaller than you are, the Skin that Pretends counts as a mundane disguise once formed (it is not defeated by true seeing), and you can fake a body type other than your own by accepting a -20 penalty to the disguise check [extra bits are non-functional unless you use other features to mimic them]. Alternately, you can create a skin that blends into your surroundings like a chameleon. This use of the skin grants you a racial bonus to hide checks equal to your class level. You can choose for only part of your body to be hidden. This skin does not effect objects you are holding such as a sword, although it can cover stationary objects on your person such as clothing or jewelry.
Special: You may only have one Skin that Pretends active at a time. You can switch between multiple Skins the Pretend as a swift action. Other abilities possessed by the skins are not effected.


Warp Skin: Additional cost 8
Required Level 15: This skin forms a dimensional pocket, allowing its size to be unrelated to your own. A layer of this skin either increases or decreases your size category by one. Your ability scores and the size of other features are not modified, but all other modifiers apply. This benefit stacks with other Warp Skins, up to a maximum size of colossal and a minimum size of tiny.
Special: An Ozodrin with at least one layer of this skin is immune to atmospheric pressure effects. You may choose to create a version of this skin that does not change your size category.

Secreting skin: Additional cost 2
Required Level 16: You skin secretes a deadly liquid that dissolves, ignites, or freezes your foes. Each layer of this skin adds 1 point of acid, fire, or cold damage to all of your natural attacks (choose one when forming the skin). This damage is also dealt to any creature that comes into contact with your skin, either by grappling or by using a natural weapon. This damage does not effect nonliving material, but it does effect undead. You can add this augment to the same skin multiple times, and multiple Secreting skins stack with each other.

Healing Skin: Additional cost 8
Required Level 17: This skin uses your nourishment to repair the flesh beneath. You heal 10 hit points per pound of food consumed, up to a maximum of 10 hit points healed per round. Living creatures that you devour count towards this ability. If the weight of an enemy is unknown, assume that a medium bipedal creature contains 100lbs of meat and use carrying capacity modifiers to determine the weight of larger or smaller creatures. Multiple healing skins do not stack with each other, except that the maximum number of hit points healed per round is equal to 5 x the number of healing skins the Ozodrin has formed (You do not gain additional hit points per pound of food consumed).

Reality Warping Skin: Additional cost 10
Required Level 18: This skin slightly alters reality around itself, creating 1 inch emanation around yourself. This emanation allows you to selectively ignore the alignment and magic traits of various planes, but only within one inch of your body. For example, a special eye used in a dead magic zone would fail to function as normal unless the target was within 1 inch of it. This ability also applies to antimagic and energy transformation fields regardless of source. Creatures inside your stomach also receive this benefit. This augment does not stack with other reality warping skins.
Special: This skin allows you to survive in non-Euclidean realities.

-I might also put in some augments to make it better at luring creatures to it (such as a compulsion affect for things to want to approach and/or protect it if they see it).
-Perhaps the ability to leave puppets outside while hiding in their dimensional pocket.


Other suggested changes(you weren't clear whether you wanted to add these or not, but I included these nonetheless.):


STOMACH:
Stomach: Cost - 10
Appearance: Stomachs appear as fleshy sacs inside the Ozodrin,
Required Level: 14
Benefits: Stomachs can be useful tools to an Ozodrin who likes eating things(or people). Any mouth can lead to any stomach, chosen when the mouth is created. A stomach has all the benefits described in Swallow Whole. You have one stomach automatically, which cannot be removed or sold for form points. Anything in a stomach that is removed is either pushed through an opening or is placed in a square next to the Ozodrin. You may apply or remove augments to a stomach after it has been created as a move action.
Augments:

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

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

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

Membranous Construction: Additional cost 1
Required Level 15: You can create an object in your stomach. This augment functions like wall of stone, except that the object is made out of your flesh instead of stone, fuses with surrounding flesh, and only creates 5 cubic feet worth of material. This flesh has the same hardness and energy resistances as the rest of the stomach. This augment can be added to the same stomach multiple times.
Might not work now that I know how stomach size works

Sticky Stomach: Additional cost 5
Required Level 16: Flight spells do not work inside your stomach. Additionally, creatures that come into contact with your stomach walls, floor, or ceiling must succeed on a DC 10 + ½ your class level + your charisma modifier strength check or else be entangled for 1 round per Sticky Stomach augment applied to the same stomach. The DC to climb out of your throat increases by 10. This augment can be added to the same stomach multiple times.

Warped Stomach: Additional cost 5
Required Level 17: Your stomach can be of any shape or size provided that its volume remains the same. This augment cannot be applied to a preexisting stomach. If a creature would not be able to fit inside your stomach, the walls slightly expand around it. A creature in such a stomach can only use a light slashing or piercing weapon to cut its way out.
Might not work now that I know how stomach size works

Massive Stomach: Additional cost 5
Required Level 17: The volume of your stomach increases by 100% of its original size. This augment can be applied multiple times, but it cannot be applied to a preexisting stomach.

Digesting Liquid: Additional cost 3
Required Level 18: All creatures and objects inside your stomach take 5 points of either acid, cold, fire, or electricity damage – chosen when you add this augment. A creature may make a reflex save against a DC of 10 + ½ your class level + your charisma modifier to take half damage. You may apply this augment to the same stomach multiple times, each creature only makes one saving throw per energy type (for example, if you applied this augment twice to deal 10 fire damage each creature would only make one saving throw in an attempt to take 5 damage instead).

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

Monster Within: Additional cost 10
Required Level 20: The walls of your stomach function as though they were a mirror of opposition. You may choose to suppress or resume this ability as a free action, although you have no control over any created duplicates. The duplicate ceases to exist if either they or the original leave the stomach. This augment functions any number of times per day, but only one duplicate can be in existence at a time for any given opponent.



Advanced Form: An Ozodrin of 17th level or higher can add or remove a number of features equal to half her charisma modifier (minimum 4) as a full-round action. Basic Eyes only count as ½ a feature for the purposes of this restriction. Furthermore, an Ozodrin that uses a move action or a standard action to remove a feature may add/remove two features instead. The form points spent on a removed feature do not count against the point limit of a feature added at the same time.




Hope that's an OK enough list. The italics are obviously things you said.

Owrtho
2010-07-29, 06:11 PM
Thanks. That helps. I already added The Improved Grapple (level 4 instead of 3), and I decided not to give Improved Grab (I made some changes to coiling tentacle so it no longer suffers a penalty at level 10).

Added the Advanced form (with a few changes like name and level), as well as an augment for puppets as mentioned (well I said it would be for lure traps but figured it would fit better on the puppet). Also added the shifting shape ability and a feat to upgrade it.

Will try getting around to the rest this weekend.

Owrtho

periscope69
2010-08-04, 07:47 AM
Is this dead then?

Also, something I've noticed, and I don't know if I missed it or if it's not there, is that there is nothing in here that let's your attacks (tentacles, razor fins, mouths, claws, etc.) count as magic for the purposes of bypassing DR. Was that intentional?

Might want to have them count as enhanced since even if the class had a full BAB if it doesn't have those bonuses to hit by a magic item, it's taking a serious hit to attack rolls (I mean I know it gets a lot of attacks but still).

I'd suggest having count as just a straight enchantment (+1, +2, etc) or have it be an augment for your attacks ie you have to invest form points in each attack that you want enhanced or maybe just in each attack type (tentacles, mouths, claws, etc.).

Maybe have an augment that let's their natural attacks count as certain materials for the purpose of bypassing DR (or maybe just have it converted to those materials though that might be pushing it).

Another augment that could be added to the mouth could be acid (like acidic saliva) with the justification that it helps break down the food and make it easier to digest.

Or they could spit acid as a form of ranged attack (I mean reach is very nice but there are still times when you'll need to shoot something out of the air) as augment for mouths. Have it have a duration like Melphs Acid Arrow spell.

Owrtho
2010-08-04, 02:38 PM
This isn't dead. Just somewhat on hold. Starcraft 2 came out and the campaign is fun.
Also, that's a good point about the DR thing. I was planning to add something in for that and forgot.

Owrtho

Magikeeper
2010-08-04, 05:45 PM
This isn't dead. Just somewhat on hold. Starcraft 2 came out and the campaign is fun.
Also, that's a good point about the DR thing. I was planning to add something in for that and forgot.

Owrtho

We talked about using this:

Unearthly Power (Su) : An Ozodrin attacking with a natural weapon receives an enhancement bonus equal to 1/2 their class level to their attack roll. Any attack effected by this ability bypasses damage reduction as though it were made by a magic weapon.

At level 3-5 to solve both the DR problem and the way-too-low attack bonus problem. The ability could possibly be insight instead of enhancement.

periscope69
2010-08-06, 11:11 AM
I'd go with enhancement since their are some items out their that let you put magical enhancements on your natural weapons, so making it enhancement keeps them from overloading it.

Besides a simple (simple, not easy) way to do combat with this class is to initiate a grapple first, then attack since you can use natural attacks in a grapple and their flat footed for it, which is going to take a bit out of a lot of people's armor class (particularly if they manage to pin them).

Might want to also give them that Bite of the Serpent feat so that they can swallow Colossal creatures (since I think you can swallow anything smaller than yourself or in this case the size of the mouth that your using).

Markus Darkmind
2010-08-06, 12:31 PM
This class is simply amazing. I can't wit for it to be completed!
I thought something the other day,. What about a feature that lets you use flesh and alien related "spells", like necrotic cyst and the likes... They could be used as extraordinary abilities and work like viruses... or even poisons or diseases...

Owrtho
2010-08-06, 03:24 PM
Added a Unearthly Power (level 5), and an augment to exchange the enhancement bonus for enchantments.
Added ability for puppets to be outside while you hid in your dimensional pocket (is an augment for the puppets).
Added a feat that gives some far realm magic ability.
Added capstone.

Plan to add:
Skin
Stomach
Possibly other stuff.

Also, what do you mean Bite of the Snake feat? And they already can swallow colossal creatures, or devour them.

Owrtho

Magikeeper
2010-08-06, 09:18 PM
Looking good so far. I like the way the spell feat was done - it is far from an obvious choice and none of those spells (except the suicidal one) perform game-changing utility magic. Might be too expensive, but I'm not sure.

I noticed some wording errors:

>Traveling Tentacle has some issues, a missing 'r' in 'your' and a 'door' where 'anchor' should be. Edit by me (also added stuff to the teleportation note):


Required Level 11: This tentacle has the ability to pass the rest of your body through it. You may use 5' of your strange movement to move to any point along the length of this tentacle as a full round action that provokes attacks of opportunity. This is not prevented by dimensional anchor or other similar abilities and is not considered a teleportation effect. This movement does not provoke attacks of opportunity from any creatures you would pass. If you so choose, you may extend this tentacle into the normal world when using the strange movement ability.

> Otherwordly Skill states that fighters may select 'the' feat as a fighter bonus feat. I think that should be 'this' feat.

Owrtho
2010-08-06, 09:41 PM
Do you think I should reduce the spell feat to only take away 2 form points as its base rather than 3? Part of the idea was that it wouldn't be overwhelmingly powerful, but for those ozodrin that wanted a little extra far realm magic/cosmic horror touch, they could take the feat to get those far realm themed spells. Also addresses the issue someone had a while back about summoning monsters.

I felt the form points should be a permanent sacrifice as well because otherwise people would just not put any form points into it till they need a spell, or it would be too strong.
I also wonder if I might see about adding any other similar feats for cosmic horror type magic, but am unsure what would fit that except maybe xenothurgy, and that would be somewhat different to do (and you could just make them an afflicted/blessed xenotheurgist anyway).

Also, thanks for catching the typos, I've fixed them.
I also got around to changing special eyes like I said I would. Not sure if I have the best wording though.

Owrtho

InfiniteNothing
2010-08-09, 02:36 PM
Only three dead levels to go... hmm...

Okay, this is probably meant for low- to mid-level ozodrin, but maybe we could use it to bump another feature up. Maybe the ozodrin could grow minor features without manifesting their true form? It would be good for those instances where turning into a full-blown eldritch abomination would be a bad idea but you need a given feature. Definately needs a form point limit, though.

And that's all I can come up with at the moment. Lemme see what I can come up with later.

StormRaven
2010-08-10, 02:17 AM
Only three dead levels to go... hmm...

Okay, this is probably meant for low- to mid-level ozodrin, but maybe we could use it to bump another feature up. Maybe the ozodrin could grow minor features without manifesting their true form? It would be good for those instances where turning into a full-blown eldritch abomination would be a bad idea but you need a given feature. Definately needs a form point limit, though.

And that's all I can come up with at the moment. Lemme see what I can come up with later.
Something like this maybe?

Otherworldy Guise

An ozodrin of 16th level or higher can force aspects of it's true form onto it's worldly form. As a full-round action a ozodrin may swap the features of it normal form for different features. Calculate the normal forms features as if you were a puppet of your race, do not count features from aberrant feats. The form points need to form such a puppet + 1/10 of your form points may be redistributed into new features. No more than than the starting number of features+1/5 ozodrin level may be present. Basic eyes count for 1/2. You may not add shifting features, Puppets, or Lure Traps. A form without eyes is blind. A form without limbs or tentacles has a land speed of 0. A form without a mouth may not use devour of Swallow whole.

InfiniteNothing
2010-08-10, 11:39 AM
Hmm... Well, I was thinking of just growing the features on the ozodrin's body rather than (possibly) replacing them, but I think your idea works better.

periscope69
2010-08-11, 02:43 AM
I do like the new changes, though I do have a few concerns:

1) I do feel that Unearthly power should apply to both attack and damage rolls, and it should be stated that no more than a +5 bonus can be applied to attack and damage rolls (just like a standard pre epic nonmagical weapon).

2) Cerebrant Horror gives access to spells that aren't in any of your standard books, so most people can't make use of it.

Oh and "Maw of the Serpent" (sorry had the wrong name on the last one) was a monstrous feat that let someone swallow something up to their own size (though it took 2 full round actions and 2 successful grapple checks to do it), since normally you can only swallow something up to one size smaller than you.

Owrtho
2010-08-11, 03:18 AM
I do like the new changes, though I do have a few concerns:

1) I do feel that Unearthly power should apply to both attack and damage rolls, and it should be stated that no more than a +5 bonus can be applied to attack and damage rolls (just like a standard pre epic nonmagical weapon).

2) Cerebrant Horror gives access to spells that aren't in any of your standard books, so most people can't make use of it.

Oh and "Maw of the Serpent" (sorry had the wrong name on the last one) was a monstrous feat that let someone swallow something up to their own size (though it took 2 full round actions and 2 successful grapple checks to do it), since normally you can only swallow something up to one size smaller than you.

Well, for the first I might make it so they can allocate points to attack or damage (when making the feature). Though if I do so I would state that the damage bonus can't be greater than +5. What do other people think?

For the second, while that is true, they are the most thematically appropriate spells. Also there are... other methods to obtaining the spells if someone is interested in taking it. Though if you can suggest some similar cosmic horror like spells or magic system that could be used for another such feat let me know and I'll look into it. I decided that any spell casting that the class would gain for their cosmic horror like abilities would be granted through such feats rather than as a normal part of the class (in part because while such abilities are frequently found among a cosmic horror's repertoire, they don't all have them, and many people will likely be content to play the class just using the features (there is by far enough variety to keep one occupied just using features I hope).
Still, if people would like to try coming up with some cosmic horror themed spell lists (or ability lists) of comparable volume to the cerebrotic spells (as in 1 to 2 per level), feel free to do so and I'll look over using it. I certainly would be interested in giving a few more casting options (might be particularly nice if they focus on specific aspects of abilities that cosmic horrors often are portrayed as having).

I'll try moving the Skin and Stomach features to the feature post soon. Though I'll be making a few minor changes. Namely that I plan to change the name of the Skin feature or at least the description, and I'm going to have the stomach feature use either 1 large or 1 huge creature capacity as the default size for extra stomachs made using it (with augments to increase or decrease the size).

Also, I'm thinking of making either a feat or a stomach augment that will let you have your stomach seem to be rooms or the like. This would let you do things like make what seems to be a building or manor out of your stomachs, though you would still be able to place other features in it. Could be used for party relaxation, a meeting ground, or to confuse that guy you swallowed by making him wonder why he is in a nice house when the last thing he seems to remember is being eaten by some monster (must have been a dream, or this is). Any suggestions?

Owrtho

periscope69
2010-08-11, 03:58 AM
one of the things that you can do is too make it like ancestor feats only instead of an ancestor, make it research of the "Old ones" from Lovecraft.

For instance:

Cthulu knowledge

Your research of the emissary has led to an expansion of your own powers or you have been gifted by him.


Requirements:

One Aberrant feat, Knowledge (History, Planes, or Local [he is a legend so....]) 13 ranks.

Benefits:

You gain either a +8 bonus on swim checks (if you don't have a swim speed) or a +15 foot bonus to your swim speed (if you do have one), the Frightful Prescence special quality, and the ability to use Charm Person as a spell like ability once per day per point of Charisma Modifier.

A bit powerful I know, but it's a rough draft.

Owrtho
2010-08-11, 04:32 AM
Well, any spells I'm planning to model after the Cerebrant Horror feat I already made. The issue is the lack of similar spell lists. Also I hope to avoid referencing specific entities lest it link the class to a specific setting.

Owrtho

Magikeeper
2010-08-11, 10:07 AM
and it should be stated that no more than a +5 bonus can be applied to attack and damage rolls (just like a standard pre epic nonmagical weapon).

I am against this idea. The point of the ability is to solve the issue where the class really wants a full bab to work, but doesn’t want the other things full bab entail. Having the ability stop at +5 means the ability stops solving this problem at higher levels, where it is the most important.

The class I originally created this ability for (attack+damage) only made a few attacks each round, so I was wary of adding the damage bonus to a class that made many. But the attack bonus needs to stay that high. It needs to be higher than a normal magic weapon is likely to be at any given level, as it isn’t replacing magic weapons. Its replacing full bab. It ends up slightly higher, but not over +5 higher and it doesn’t stack with other enhancement bonuses.

If you really want to add damage, I suggest it be equal to ½ the bonus to attack, rounded down. So that would be a +1 bonus to damage per 4 levels.

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

I would be careful with spell designs. The spells currently in use avoid many of the wizard non-combat spells and I would like that to continue as I think this class is still tier 3. I could work on some non-setting spells similar to the other ones. Escalation and all.

Owrtho
2010-08-11, 03:38 PM
That would be useful for the spells. I agree the class shouldn't have much in utility spells. For one thing, it all ready gets a fair amount of utility out of features.
One of the main things about the spells though is that there are a few areas cosmic horror type entities are frequently shown as having seemingly magical abilities. The cerebrotic spells work for some of that (particularly having aberrant minions), but lack some of the other aspects, like causing issues with dreams, and weird geometry. Mind part of the difficulty there is finding spells that fit into such categories without being such that they might overpower the class.

I also agree with your point on the attack/damage bonus thing. If you actually loo at it, 3/4ths BAB ends up with 5 BAB lower than Full BAB by level 20. at level 20 this class would have a +10 bonus to attack. As such it would end up being only +5 from if the class had full BAB. On the damage issue, if I do have something like that, I'd make it be an augment that can add a damage bonus (possibly at the cost of attack bonus) and can't exceed half your attack bonus.

Owrtho

Owrtho
2010-08-14, 11:21 PM
Thought I'd mention, I added the skin feature, sorta. I changed the name to flesh, and made some minor changes to the augments.

I also added the Otherworldly Guise ability.

Owrtho

StormRaven
2010-08-15, 02:26 AM
I just noticed this and I'm pretty sure it's my error, but the last line of Otherworldly Guise should be
A form without a mouth may not use devour or Swallow whole.

Owrtho
2010-08-15, 03:47 AM
I've fixed the typo.

Owrtho

Bhu
2010-08-19, 12:21 AM
only two more levels to go! (applauds)

Owrtho
2010-08-19, 03:00 AM
Thought I'd let those who are interested know I updated the class again. Added the stomach feature (fairly changed from how it originally was though still keeping most of it), a handful of mouth augments, and a puppet augment. There are also now more features than can fit in a single post which forced me to move the basic eyes and mouths back to the first post...
I really should have reserved posts for this.

In other news I added a new feat.

I also have some thoughts about making an ability based around your aberrant nature twisting you mind such that any contacting it (such as by using a mind affecting ability), take damage or otherwise suffer an adverse effect (possible able to be suppressed, but should be more specific than just mind-affecting abilities as those don't always require mental contact). Somewhat at a loss though for what exactly it should do and the level I should place it at, so suggestions are welcome.

Edit: Suddenly realized that the ozodrin lacked a means of producing illumination (particularly in the stomach), so added an augment to the flesh feature.

Owrtho

Lix Lorn
2010-08-19, 10:55 AM
I also have some thoughts about making an ability based around your aberrant nature twisting you mind such that any contacting it (such as by using a mind affecting ability), take damage or otherwise suffer an adverse effect (possible able to be suppressed, but should be more specific than just mind-affecting abilities as those don't always require mental contact). Somewhat at a loss though for what exactly it should do and the level I should place it at, so suggestions are welcome.
Base it on Volatile Mind, the Wilder's Class feature?

Magikeeper
2010-08-21, 09:51 PM
I like the changes to the stomach augment. : )
Have not had the time to make the spells, trying to be careful with them.

So, comments about the flesh augment:

> Pretending Flesh still has references to skin that pretends.

> I think magic-eating flesh could be 13 + 3 per extra flesh. I know, I had it that low, but I changed my mind about it awhile back. It would still cost 20 form points to have an SR of 23. At level 12 that is slightly better than 50% verse an opponent of the same level.

> Secreting flesh is missing a required level (given its location in the line-up, I assume level 16). Also, could you suppress/resume this effect? It could be annoying in certain situations. Also, why the non-living restriction?

> How does ‘Cystic Flesh’ deal 1 point of acid damage to weapons when you acid can’t effect non-living material?

> For filtering flesh – what if no normal material exists? I.E., if the air is 100% methane.


Not sure about the mind feature.

Owrtho
2010-08-21, 10:15 PM
I like the changes to the stomach augment. : )
Have not had the time to make the spells, trying to be careful with them.

Glad to hear you like the changes. Take the time you need on the spells.


> Pretending Flesh still has references to skin that pretends.

Fixed the typo.


> I think magic-eating flesh could be 13 + 3 per extra flesh. I know, I had it that low, but I changed my mind about it awhile back. It would still cost 20 form points to have an SR of 23. At level 12 that is slightly better than 50% verse an opponent of the same level.

Makes sense, I changed the base.


> Secreting flesh is missing a required level (given its location in the line-up, I assume level 16). Also, could you suppress/resume this effect? It could be annoying in certain situations. Also, why the non-living restriction?

You're right about the level. I added in a line to suppress/resume the effect, but it doesn't occur immediately. Why only non-living? 3 reasons. 1, it isn't concentrated enough. 2, it could be abused if it damages everything that touches it. 3, it would be a pain as a player if you're cloths were constantly destroyed by it.


> How does ‘Cystic Flesh’ deal 1 point of acid damage to weapons when you acid can’t effect non-living material?

The cysts have concentrated secretion. Also changed it to fit better.


> For filtering flesh – what if no normal material exists? I.E., if the air is 100% methane.

You can still breathe.


Not sure about the mind feature.

Hadn't thought about making it a feature, but that might work (have a few augments that vary from backlash, to wisdom damage, to temporarily trapping them in your mind making them dazed, to turn about). Still not sure how to specify effects trigger it though.

Owrtho

Necroticplague
2010-08-22, 02:18 AM
Just a question, can mouths other than your normal mouth speak verbal components to spells? I'm just wondering for purposes of grappling's ability to prevent an opponent from speaking. If i had more mouth's than my opponent had arms, than could i continue casting spells even when silenced this way?

Owrtho
2010-08-22, 06:19 PM
Just a question, can mouths other than your normal mouth speak verbal components to spells? I'm just wondering for purposes of grappling's ability to prevent an opponent from speaking. If i had more mouth's than my opponent had arms, than could i continue casting spells even when silenced this way?

If you have the deceptive mouth augment, then yes. Otherwise the mouths can't speak.

Owrtho

Owrtho
2010-08-23, 01:37 AM
A thought, but how would an ability (likely around level 19) be that would allow the ozodrin to move itself, or just shifting features to images of itself as if they were a part of itself (images being things like current illusions of it, or scrying as opposed to pictures unless they are magical in nature allowing them to show what something currently is doing). By necessity the ozodrin would be able to sense such images when they occurred.

Owrtho

Tome
2010-08-24, 05:05 PM
A thought, but how would an ability (likely around level 19) be that would allow the ozodrin to move itself, or just shifting features to images of itself as if they were a part of itself (images being things like current illusions of it, or scrying as opposed to pictures unless they are magical in nature allowing them to show what something currently is doing). By necessity the ozodrin would be able to sense such images when they occurred.

Owrtho

That sounds pretty good. Though I'd recommend that it need a certain number of Form points to be active, so that it's not on all the time.

Necroticplague
2010-08-29, 06:32 PM
A thought, but how would an ability (likely around level 19) be that would allow the ozodrin to move itself, or just shifting features to images of itself as if they were a part of itself (images being things like current illusions of it, or scrying as opposed to pictures unless they are magical in nature allowing them to show what something currently is doing). By necessity the ozodrin would be able to sense such images when they occurred.

Owrtho

Personally, i don't like this idea. A class should not require you to multiclass or need assistance from another class to use an ability of theirs (unless it is a PrC and it uses abilities from a prerequisite class). So if you give them this ability, you should also give them the ability to create those illusions themselves. Here's my idea for that ability:
(flesh augment)

<i>Molting skin:</i>Additional cost 15
Required level 18: This form of flesh only fits very loosely. As a result, it does not count for purposes of gaining extra AC from multiple skins. However, the skin can be easily separated from you as a move action.Seeing this happen is a slightly disturbing process, and thus all who witness it must make a will save (DC to be determined) or be shaken for 3 rounds. This produces what appears to be a clone of you, but is really a hollow shell. Since it has no structure, it is by default one size category smaller than you and crumples to dust the first time it is damaged. Using engorged flesh or iron flesh fixes both of these problems. Using condensed flesh makes it firm enough to have hit points, but makes it two size categories smaller than you. If the molting has hit points, it has hit points equal to (10+ozodrin lvls+charisma modifier). If you used iron flesh to give it this structure, it benefits from iron flesh's DR of 2/adamantium. The molting also benefits from being able to use any other augments to it's flesh. The molting moves and acts as if under affect by a control body power. You can however, activate any mental actions by it (such as switching between different pretending fleshes) in addition to only physical actions. You can put the skin back on as a swift action, if you and the molting are withing reach of one of you. This is no more disturbing than watching two puddings come together, and thus does not require a will save. You can also as a swift action put the skin on another object or being, willing or not. If the subject is willing, the skin offers them the same bonuses it would have had if you were wearing it. If the molting has any features attached to it, both you and the subject can both control the features on each of your turns. You can also control the subject as if by a control body power (thus allowing you to move the subject during your turn in addition to their turn). If the subject is unwilling, the molting must first grapple with the target first. Once the molting is attached, the being is held in place and can only take mental actions. You can control their physical actions during your turn (once again, as control body). they are granted resistances and DR and MR from the skin (as it still coats them). However, the molting uses any augments it has or features that are attached in such a way to be most detrimental to the host (example: a luminous, filtering, reality bending molting that wrapped around a vampire would simulate sunlight in order to kill the vampire:belkar:). If wrapped around an inanimate object, it gains resistances, DR, and MR from the flesh, and has it's hit points and hardness boosted by half the molting's hardness and hit points (default molting hardness is 2 per point of dr provided by iron flesh). The ozodrin can also control the object as if by a control object power. Objects carried by something animate(d) or that have some method of moving on there own accord (such as a psicrystal using it's self-propulsion) may get a reflex save (dc=1/2 of molting's hit points) to avoid getting surrounded. An occupied object that can move on it's own accord uses whichever reflex bonus would be higher. Objects the molting is holding (or grappling) or has on their person in any other method automatically fails their save. A molting can cover up to one size category larger than them (unless it has been condensed, in which case it can cover up to two size categories larger than itself).

okay, I think I'm done (other than needing a will save DC). May the gods help us all when i present my idea for "guts on the outside" augment... :vaarsuvius: I take great pride in my thoroughness.

Owrtho
2010-08-29, 07:22 PM
Well, for the first part, the ability isn't intended to be one that others would help you use. Rather it is a responsive one for if enemies or other unknown groups are scrying on you, allowing you to recognize that and respond (by attacking them), though if I allow paintings to also work, then that means you could just become an artist and paint pictures of yourself to put up places.

For the molten skin, that is really long for an augment. Some of the parts might not quite make sense either. The idea of separating small parts of yourself off though is an interesting one though. I might look into converting that into a somewhat smaller and more manageable form. Good work.

Owrtho

InfiniteNothing
2010-09-02, 07:49 PM
Okay, on the molting skin, what if it's destroyed while separate from the ozodrin? Does the ozodrin automatically regain the form points used to make the skin, and if not, how quickly does he regain them?

And on another point, does anyone have any idea of what to put down for level 18? I'm drawing a blank.

EdroGrimshell
2010-09-02, 09:14 PM
I can imagine this as an invocation using class, similar to the dragonfire adept only with aberrations.

Caen'ir
2010-09-03, 07:19 PM
How did I only just find this? This looks really interesting. I want to make one now. :smallbiggrin: Wish I could have something constructive to say about its setup, but I am very bad at PEACHing, sorry.

Owrtho
2010-09-05, 08:00 PM
Well, at the moment there are 2 'dead' levels remaining for the ozodrin (the quotes are because it does actually gain augments those levels), and a few possible abilities to fill them. The issue though is that I'm uncertain which to use and in some cases what kind of rules to give them. Current ideas are as follows: Your changes have warped your mind such that those who attempt to contact it are harmed. In short would cause harm to people attempting such things as mind control (like dominate monster or suggestion), enchantments that actually require they mentally contact you, or telepathy among other things. Not actually sure how it would be worded though.
Any image of you is treated as a part of you (including if someone tries to scry you). Often cosmic horrors are shown as being able to react to people trying to view them through magical means. Would let you sense when you're being scried, and possibly paintings of yourself (as well as other accurate images like illusions, videos, etc.) and treat them as a portion of your body for shifting features. Thus you could attack the person viewing you or move to them (if you have a shifting travelling tentacle).
Ability to segment off pieces of your body to perform tasks. Has some issues in what they could do without overly infringing on puppets. Likely would cost HP to make one with it having a temporary life span and limited ability to use features. Couldn't mimic a person and would be under your complete control (as it's a part of you).
Other suggestions welcome. As are thoughts on what would best fit and suggestions on how to improve on any ideas mentioned.

Owrtho

InfiniteNothing
2010-09-05, 10:20 PM
Well, I had this idea a few days ago, but I forgot it until last night and didn't have a chance to post it until now. It seems appropriate for the Ozodrin.

Naught Morality: The ozodrin's mind has been warped to the point that it no longer has morals as they are perceived anywhere but the Far Realms. The ozodrin no longer has an alignment. It is always treated as having the most favorable alignment for the purposes of alignment-based effects (i.e., being treated as lawful for dictum, as good for a magic circle against evil, etc.).

Magicyop
2010-09-06, 03:32 PM
I absolutely LOVE the reaching through paintings/scryings of you... imagine a character looking through a book of legendary monsters, seeing a painted depiction of a tentacle-beast... then the tentacle-beast moves. It reaches a tentacle out of the page, and strangles the adventurer. That would be SO COOL.

ArcanistSupreme
2010-09-06, 03:51 PM
How did I only just find this?


I absolutely LOVE the reaching through paintings/scryings of you... imagine a character looking through a book of legendary monsters, seeing a painted depiction of a tentacle-beast... then the tentacle-beast moves. It reaches a tentacle out of the page, and strangles the adventurer. That would be SO COOL.

Seconded and seconded. It would also be a good idea to explain that form points are invested like essentia rather than used like power points. At first I wasn't quite sure if they were a so-many-per-day thing or not.

This whole thing is soooooo cool. :smallbiggrin:

InfiniteNothing
2010-09-06, 03:58 PM
Um, Arcanist? I think that is how they work. The points are just locked up until that feature is removed.

Please correct me if I'm wrong, Owrtho.

ArcanistSupreme
2010-09-06, 04:59 PM
Um, Arcanist? I think that is how they work. The points are just locked up until that feature is removed.

Please correct me if I'm wrong, Owrtho.

I know, it's just a little unclear until you get to the "Features" description. I'd recommend making a note of it in the "Form Points" ability description.

Owrtho
2010-09-06, 05:01 PM
That's correct, though I believe he was just saying he was initially confused as to how they worked, and that I should clarify it in the description.

Also Magicyop, just think, that could actually be the hero reaching out of the painting.
Actually, that could be a fun way for how two players meet in a high level game. Question is, should it be the level 18 or 19 ability?

Owrtho

Magicyop
2010-09-06, 07:00 PM
I think 19 (which would leave only 18 dead), it is a fairly powerful ability. (being able to sense scrying and depictions of you and attack out of them).

Markus Darkmind
2010-09-07, 04:50 AM
Your changes have warped your mind such that those who attempt to contact it are harmed. In short would cause harm to people attempting such things as mind control (like dominate monster or suggestion), enchantments that actually require they mentally contact you, or telepathy among other things. Not actually sure how it would be worded though.
Any image of you is treated as a part of you (including if someone tries to scry you). Often cosmic horrors are shown as being able to react to people trying to view them through magical means. Would let you sense when you're being scried, and possibly paintings of yourself (as well as other accurate images like illusions, videos, etc.) and treat them as a portion of your body for shifting features. Thus you could attack the person viewing you or move to them (if you have a shifting travelling tentacle).
Ability to segment off pieces of your body to perform tasks. Has some issues in what they could do without overly infringing on puppets. Likely would cost HP to make one with it having a temporary life span and limited ability to use features. Couldn't mimic a person and would be under your complete control (as it's a part of you).



I suggest inserting the "living picture" ability at level 19 and the "separate features" one at level 18, given their respective power. About the third one, the insanity inducing, it strikes me more as a sort of aberration racial trait. Given that, it could either be acquired with a feat after level 10, or directly as a part of the ozodrin transformation of that level, or as an add of the "Horror" ability.
Great work until now, when it's finished I'm sure to go and play one!

The Tygre
2010-09-07, 10:26 AM
Second for the Pictures and Separate Limbs abilities.

ArcanistSupreme
2010-09-07, 12:46 PM
I suggest inserting the "living picture" ability at level 19 and the "separate features" one at level 18, given their respective power. About the third one, the insanity inducing, it strikes me more as a sort of aberration racial trait. Given that, it could either be acquired with a feat after level 10, or directly as a part of the ozodrin transformation of that level, or as an add of the "Horror" ability.
Great work until now, when it's finished I'm sure to go and play one!

I agree with everything here.

StormRaven
2010-09-07, 07:06 PM
Random thought, most of the Ozodrin's powers are based around changing shape. The Shapechanger subtype doesn't add anything the Aberration doesn't and works well thematically. So I propose the following change.

Aberrant Nature (Ex): At level 10, an ozodrin's type changes to aberration and gains the shapechanger subtype. They are no longer affected by spells and abilities that can only affect humanoids. They gain darkvision out to 60 feet (this stacks with darkvision from other sources). The ozodrin stops ageing and can no longer die of old age. The ozodrin also becomes able to change features while manifesting its true nature instead of just when it isn't.
It is however able to continue taking the Aberrant feats.
Also I like the proposed dead level fillers.

DaragosKitsune
2010-09-08, 12:03 AM
If you're adding shapechanger, then be sure to take a look at CW's Warshaper.

Owrtho
2010-09-09, 02:26 PM
Not sure about adding the shapechanger subtype, though it might fit. Also, not sure how I would word the insanity inducing ability, so suggestions on that would be welcome. I'm also thinking it might fit to add the Naught Morality suggested ability at level 20, so thoughts on that would be welcome.

As a side note, take a look at the first and third post if your interested in seeing a new basic eye augment, the sinister image ability, and the spawn feature (though they are subject to change).

Owrtho

InfiniteNothing
2010-09-09, 05:09 PM
Hmm... Adding the Shapechanger subtype (say, at 10th level when the ozodrin becomes a true abberation) sounds approprite, but I'm pretty much 'meh' either way.

No clue how to help you with the insanity-inducing thing.

I think either level 19 or level 20 sounds good for Naught Morality.

I was wondering if you were going to add something for enhanced hearing.

Sinister Image... Jeez, all the ozodrin would have to do is lace his home with self-portraits and he's his own security system. I love it.

Spawn... Good idea. Really good idea. However, you might want to increase the base hit points a bit. Right now it's little more than a scout/trap triggerer without the Robust augment. Multiplying the hit points of the spawn per hit point 'spent' by the ozodrin (say, five times?) might make it a good mook-killer/delaying tactic/decoy.

Markus Darkmind
2010-09-10, 04:22 AM
Not sure about adding the shapechanger subtype, though it might fit. Also, not sure how I would word the insanity inducing ability, so suggestions on that would be welcome. I'm also thinking it might fit to add the Naught Morality suggested ability at level 20, so thoughts on that would be welcome.

As a side note, take a look at the first and third post if your interested in seeing a new basic eye augment, the sinister image ability, and the spawn feature (though they are subject to change).

Owrtho

About the insanity ability, take a look at the work of Krimm Blackleaf, he used something similar more than once... Or, you could look at the daelkir frojm the eberron campaign setting, that's got. something like that.

Naught Morality at 20 seems ok, Probably it would be convenient to just change the name Horror into something morefitting (if necessary) and add that here, together with the insanity one if you want.

Shapechanger subtype seems ok, don't know wheter it would be a good or bad thing for the ozodrin...

Good job with the new augmentsand abilities, altought maybe the spawn could be a little stronger given it strips you of your hit points' total, but I may be wrong.

Magicyop
2010-09-10, 08:07 AM
Sinister Image, Spawn, and Sightless Eyes are excellent. I like Sinister Image best. I agree with the spawn thing though, you should give them 5 hit points for every hit point the Ozodrin spends. As it stands anything I create will die in a heartbeat.

Owrtho
2010-09-10, 03:44 PM
Well, made a few minor changes as suggested. The Spawn now gains 5 hp per hp you lose when making it. As such I also increased the hp bonus given by robust spawn. I also slightly altered the wording on the max hp reduction to make it clear that your max hp is only reduced if the spawn costs 10 or more form points (so 0-9 form points would not reduce max hp, 10-19 reduce it by 1, 20-29 reduce it by 2, etc.).

The idea of a ozodrin using self portraits has its home security system is somewhat funny. I could see someone walking in and just thinking he's vain. Also, the fact that you could add the shifting augment to a spawn means the ozodrin could just drop spawns out of its paintings.

On the shapechanger subtype, I'm not quite sure on what effects that would have. The subtype itself carries not mechanics, but it can be chosen for things like favoured enemy, and I seem to recall some spells or abilities effect shapechangers differently (mostly ones that involve shapechanging). Also it would let the ozodrin qualify for the warshaper, but that is somewhat less important.

I'll take a look at Krimm's stuff then to see if I can find any ideas.

I just might try combining Naught Morality and Horror, but any suggestions for a better name if the two are merged?

Glad that the class has turned out well so far. And at last it is getting close to done.

Owrtho

Magicyop
2010-09-10, 05:11 PM
They are actually two distinct and very different traits, I don't think they should be combined. Also, I like both the names. Why not just have them both at 20?

Also, on a separate note, I really love the Ozodrin, and I was thinking of using it in a campaign-- but odds are the campaign will eventually go to epic. Is it possible you've considered or will consider some epic Ozodrin abilities or feats? Maybe make a couple epic feats that give them access to 'epic features' of some sort? I don't mean to pile stuff on you, you've done beautifully with this class, it's probably my favorite homebrew class at this point. Just throwing ideas out.

InfiniteNothing
2010-09-10, 06:03 PM
Hmm... Maybe something like Apothesis of Madness as the ability name? Or Horror Ascendant? Something like that?

Well, after looking up the warshaper I still think giving the ozodrin the Shapechanger subtype is a 'meh' idea. I have no arguement for nor against it.

Markus Darkmind
2010-09-11, 05:56 AM
Hmm... Maybe something like Apothesis of Madness as the ability name? Or Horror Ascendant? Something like that?



Those sound great in my opinion. I would go for Horror Ascendant maybe, Apotheosis of Madness sounds like something that could be used for an epic feat or ability... Also, wouldn't be better Horror Ascendance, rather that Ascendant? Just my impression, given I'm not english my opinion could be easily proven wrong :smallwink:

Necroticplague
2010-09-11, 08:07 AM
To my memory the main ability of the shapechanger subtype is that if your form is changed in a negative way you can return to your normal form as a swift action, thus rendering spells like flesh bond and baleful polymorph merely a minor inconvenience, instead of a possible inta-kill.

And also, here's my idea for the level 20 ability, though it might be a smidgen to powerful, and in my traditions, really long.

Aberration's Awakening(ex): At level 20, and ozodrins body and mind become much closer to their aberrant side, freeing both their mind and body from their inhibitions. They double their form points and then add twice their ozodrin levels again (thus resulting in the formula for their form points looking like this: ((charisma modifier+aberrant feats taken+(3*ozodrin level))*2)+(2*ozodrin level)=maximum form points. The ozodrins process of releasing it's mind gives it a new insight:morality is entirely relative. As a result, they no longer have an alignment. They act as whatever alignment it would be most advantageous to them. If they are affected by a spell or power attempting to discern their alignment, they can either put up a "false signal" and choose an alignment to be detected as, or simply decide to send back the equivalent of "white noise". This idea is very hard for mortals to comprehend, and thus reading the mind of an ozodrin this powerful is very dangerous to do. If a mind probe or similar power or spell is cast/manifested on the ozodrin, the ozodring can do one of two things: they can either turn the spell/power back on the caster/manifester, or they can let it through, and show them the true secrets of their mind. Unless the other person is also a lvl 20 ozodrin, they are driven insane (as if by the spell insanity)for 1d4 days. In order to stop themselves from going insane from the knowledge, a 20 level ozodrin takes measures to prepare its brain against internal influences, which end up extending to outside influences. They ozodrin can prepare it's mind in two ways: by either portioning off a small part of it's brain where the knowledge is (acting as an (ex)schism) or by clearing it's mind (acting as (ex)mind blank). The ozodrin can switch between the two with one hour of mental focusing. The portioning affect also causes him to be able to shove more mundane truths into it, essentially allowing him to fool magical/psionic lie detection in addition to mundane methods of lie detection (since as far as everybody (ozodrin included) is concerned, he's technically not lying).

ArcanistSupreme
2010-09-11, 09:44 AM
Aberration's Awakening(ex):... They ozodrin can prepare it's mind in two ways: by either portioning off a small part of it's brain where the knowledge is (acting as an (ex)schism) or by clearing it's mind (acting as (ex)mind blank).

So would the ozodrin essentially have the option of being under a permanent mind blank or schism effect? Or is this only in preparation for reading other ozodrins's minds?

Necroticplague
2010-09-12, 11:06 AM
So would the ozodrin essentially have the option of being under a permanent mind blank or schism effect? Or is this only in preparation for reading other ozodrins's minds?

It acts as a permanent either mind blank or schism. Except it is extraordinary (coming from mental preparation) and not psionic or magical in nature. Getting mind blank is a relatively common ability for several classes (though it comes much later for this class than it usually does). Schism is strictly weaker (providing a second throw to several things mind blank provides total immunity to), but it allows for good multiclassing into psionics or spellcasting (which since charisma is an important skill means it can do well to multiclass into bard or sorcerer).

ArcanistSupreme
2010-09-12, 04:05 PM
So the schism ability would essentially be Epic prep? That would be something of a letdown for those never intending to go Epic. I know that there's a choice, but I feel like it would be better just to give them a mind blank effect instead.

Zerkai
2010-09-13, 03:10 PM
A DM approved this class for me to use in a game :smallbiggrin:

A question though, the enhancement bonus an Ozodrin's natural weapons gain from Unearhtly power, does it also apply to damage rolls, or is it just an enhancement bonus to attack rolls?

Owrtho
2010-09-14, 11:37 AM
The enhancement bonus is just to attack rolls. Also, let me know how it goes if you play the class.

Owrtho

Magikeeper
2010-09-15, 08:48 PM
Spawn: Interesting Augment, although some of the costs don’t make sense. I don’t understand how the HP totals are being reached - The main feature states a 5hp/10fp ratio, which doesn’t work with the tough augment resulting in +30 hp (that would be a 5/1 ratio). Furthermore, it is possible to spend less than 10fp on a spawn! Perhaps every 2fp = -1hp = +5 spawn hp ratio would be better? 40fp and -20hp for a 100hp spawn?

Small spawn: This should outright state that it doesn’t apply to any features that have been given to the spawn.

Swarm spawn: I don’t understand how the HP total is reaching those numbers. Anyhow, perhaps it should just halve the hp of the spawn (rounded down)? So 2x swarm augment would result in 3 spawn with 1/3 the hp they would have normally had. With the above changes a 40fp double spawn would result in two 50hp spawns with a -2 to attack, damage, and AC and a quad swarm would be 4 25hp spawns with a -4 to attack, damage, and AC.

This practically becomes a summoning feature with the better HP ratio. Which is really cool for epic, actually. On another note, sinister image is awesome.

I have more to say, but I have a lot of College work I should be doing right now. (I will do those other spells… eventually….). This is probably going to be my favorite homebrew class. When it is finished I totally think you should nominate it for phoenix magazine.

---------------------------------------------
There is an issue that needs to be solved, though. The manifest form ability gained at 1st level is both an endless source of friendly fire and a you-fail shaken effect. Or rather, a you-fail friendly fire cannon. It only costs 10fp to form 10 eyes, which results in a DC of 20. If you make 20 eyes the DC is 30, even before adding other features. I think this save will be beyond at least some of your party members at any given level, and they will have to continuously save against this every time you alter your form.
Perhaps the ability should only trigger when you manifest your form, and even then specify “opponents”. More like frightful presence and less like a continuous aura. Even then it is a pretty strong debuff. Otherwise you are punishing your allies for traveling with you, and that isn’t a good idea.

Edit: Really, even my version is a little crazy at level 1. Maybe the DC should be 10 + class level instead? DC 20 at level 10 is alright, and DC 30 at level 20 isn't bad at all. DC 11 at level 1 is kinda low, but it is a swift action mass debuff.

Owrtho
2010-09-15, 09:24 PM
Spawn: Interesting Augment, although some of the costs don’t make sense. I don’t understand how the HP totals are being reached - The main feature states a 5hp/10fp ratio, which doesn’t work with the tough augment resulting in +30 hp (that would be a 5/1 ratio). Furth more, it is possible to spend less than 10fp on a spawn! Perhaps every 2fp = -1hp = +5 spawn hp ratio would be better? 40fp and -20hp for a 100hp spawn?

Actually it is a 5hp/1fp ratio. You are confusing the hp lost making the spawn with the reduction to max hp made when making the spawn. Though maybe I should make that a little more clear. The ozodrin loses 1 hp per form point spent on the spawn. 1 out of 10 of those are reductions to its max hp. The spawn itself has 5 times as much hp as the ozodrin lost (so if the spawn costs 10 form points it has 50 hp).


Small spawn: This should outright state that it doesn’t apply to any features that have been given to the spawn.

Good point. I'll fixed that. As a side note should spawn have variable stats (perhaps changeable by size)?


Swarm spawn: I don’t understand how the HP total is reaching those numbers. Anyhow, perhaps it should just halve the hp of the spawn (rounded down)? So 2x swarm augment would result in 3 spawn with 1/3 the hp they would have normally had. With the above changes a 40fp double spawn would result in two 50hp spawns with a -2 to attack, damage, and AC and a quad swarm would be 4 25hp spawns with a -4 to attack, damage, and AC.

I've already addressed how the hp is reached above.


This practically becomes a summoning feature with the better HP ratio. Which is really cool for epic, actually. On another note, sinister image is awesome.

Glad you like it.


I have more to say, but I have a lot of College work I should be doing right now. (I will do those other spells… eventually….). This is probably going to be my favorite homebrew class. When it is finished I totally think you should nominate it for phoenix magazine.

I have the same problem slowing my progress on the class. Well, that and laziness. I think I just might submit it once it is done.


There is an issue that needs to be solved, though. The manifest form ability gained at 1st level is both an endless source of friendly fire and a you-fail shaken effect. Or rather, a you-fail friendly fire cannon. It only costs 10fp to form 10 eyes, which results in a DC of 20. If you make 20 eyes the DC is 30, even before adding other features. I think this save will be beyond at least some of your party members at any given level, and they will have to continuously save against this every time you alter your form.
Perhaps the ability should only trigger when you manifest your form, and even then specify “opponents”. More like frightful presence and less like a continuous aura. Even then it is a pretty strong debuff. Otherwise you are punishing your allies for traveling with you, and that isn’t a good idea.

A good point. I think I'll make it only trigger when you first change, and be an optional effect (also will change the DC to 10 + half the number of features).


Edit: Really, even my version is a little crazy at level 1. Maybe the DC should be 10 + class level instead? DC 20 at level 10 is alright, and DC 30 at level 20 isn't bad at all. DC 11 at level 1 is kinda low, but it is a swift action mass debuff.

Well, my change will still allow it to be quite high, but it would result a lack of more useful features. Then again I could do something like a max base DC of 15 plus twice class level (I say base as feats or other things increasing your DCs could exceed that).

Owrtho

Necroticplague
2010-09-18, 06:04 PM
So the schism ability would essentially be Epic prep? That would be something of a letdown for those never intending to go Epic. I know that there's a choice, but I feel like it would be better just to give them a mind blank effect instead.

I'm aware of this. That's why I've edited in a buff for the schism affect (anti-lie-detection) and added the ability to switch between the two.

Bhu
2010-09-24, 01:26 AM
You must do more Lovecraftian ickies Owrtho

Owrtho
2010-09-24, 03:53 PM
Well, I finally got around to updating the first post with the last few abilities. Let me know what you think as well as if you have any suggestions.

Owrtho

InfiniteNothing
2010-09-24, 07:18 PM
It's about time you finally updated!

... Sorry, just had to get that out of my system. No offense.

The new features look great. You might want to check the grammer for Warped Mind, though. Also, isn't that the name of one of the abberant feats in LoM?

Owrtho
2010-09-24, 09:45 PM
It's about time you finally updated!

... Sorry, just had to get that out of my system. No offense.

Its fine. I also feel like I took a bit long updating this time. Though it isn't the longest gap I've had in updating the ozodrin.


The new features look great. You might want to check the grammer for Warped Mind, though. Also, isn't that the name of one of the abberant feats in LoM?

No new features unfortunately. Abilities is a different issue though. Also fixed a few typos on the distorted mind ability and changed the name (forgot the feat used that name).

Now with all the abilities in place, the question is if the class is balanced, and what to do next for it (such as make new feats, possibly some epic stuff, PRCs if any, add more augments, etc.). Might actually work to add in some feats that grant augments or the like come to think of it. Also one or two more spell feats would be good, but rather difficult to come up with.

Owrtho

InfiniteNothing
2010-09-25, 06:41 PM
No new features unfortunately. Abilities is a different issue though. Also fixed a few typos on the distorted mind ability and changed the name (forgot the feat used that name).

I meant class features when I said that, actually. Not the features created/revealed by the ozodrin manifesting their true nature. Ah well, po-tay-to, po-tah-to. Nice to know you fixed those mistakes with Distorted Mind, btw.

Can't help you with balance, but I honestly wouldn't mind seeing epic-level material for the ozodrin, though coming up with any epic level class features (ha) will be a challenge.

On the topic of feats... hmm... Okay, how about one that reduces all augment costs by 1 point? It could only be taken once, mind you. Otherwise it opens up way too much potential for abuse.

Realms of Chaos
2010-09-25, 07:33 PM
Hmmm...

I might have an idea that would work here.

The way I see it, there are many things that don't have features for them (noses, ears, hair, maybe separating wings from fins, and what-have-you) but a)it's hard to think of enough good augments for each one and b)you have only 20 levels to give everything out.

To solve this problem, why not create a category of features simply called "miscellaneous" where each feature has only a couple augments (limited by class level as the others) and, rather than giving them to all Ozodrin, making an aberrant feat that grants access to 1 or 2 miscellaneous features whenever you take it?

That way, you could make all of the features you want (even if there's very few ways to expand on them) and not worry about including them into the progression.

Also, on that line of thought. I'd recommend giving a bonus aberrant feat at each level that's a multiple of 3 to make things more interesting than just getting a single new feature. Seeing as this class interracts with aberrant feats so much, it seems wierd that you only give out one. :smallconfused:

InfiniteNothing
2010-09-25, 11:23 PM
Okay, now that I've taken a minute to evaluate what sort of abuse my proposed feat could do, I think it's safe to say that it only applies to the initial application of the augment. If the augment can be applied to the same feature more than once (optional: and also has a point cost of 1 point), only the first application receives the discount.

Magikeeper
2010-09-25, 11:23 PM
EDIT: Response to above: We already have a feat that gives fp. I don't think a harder-to-balance version whose combo effects would take a great deal of playtesting to figure out would be a good idea at this point in time.
----------------------------

If this class gave out an extra aberrant feat every 3 levels, farspawn would probably need to be removed. Also, many aberrant feats become stronger the more aberrant feats you have.

In any case, once every 3 levels would clutter up the class. 1/8/15 (including Aberrant Blood) would work better if you intended to do this. Swallow whole and Lure trap both increase the power of a specific style that the Ozodrin may not be focusing on, making them good levels for a bonus feat. This wouldn't require the removal of farspawn imo.


Comments on parts of the class:
Manifest Form: Still needs to be changed to the non-friendly fire lower DC version.
A level 1 human Ozodrin with cha 18, farspawn+deepspawn has 17fp. That’s enough for two tentacles and 11 eyes. That in turn would result in a DC 16 will save [DC23 before change] vs the shaken effect that lasts 1d4+4 rounds (pretty much an entire battle). I think having the number of rounds be equal to your class level is a better idea, and would be a flavorful. 1-2 rounds at very low levels helps mitigate the fact that the DC is likely to be higher (perhaps moreso than high levels, where having a small number of very strong features becomes more plausible).

Devour : This ability still has the hidden fp cost to use, and I don’t think the flavor is strong enough to warrant the hassle. Let the stomach barf stuff out as a swift action without needing features inside the stomach. It is unnecessarily complicated. People in the real world can expel food without tentacles in their stomach, why not an Ozodrin!?

Basic Eyes

I notice that the augments for this feature are out of whack cost and augment wise:

Blind Eyes: Blindsight is awesome, and is better than see invisibility. Why are perceptive eyes level 5 while this, the best eye augment for actual vision purposes, is level 1?

Sightless Eyes: Okay.

Darkvision Eyes: This one is fine.

Insightful eyes: Why would you ever use this augment when, for the same number of form points, you can just form 3 basic eyes and gain a +1 untyped, unrestricted bonus to AC? I think the normal eye AC bonus is fine. Perhaps this one could give a bonus to sense motive checks or something.

Perceptive eyes: Well, for 2 more form points you can have 10ft blindsight which is better than mere see invisibility. In anycase, it only saves you a few form points – so why is this the highest level eye augment?

Basically, I would have Perceptive Eyes and Blind Eyes exchange cost and level, with perceptive eyes being reduced to 5ft see invisibility. Maybe P.E. should be the level 3 augment.

Maybe a new level 1 augment that gave blindsense, with blind eyes being a way to make such an eye even stronger. I don’t think you would even need perceptive eyes in that case.



Crawling Limb: If the climb speed is faster than your move speed, can you ‘climb’ across the ground?

Realms of Chaos
2010-09-25, 11:41 PM
You make good points, Magikeeper. My one concern is that most optimized ozodrin would likely be taking no other aberrant feats other than farspawn. :smallannoyed:

Magikeeper
2010-09-26, 01:01 AM
You make good points, Magikeeper. My one concern is that most optimized ozodrin would likely be taking no other aberrant feats other than farspawn. :smallannoyed:

Well, if you use flaws it isn't viable to take only farspawn (my high-level test NPC only took it 5 times, out of 9+blood at level 16 [granted, that is a lot of farspawn]). But that has been a concern for me too. In games without flaws or the dark chaos shuffle* deepspawn and then farspawn will be the norm as 21-31 extra fp is a big deal.

On the other hand, I like the ability to focus on features if I want to. I'm not sure 5fp is much better than what some of the other aberrant feats can give you - some of them are pretty strong when you take only aberrant feats! So I'm not sure it is optimal to only take farspawn. I think it would eventually be optimal to retrain most non-farspawn feats into farspawn at high levels.

Maybe Farspawn could work like this:

Farspawn (Aberrant)
Your true nature is quite strong.
Prerequisite: Aberration Blood, Form Points, Charisma 13
Benefit: When you take this feat you gain 1 form point plus 1 additional form point for every two non-Farspawn Aberrant feats you have. If you later gain additional aberrant feats you gain an additional form point for every two additional non-Farspawn Aberrant feats gained.
Special: This feat may be taken up to your charisma modifier times. You do not loose it if your charisma is later permanently reduced. Its effects stack.

^Now taking only Farspawn would be a bad idea. The 1 + ½ is because I feel Farspawn would be too weak otherwise.


*If I used the shuffle she would have 8 more feats, but making npcs with DCS is not really the sort of test most groups will care about.

Owrtho
2010-09-26, 01:21 AM
Well, in order:

InfiniteNothing: I figured you were.
I agree.
As you say below that would be a bit to powerful.Realms of Chaos:That seems like a good idea. Would be worth looking into at least. Though figuring out mechanical benefits could be a bit harder.
As Magikeeper said, that would likely be more powerful than it should be.InfiniteNothing: That seems better, but like Magikeeper said, would be best left out for now until a better idea of balance has been determined.Magikeeper: I agree (to your edit at the top).
That seems like a good idea for extra aberrant feats being given out.
Spoiler Huh, I thought I edited the Manifest Form description. What if I changed it to be optional, only occur when the ozodrin first changes, and only make someone shaken for 1 round + 1 for every 5 they failed the save by?
Well, the ozodrin does have a stomach that a grown man could comfortably stand in. That said, I might just make it a standard action. That way they need to choose between attacking or coughing things up.
Basic Eyes That is a good point. I think I was thinking of blindsense when I did that.
Insightful eyes: A good point. Sense motive bonus might make it more attractive.
Perceptive eyes: You make a good point.
I agree with that swap.
I think I'll make a 1 cost level 1 blindsense augment that requires the sightless eyes augment (thus making it total to 3 cost). If I go with your idea of making blindsight then be a boost to that, it would still not make the perceptive eyes obsolete as they would let you see things as well as make out colours and text on invisible objects. Provided you aren't carying anything in the limbs and use them for no other actions that round, I don't see any reason why not. I should likely make note of that though.Realms of Chaos: Well, it does require an additional 4 charisma for every time you take farspawn (so 14 first time, then 18 second, 22 third, 26 fourth, etc.) Still if that doesn't seem like a big enough limit I could make it also require you not have more farspawn than any other aberrant feats you take.

Also, if I do make the miscilanious features, I must ask what the various ones would give. I can't think of many possibilities outside of those Realms of Chaos listed, and of them, ears are kind of put in with basic eyes, and I'm not sure what noses would do (well, if you have the sent feat I suppose they could be used for tracking. Also come to think of it they could have a handful of 'sniffing' augments, such as detecting magic or the like). Hair seems like it would mainly just be good for concealing things, but the mechanics of that are somewhat harder to determine. I suppose I could do something though like "you can have one hair augment active even when you are not manifesting your true nature. You may place a single feature that is smaller than it (or two eye per size category) inside it and use it when not manifesting your true nature" mind there would also be an increased cost to the feature, and the increase in the hairs size would make it noticeably longer.

Edit: I decided to change swap the names of Insightful and Perceptive eyes. I also split the original perceptive eyes affects making the bonus to search and spot be the new ability of the original insightful eyes (also reducing the cost to 1). I then made the other changes to the eyes I was planning to do as mentioned above, and added the two aberrant bonus feats.

Owrtho

InfiniteNothing
2010-09-26, 01:35 AM
Um, RoC? An ozodrin can only take Farspawn (the original) once for every two points of Charisma modifier. Even if said ozodrin had an 18 Charisma and poured all his stat increases into Charisma (bringing it to a total of 22 by 18th level if my math's right), he could only take the feat three times. The only thing flaws could possibly gain for the character with that restriction are additional non-Farspawn abberant feats.

Also, I did the math on how many bonus form points the original Farspawn feat would give a human ozodrin with a base Charisma of 18 (provided they also poured all their ability score increases into Charisma) and came up with a total, by 18th level, of 27 bonus form points if all the feats they took were abberant feats. Honestly, that's not much compared to the amount the aforementioned ozodrin would already have just by virtue of the class itself.

EDIT: Ninja'd by Owrtho. Thanks for helping me make my point about the original Farspawn feat, though.

Owrtho
2010-09-26, 01:54 AM
Huh, I almost missed Magikeeper's post. I'd agree with InfiniteNothing on that point about how much Farspawn can be taken. I also agree with Magikeeper though on the point about being able to focus on features, and that some aberrant feats are likely better than farspawn depending on play style.

As a side note, should I allow a player to cannibalize the wings from starspawn for form points if they so choose? Also the same question for waterspawn.

Owrtho

InfiniteNothing
2010-09-26, 02:12 AM
Good question. Here's one that, in my opinion, is a better one: at least in the case of starspawn, why would they want to? Unless they can switch between having them cannibalized and not having them cannibalized, I'm pretty sure that the answer's a resounding no.

Waterspawn... good question. It would probably depend on the campaign setting.

Magicyop
2010-09-26, 08:21 AM
Don't change Farspawn! It's actually reasonably balanced now. If you make it so farspawn itself doesn't count towards the form points... you kinda negate the feat being all that good. You have 4 aberrant feats? Great. Every time you take Farspawn, get 2 form points. Farspawn, and indeed all aberrant feats, are MEANT to be a stacking improvement.

It is balanced by the half charisma modifier thing. I optimized an Ozodrin at 15th level in a campaign which gives you gestalt and a feat every level. I used some prestige classes on the other side to get how many aberrant feats?

31!!!

BUT I only have Farspawn 5 times because my charisma is 32. No matter how many more feats I get I can't take Farspawn more times. I beg of you, don't make Farspawn underpowered by making it so it doesn't apply to itself for the purposes of calculating aberrant gain.

Magikeeper
2010-09-26, 09:38 AM
Long post on farspawn and another attempt at a new one:

Don't change Farspawn! It's actually reasonably balanced now. If you make it so farspawn itself doesn't count towards the form points... you kinda negate the feat being all that good. You have 4 aberrant feats? Great. Every time you take Farspawn, get 2 form points. Farspawn, and indeed all aberrant feats, are MEANT to be a stacking improvement.

It is balanced by the half charisma modifier thing. I optimized an Ozodrin at 15th level in a campaign which gives you gestalt and a feat every level. I used some prestige classes on the other side to get how many aberrant feats?


We are not talking about balance. Once again, your test had a ton of feats so the hit of taking a bunch of farspawn didn't matter. Like it wasn't an issue in my test. But what if you only have 5+1 bonus feat at level 16?
Edit: Thinking about it, ~15fp might not to be worth 5 other feats in the low-feat situation. Maybe I am overthinking this.

Also, in response to Infinite Nothing: I would assume a +5 inherent bonus to cha way before that level. The features allow us to avoid most of the item-tax needs (flight, etc). So PCs with few feats would still have enough cha to take almost all farspawn.

Also, in the situation in the quoted post the no-count would give 3 fp as it gives 1 + 1/2, which is what the first two farspawns would give anyway. Changing my test PC with the new farspawn resulted in 4x farspawn for a total of 16fp instead of 5x farspawn for 25 extra fp.

Perhaps it could give you a point for every non-farspawn feat instead of what either version does right now. I'll call this neo-fs in this post.

So 5x neo-FS with 10 feats would give 5*5 = 25fp. 4x fs would give 4*6 = 24fp. 3x fs would give 3*7 = 21fp. 1xpFS would give 9fp. Bam. For builds with a ton of feats, farspawn is still viable. For builds with only a few feats, 1-2 farspawn is the best amount. Thus, the optimal amount of farspawn would continue to be a proportion of your feats no matter what level of power you are. Plus neo-FS wouldn't need the Cha restriction as its very calculation method would prevent you from taking all farspawn.


None of us seem to play in low-powered games. Heck, in an actual game as a PC I would likely be magic-blooded if not a lesser Celadrin looking to be dark chaos shuffled.


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

The issue with cannibalizing the other X-spawn are how many points the features are worth. A level 1 Ozodrin starts out with 17+ fp right now thanks to deepspawn. Wings are worth 5fp each. So that would be a feat that gives 10fp at level 1. Maybe you gain the special ability to swap out the feat for a different aberrant feat if you want to when you gain the feature?

Owrtho
2010-09-26, 11:13 AM
On the cannibalizing starspawn and waterspawn, you would be able to reform them (much like with the deepspawn). I'd also note that the wings would not grant a form of attack at level 1 though, so while it would provide 4 more form points than with deepspawn, you'd still have some trouble in combat (even if you could fly). There is a similar concern with the waterspawn, though in that case you would maintain the ability to breathe under water even if you removed the fins (and the cold resistance which you would keep with the wings as well).

Then again, 10 form points could be quite a boost for a low level ozodrin. Perhaps if the wings only could be canibalized for 3 form points each, but could be reformed (as the feats wings, not the augmented feature wings) for 3 form points. In such a case the balance of having early attacks might make up for the keeping cold resistance.

On the issue of farspawn, I'm confused by you saying they would have an inherent +5 bonus bonus to charisma. If you're talking about items, I thought that such buffs did not count for the sake of determining if you qualified for feats. If it does, I can make not that they don't count for farspawn.

Also, while the class does not grant two bonus aberrant feats, I find I agree with your assessment that 15 bonus form points is not much (would be 24 if you could take 7 farspawn with the aberrant blood, but it still is not much). For that mater, deepspawn would grant more form points than a single farspawn at that point. As it is, this seems fairly balanced to me.

Owrtho

Realms of Chaos
2010-09-26, 11:32 AM
Um, RoC? An ozodrin can only take Farspawn (the original) once for every two points of Charisma modifier. Even if said ozodrin had an 18 Charisma and poured all his stat increases into Charisma (bringing it to a total of 22 by 18th level if my math's right), he could only take the feat three times. The only thing flaws could possibly gain for the character with that restriction are additional non-Farspawn abberant feats.

Actually, you end up with a natural 18 + 5 from leveling + 5 from a tome/wish + 6 from an enhancement bonus = 34

This allows you to take the feat 6 times without any degree of cheese (keep in mind that you don't lose the benefits of the feat if you later take off the item giving your the enhancement bonus due to the wording of the feat).

Keeping in mind that something like 90% of players play without feat-grabbing madness (no feat swapping, taint-accumulating, or even flaws if you can believe it), that would leave you with 2 feats to spare if you are human or 1 otherwise.

Hence, the bonus feats were kind of called for to let people choose something else.

On that note, Magikeeper, just to make sure, does this look like your concept?

Starspawn (Aberrant)
You're true nature is quite strong.
Prerequisite: Aberration Blood, Form Points, Charisma 14
Benefit:You gain an additional form point for each aberrant feat you possess other than starspawn.
Special: You may choose this feat multiple times. Its effects stack.

If it's something like that, I definitely approve. :smallamused:

Magikeeper
2010-09-26, 11:47 AM
Farspawn (Aberrant)
Your true nature is quite strong.
Prerequisite: Aberration Blood, Form Points, Charisma 14
Benefit:You gain an additional form point for each non-farspawn aberrant feat you possess.
Special: You may choose this feat multiple times. Its effects stack.

Is what I am suggesting. What you wrote stacks with other farspawns, and is even more optimal than the current version.


As for the other X-spawn, that would result in deepspawn+waterspawn+starspawn giving 6+4+6/10 for either 16 or 20 bonus fp. With flaws that is at level 1, without flaws the 18cha human is still going to have 22/26fp with optional flight. Why take anything else?! The only balance issue I think the Ozodrin has is the first few levels. I don't play at level 1, but some people do. 22/26 might not be that bad, though. Another issue is that the x-spawn are already good feats for some ozodrin to take - once they become farspawn+ for people who are not feat-grabbing from everywhere it is worse than the farspawn issue. If you only have 6 feats, x-spawn x2 would be much better than anything else you could be doing. Waterspawn depends on game with only 4 points, and my suggested farspawn would actually be better in this situation.



On +5 bonuses to cha: Inherent bonuses count for everything. I.E., the +5 tome/wish bonus. I'm not counting item buffs.

Owrtho
2010-09-26, 12:04 PM
Just added in a note that temporary boosts to charisma do not count toward farspawn. This would mean you could have up to 28 charisma counting the possibility of a tome or wish being used. Then again that would only reduce the number by 1.

As for Magikeeper's new version suggestion, that does seem like it could work well.

As for your comment on the X-spawn, I can't tell if you think it would be balanced or not. The number of form points granted does not seem particularly high for later levels (though every little bit helps), but as mentioned, it is the low levels where this will have an impact.

Owrtho

Magikeeper
2010-09-26, 12:21 PM
Just added in a note that temporary boosts to charisma do not count toward farspawn. This would mean you could have up to 28 charisma counting the possibility of a tome or wish being used. Then again that would only reduce the number by 1.

As for Magikeeper's new version suggestion, that does seem like it could work well.

As for your comment on the X-spawn, I can't tell if you think it would be balanced or not. The number of form points granted does not seem particularly high for later levels (though every little bit helps), but as mentioned, it is the low levels where this will have an impact.

Owrtho

I think a less ambiguous issue might be that Starspawn is already an awesome feat. It isn't just 22/26fp. It is 22/26 fp plus wings when you want them. What could compare to that at low levels?

Also, I screwed up on the wording. I'm not sure if the feat would count future feats RAW-wise. Here we go:

Farspawn (Aberrant)
Your true nature is quite strong.
Prerequisite: Aberration Blood, Form Points, Charisma 14
Benefit:You gain one form point for each non-Farspawn aberrant feat you possess when you take this feat. Whenever you gain an additional non-Farspawn aberrant feat, you gain an additional form point.
Special: You may choose this feat multiple times. Its effects stack

Realms of Chaos
2010-09-26, 02:32 PM
I don't think that the newest addition to farspawn was necessary as the text in LoM describing aberrant feats specifically states that feats with cumulative effects for having aberrant feats increase as you gain more aberrant feats.

Also, I think that my wording also worked considering that if you would take it twice, both would count as "starspawn" (the reason I didn't use the words "each other aberrant feat") and thus not give you bonuses for having the other. Then again, your wording is a bit more clear so no real complaints there. :smallbiggrin:

Also, is it really necessary to redeem waterspawn for points? :smallconfused:
Water breathing, cold resistance, and early access to fins seems like a nice deal by itself so I couldn't imagine trading it in for too much (and certainly not as much as deepspawn, where you're trading in the entire benefit of the feat).

Markus Darkmind
2010-09-27, 06:12 AM
Now with all the abilities in place, the question is if the class is balanced, and what to do next for it (such as make new feats, possibly some epic stuff, PRCs if any, add more augments, etc.). Might actually work to add in some feats that grant augments or the like come to think of it. Also one or two more spell feats would be good, but rather difficult to come up with.

Owrtho

I think it would be great to see an epic progression of this, with maybe some new features and augments added either via class or feats... As for new magic feats, may I suggest something like Necrotic Cyst? Or maybe even the Far Realm martial discipline homebrewed in the forum...

periscope69
2010-09-27, 07:17 AM
Well an augment that would let you rend someone would probably fit (though maybe make it a tactical feat since by itself that would seem pretty weak). Must have 2-3 or more claws and/or tentacles that can actually grapple and are natural weapons (2 tentacles could hold someone up in the air and try to pull him apart while their claws start digging into the smuck).

Maybe an ability/feat (a really high level ability/feat) that would allow the Ozodrin to initiate and maintain a grapple with multiple creatures within reach (but each appendage can only grapple targets within their reach) at the same time. Maybe make it so that the Ozodrin must have at least 2 features that can grapple minimum, to every one creature that it's attempting to grapple.

What about an ability that would allow them to swallow whole more than one creature with each attack?

Say for instance that 2 medium creatures are side by side. Oh look, the Oz man has a colossal sized mouth, both can fit shrimpe style :smallbiggrin: . One bite attack, compare the role to both of their ACs (assuming that the Oz is going to bite, then grapple, then swallow), and if it beats both, then both have to start grappling to avoid going down it's gullet.

A feat that lets one have Telekinesis and other Beholder eye powers as a special eye augment might be nice. Make it so that one must have either dissected a beholder or been taught by one.

Maybe something that gives the Oz tremorsense (for dealing with pesky burrowers) and scent (for tracking runners).

The tremorsense could run off the sightless eyes (since they are essentially eardrums and eardrums are designed to pick up vibrations. Heck one could argue that the only thing that separates hearing and touch is the aural nerve which interprets the vibrations in the air as sound).

The scent could be on a tentacle with a fork on the end (similar to a snakes). The reason for a fork is for navigation (essentially "hot" or "cold").

Maybe something that could inflict insanity on anyone who looks at the Ozodrin with anything like True Seeing (I think some of the Elders out of Lovecraft could do that to people who looked at their "true" form).

An augment that gives a bonus on Hide and Move Silently?

Track as a bonus feat?

I mean I think predator (with a little p not the big "P" Predator) when I see this class and the ability to remain unseen (think Chameleon ambush hunting tactics) and the ability to track prey (think how a Wolf can run down prey) would seem logical.

I could see the Oz as something that the local King or Evil Overlord keeps in their basement for when someone needs "dealt with".

Someone goes into the trouble makers room, see's one of 3 things.

1) Nothing. No blood anywhere, just a messy bed and an open window.

2) Blood everywhere, no body.

3) As above, but something that looks like a chewed up piece of meat, roughly the size as a person if you put all the pieces back together, that was vomited back up in the room.

Magikeeper
2010-09-27, 08:31 AM
Comments on the above:


Maybe an ability/feat (a really high level ability/feat) that would allow the Ozodrin to initiate and maintain a grapple with multiple creatures within reach (but each appendage can only grapple targets within their reach) at the same time. Maybe make it so that the Ozodrin must have at least 2 features that can grapple minimum, to every one creature that it's attempting to grapple.

The multigrab feat is in Savage Species. You just need improved grab, which this class gets. It is a monstrous feat, so the aberrant feat I created that mimics a monstrous feat can be used to aquire it. Note that multigrab only reduces the penalty, improved grab itself gives that ability. A higher level Ozodrin can handle the -20 penalty.

I don't see a place to add the track feat in the main class. Maybe a hunting aberrant feat that mimics its effects in some way for those players that want to use this class to be a predator. Some kind of tactical feat, perhaps?


Beholder eyes powers are a slew of save-or-be-screwed if I remember correctly. TK is an fun power, but gaining it via feat is iffy. Maybe if you could only use it one round per aberrant feat every ten minutes or something. I dislike random flavor requirements, particularly one that is at odds with the class (although you can have a studious Ozodrin, nothing in the class suggests or requires it.).


The scent and tremorsense are fine ideas.

Markus Darkmind
2010-09-27, 08:47 AM
I just watched an episode of heroes and thought of this tread... What about an ability (feat, feature, don't know which would be best at the moment) to steal opponent's abilities by eating them/their brain? The Illithid Savant from Savage Species had this very ability if I recall correctly.

periscope69
2010-09-27, 08:53 AM
Comments on the above:



The multigrab feat is in Savage Species. You just need improved grab, which this class gets. It is a monstrous feat, so the aberrant feat I created that mimics a monstrous feat can be used to aquire it. Note that multigrab only reduces the penalty, improved grab itself gives that ability. A higher level Ozodrin can handle the -20 penalty.

I don't see a place to add the track feat in the main class. Maybe a hunting aberrant feat that mimics its effects in some way for those players that want to use this class to be a predator. Some kind of tactical feat, perhaps?


Beholder eyes powers are a slew of save-or-be-screwed if I remember correctly. TK is an fun power, but gaining it via feat is iffy. Maybe if you could only use it one round per aberrant feat every ten minutes or something. I dislike random flavor requirements, particularly one that is at odds with the class (although you can have a studious Ozodrin, nothing in the class suggests or requires it.).


The scent and tremorsense are fine ideas.

Forgot about Savage Species, my bad :smallredface: .

The track could be added as a part of the feature which gives scent (I mean most dogs could follow things by scent from a young age, it would not be that difficult a skill to grasp). Just make it so that you can ONLY track by scent unless you have the feat itself. One good rainstorm or blizzard and your screwed.

I could see them getting TK as an at will or as a useable every 5 rounds or so ability, it's not gamebreaking (unless they get really creative or get it at a low level).

The other eye powers could go on a "once a day" plan.

You see I see the Oz as a predator who seems to be an amalgam of all different sorts of more specialized aberrations, something primordial if you will (or the aberrant part is, the mortal part not so much). So it would stand to reason that they could tap into something that it's "descendents" could do.

Heck you could have feats (with higher level requirements) that could let them mimic some of the abilities of aberrations.

Take an aboleth for instance. A feat for it might grant the OZ something similar to bardic knowledge (call it Forbidden Knowledge or Ancient Wisdom or something like that). Maybe have the feat require so many ranks in both Knowledge (Planes) and (Dungeoneering).

MarkusDarkmind:

While that would be cool, I think on top of everything else this class has, that would be pushing it to Overpowered in a hurry. That and the fact that this class has options out the wazoo.

Besides a concept like that really deserves it's own class or prestige class.

(I think there have been a couple made, one's called a powerphage on RPGNOW.com).

Realms of Chaos
2010-09-27, 08:53 AM
Comments on the above:



The multigrab feat is in Savage Species. You just need improved grab, which this class gets. It is a monstrous feat, so the aberrant feat I created that mimics a monstrous feat can be used to aquire it. Note that multigrab only reduces the penalty, improved grab itself gives that ability. A higher level Ozodrin can handle the -20 penalty.

Actually, this class does not grant improved grab. It has improved grapple and Coiling Tentacle. Though the latter functions as improved grab, it is not named as such and therefore cannot be used as the ability for the purposes of meeting prerequisites. :smallannoyed:

Also, something about otherworldly skill and Aberrant Monstrosity seems to be annoying me. They are both strictly worse than taking the actual feats and it seems that they were created just so that other types of feats could "feed" your other aberrant feats. It seems that there should be some manner of actual benefit to choosing them instead of the actual feats above and beyond "being an aberrant feat". For example, let the feat only be chosen once and reduce the time gained but let the ozodrin choose whatever feat they want within the category each time (or, for a less powerful option, have them choose a selection of two or three feats to choose between each time they take the feat).

periscope69
2010-09-27, 08:59 AM
Actually, this class does not grant improved grab. It has improved grapple and Coiling Tentacle. Though the latter functions as improved grab, it is not named as such and therefore cannot be used as the ability for the purposes of meeting prerequisites. :smallannoyed:

Also, something about otherworldly skill and Aberrant Monstrosity seems to be annoying me. They are both strictly worse than taking the actual feats and it seems that they were created just so that other types of feats could "feed" your other aberrant feats. It seems that there should be some manner of actual benefit to choosing them instead of the actual feats above and beyond "being an aberrant feat". For example, let the feat only be chosen once and reduce the time gained but let the ozodrin choose whatever feat they want within the category each time (or, for a less powerful option, have them choose a selection of two or three feats to choose between each time they take the feat).

You'd think it would have improved grab just because of what it does.

Not sure what to say about the feats.

Magikeeper
2010-09-27, 09:31 AM
Actually, this class does not grant improved grab. It has improved grapple and Coiling Tentacle. Though the latter functions as improved grab, it is not named as such and therefore cannot be used as the ability for the purposes of meeting prerequisites. :smallannoyed:
My bad.


Also, something about otherworldly skill and Aberrant Monstrosity seems to be annoying me. They are both strictly worse than taking the actual feats and it seems that they were created just so that other types of feats could "feed" your other aberrant feats.

That is what they do. Their purpose is not to make fighters feel even more worthless than they already are! Feeding aberrant feats is not a small thing for this class. Also, your suggestion ignores the main reason those feats were created - to let multiple ozodrins have more varied feat selections. This class wants to take a ton of aberrent feats. Your version doesn't do that. It doesn't allow anywhere near the number of different builds. In fact, it doesn't really allow for a 'build' at all.

'Strictly worse' doesn't apply to this situation at all. I would always take an aberrant fighter bonus feat over a normal one. And if you take all aberrant feats (which this class pretty much does), the restriction doesn't really matter. It just prevents any fighting class from always going aberrant because, hey, why not?

Realms of Chaos
2010-09-27, 02:20 PM
Hmm... I suppose that my argument there was full of holes and faulty logic. Thanks for helping to point all of that out to me. :smallconfused::smallbiggrin:

Owrtho
2010-09-27, 02:39 PM
Actually, this class does not grant improved grab. It has improved grapple and Coiling Tentacle. Though the latter functions as improved grab, it is not named as such and therefore cannot be used as the ability for the purposes of meeting prerequisites. :smallannoyed:

This along with some previously mentioned points is a good point. As such, after reading the descriptions of the abilities, I've given the ozodrin Improved grab at level 5, and changed coiling tentacle to give it constrict damage.

The scent and tremorsense options could work. Not sure about all the other options, I'll think over them when I have more time.

Edit: Also, as a side note, I made it so ozodrin can qualify for sized based feats even if they normally couldn't (though it only gains the benefits for features that are of the appropriate size. This allows the ozodrin to take feats like snatch (a much better version of improved grab for huge and larger creatures).

Also should the max DC of manifest form be 10 + charisma modifier + twice class level, or 10 + twice charisma modifier + twice class level?

Owrtho

Necroticplague
2010-09-27, 06:40 PM
What exactly do you people mean when you say "optimized ozodrin." To me it just seems a tad oxymoronic, seeing how the main strength of the class is it's flexibility. What exactly are you guys optimizing for?

Realms of Chaos
2010-09-27, 06:52 PM
Hmmm...

I don't know why you want such a high DC for manifest form? I know that it's not that powerful but... No, wait, I've got it. Why not use a combination of your original DC (dependant on features) and of the normal DC formula.

Namely, it would start as 10 + 1/2 class level + Cha mod + 1 per type of feature your aberrant form possesses.
In this way, you couldn't create a few dozen eyes to send the DC through the roof but having a particularly crazy form does up the DC. :smallbiggrin:

From a purely aesthetic standpoint, level 5 looks a bit... full. As you got another grapple ability only the level before, maybe push it back a single level (erm... forwards?)... maybe.

Also, I finally realized what I didn't like about those 2 feats. Even though homebrewing exists to create new concepts, something about the idea of feats that grant the benefits of feats seemed a bit too far off the beaten path for my (quite odd) aesthetic tastes. Though I accept that nobody's forcing me to take these feats (and that they do their job), here is what I would suggest in place of the current otherworldly skill/aberrant monstrosity. :smallbiggrin:

Otherworldly Skill (Aberrant, Fighter)
Prerequisite: Base attack bonus +4, any 2 aberrant feats.
Benefit: All fighter bonus feats that you possess count as aberrant feats for all purposes. You may select a fighter bonus feat whenever you would normally be able to select a bonus aberrant feat.
Furthermore, for the purpose of prerequisites, you possess a fighter level equal to half the number of aberrant feats you possess (unless your actual fighter level is higher).
Special: Fighters may select this feat as one of their bonus feats.

Aberrant Monstrosity (Aberrant)
Prerequisite: Any 2 aberrant feats.
Benefit: All (Monstrous) feats that you possess count as aberrant feats for all purposes. You may select a (Monstrous) feat whenever you would normally be able to select a bonus aberrant feat.
Furthermore, you count as both an aberration and as a member of your normal type for the purposes of acquiring (Monstrous) feats.

There. Instead of taking it multiple times to enable separate feats, you take it once and it enables you for good. To justify their existance, each of them also gives a small kicker effect on top of that. :smallwink:

And for the record, to my knowledge, the current wording does affect all appropriate feats you possess (including ones gained in the future, thus qualifying as a feat you possess). If I missed some rule about the timing of constant effects not being applied constantly, let me know and I'll add the words "and obtain" to both feats. :smallconfused:

Edit: We're optimizing for maximum versatility. Obviously. :smalltongue:

Magikeeper
2010-09-27, 08:32 PM
I like the idea of having manifest form be based on type instead of number of features.

I thought level 5 was full myself. However, one of those abilities is passive and 'jaws that bite' is very specific. I could imagine JtB as 1/3 of a tactical feat.

I don't have an issue with those feats. I do admit that they are simpler and less clunky, although that version of aberrant monstrosity is weaker for an Ozodrin past level 10. Maybe a
Special: A creature already of the aberration type counts as both an aberration and as any one creature type of their choosing for the purpose of taking (monstrous) feats. This choice is made when this feat is taken, or whenever the creature permanently changes their creature type to aberration (such as when an Ozodrin reaches 10th level).

Owrtho
2010-09-27, 09:01 PM
Now then, to address some of the suggestions mentioned previously:
Necrotic Cyst wouldn't fit being more of an undead feat. However that is somewhat like what is being done (see the current spell feat as an example).
The maneuvers may work, but I'm unsure how well. As such I'd rather avoid that at the moment. A PRC built around that could be worthwhile though.
Not sure about the rend thing, I think there is already a similar feat anyway.
the multigrapple has already been discussed.
Not sure about the double bite thing.
I'll think about the telekenisis and beholder eyes thing, but don't think it is too likely to be added any time soon if at all.
the tremor sense and scent thing could work.
The king may not even keep it in the basement most of the time. Also, you're overlooking the other possibility that the door to the 'basement' may actually be an entrance into the ozodrin's stomach using the Gateway augment.
Not really anything that needs addressing in Magikeeper's post.
The knowledge thing is a distinct possibility.
The other posts up till my last have already been addressed.
As for the recent things.
Realms of Chaos:
The thing about the type while a possible addition, doesn't quite seem to work due to the fact that there are not many feature types (the main variability is augments). As it is, the DC is based on number of features (with a max DC based on level and charisma modifier). Perhaps though the DC could be based on the number of different augments used (not counting stomachs).

I sort of see what you mean on the level looking full, but level 6 is if anything even more full due to gaining a new feature (which has 4 augments right off the bat). Then again, I could possibly move it up.
Related to that, I'm debating giving the ozodrin snatch as a bonus feat rather than improved grab. Snatch includes everything improved grab has, but is somewhat more monstrous and includes rules for tossing opponents and making breath attacks on them while holding them in ones mouth.

As for your suggestions for the feats, while those are much simpler to use, they seem to be almost dead feats that are needed just to make others work. I'd actually suggest combining the two versions to make it not feel so much like a wasted feat. Something like:

Otherworldly Skill (Aberrant, Fighter)
Prerequisite: Base attack bonus +4, any 3 aberrant feats.
Benefit: Choose a fighter bonus feat you meet the prerequisites for. This feat must not require a proficiency in a non-natural weapon. As a free action 1/day per two aberrant feat you posses you can gain the benefits of that feat for 1 hour.
In addition, all fighter bonus feats that you possess count as aberrant feats for all purposes. You may select a fighter bonus feat whenever you would normally be able to select a bonus aberrant feat.
Furthermore, for the purpose of prerequisites, you possess a fighter level equal to half the number of aberrant feats you possess (unless your actual fighter level is higher).
Special: Fighters may select this feat as one of their bonus feats. The feat chosen in this way also count towards any other class/feat/skill/etc requirements as if you had the feat.

For aberrant monstrosity, I think just having it let you choose a creature type to count as for the purposes of qualifying for feats, classes, etc. regardless of you actual type would work (since you could use that to let you take monstrous feats you normally couldn't). So:

Aberrant Monstrosity (Aberrant)
Prerequisite: Any 2 aberrant feats.
Benefit: All (Monstrous) feats that you possess count as aberrant feats for all purposes. You may select a (Monstrous) feat whenever you would normally be able to select a bonus aberrant feat.
Furthermore, you may select a creature type. You may choose to count as that type or you actual type for the purpose of qualifying for (Monstrous) feats or PRCs.

Edit: Also, just thought about it while looking at some various aberrant feats, but should I make a tail feature or an augment to the tentacle to make it a tail? If so what should it do exactly? All I can really think of is having it loose the built in ability to grapple (or at least bonuses to it) and give it a tail slap attack with more damage (possibly also let it gain the tail sweep of dragons which only effects creatures at least 4 size categories smaller meaning fine sized for a medium tail). Could retain grapple with appropriate feats (like tail constrict).

Owrtho

Realms of Chaos
2010-09-27, 09:54 PM
Realms of Chaos:
The thing about the type while a possible addition, doesn't quite seem to work due to the fact that there are not many feature types (the main variability is augments). As it is, the DC is based on number of features (with a max DC based on level and charisma modifier). Perhaps though the DC could be based on the number of different augments used (not counting stomachs).

Umm... I'm counting 11 types of features so an alternate form using them all would have a save DC of 21 + 1/2 class level + Cha mod (Easily 40+ at level 20). Why is this too low for you? :smallconfused:

I know that on one hand simply shakening foes isn't a big deal but on the other hand... why are you so set on making the DC so high that nobody will ever make a saving throw? Even though fear immunity is amazingly common, this effect looked like more of a random flavor thing than a primary class feature so why not set DC is set to normal standards (or to the suggested 40+ value above that people would already be hard-pressed to save against)? :smallconfused:

I know that seeing a partially non-euclidean creature should be at least somewhat unnerving but you're trying to save the DC higher than the confusion aura of an Uvuudaum, a creature from the far realms practically made of insanity. :smallconfused:



I sort of see what you mean on the level looking full, but level 6 is if anything even more full due to gaining a new feature (which has 4 augments right off the bat). Then again, I could possibly move it up.

Consider that spellcasters have been known to get class features at levels when they get access to entire new spell levels and things like this doesn't look too bad. I'm not even talking about the Tier 1-2 spellcasters, mind you.


Related to that, I'm debating giving the ozodrin snatch as a bonus feat rather than improved grab. Snatch includes everything improved grab has, but is somewhat more monstrous and includes rules for tossing opponents and making breath attacks on them while holding them in ones mouth.

I'm totally in favor of that. Also, I now have great need for a mouth augment that lets you use your elemental drool as a breath weapon (unless it was already made and I just missed it). :smallbiggrin:


As for your suggestions for the feats, while those are much simpler to use, they seem to be almost dead feats that are needed just to make others work. I'd actually suggest combining the two versions to make it not feel so much like a wasted feat. Something like:

Otherworldly Skill (Aberrant, Fighter)
Prerequisite: Base attack bonus +4, any 3 aberrant feats.
Benefit: Choose a fighter bonus feat you meet the prerequisites for. This feat must not require a proficiency in a non-natural weapon. As a free action 1/day per two aberrant feat you posses you can gain the benefits of that feat for 1 hour.
In addition, all fighter bonus feats that you possess count as aberrant feats for all purposes. You may select a fighter bonus feat whenever you would normally be able to select a bonus aberrant feat.
Furthermore, for the purpose of prerequisites, you possess a fighter level equal to half the number of aberrant feats you possess (unless your actual fighter level is higher).
Special: Fighters may select this feat as one of their bonus feats. The feat chosen in this way also count towards any other class/feat/skill/etc requirements as if you had the feat.

Instead of granting a feat with a feat, I'd recommend using a generic combat ability (somewhat minor in scope) and mixing it with the feat transformation. For example...

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

On a side-note, I lowered the prereqs from 3 to 2 abberant feats above because it seemed that anyone who'd want this feat would want to make as much use of it as possible, thus making early access desirable (and getting it 1 feat earlier kind of makes up for the feat that your version gives and this one does not). I may quite possibly be wrong, though. I tend to do that.


For aberrant monstrosity, I think just having it let you choose a creature type to count as for the purposes of qualifying for feats, classes, etc. regardless of you actual type would work (since you could use that to let you take monstrous feats you normally couldn't). So:

Aberrant Monstrosity (Aberrant)
Prerequisite: Any 2 aberrant feats.
Benefit: All (Monstrous) feats that you possess count as aberrant feats for all purposes. You may select a (Monstrous) feat whenever you would normally be able to select a bonus aberrant feat.
Furthermore, you may select a creature type. You may choose to count as that type or you actual type for the purpose of qualifying for (Monstrous) feats or PRCs.

No problem with this. One thing worth noting, though, is that most feats restricted to a creature type are either strictly useful only to their creature type (such as granting turn resistance), have alternate requirements that implicitly requires a creature type (such as Con --), or requires some other ability that an ozodrin may not have (such as a breath weapon or petrification eyes or poison). Just an odd observation.

Magikeeper
2010-09-27, 10:15 PM
Snatch only works with claw and bite attacks. At this point you may as well create a new ability that both does what you want and counts as improved grab for the purposes of meeting prerequisites.

You could fold the improved grapple effect into it too and just have it be a single 4th level ability.

Owrtho
2010-09-28, 12:24 AM
In order:
Well, the stomach and lure trap features wouldn't count toward it (for obvious reasons of not being visible), but aside from that I mainly just forgot there were that many features. That said, I'd likely change the duration back to 1d4 rounds or 1d4 + cha mod rounds.

You make a good point, but in general casters can't change up their spells at will (still a good point though).

Ask an ye shall receive (kinda surprised I didn't think of it sooner actually).

That makes sense, though I'd say the attack should have a -1 penalty to damage.
As for the lowering of the prereqs, if we're reducing the effect of it I completely agree, though I wonder if the BAB requirement should be lowered as well.

While that is true about the types, there are also many cases in which the ozodrin can fulfil the requirements with features and augments (such as a dragon only one that requires a tailslap attack (which thanks to the new tentacle augment the ozodrin can have).
Also, if someone could type up a quick special eye version of petrification eyes it would be handy. Also the only reason I haven't added poison is it would be rather more difficult than I feel it is worth to come up with a balanced version of it.

As a side note I decided to make a smaller feature augment, for the rare times when you need the feature smaller than the base size. However, depending on balance it may be better to remove it or increase the cost from -1 to 0 (not sure how broken having a fine sized feature with nice augments for cheep is), in which case I will make the price changed to -1 for the spawn and puppet features (as it previously had been).

Also, Magikeeper, that is a good idea, and I think I shall do so.

Owrtho