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Hanuman
2013-12-17, 12:29 AM
Ozodrin

http://i.imgur.com/IaBpzPF.jpg"]http://i.imgur.com/IaBpzPF.jpg

Index

Index

Index, Introduction and Fluff (http://www.giantitp.com/forums/showthread.php?362608&p=16630190#post16630167)
Game Rules (http://www.giantitp.com/forums/showthread.php?362608&p=16630190#post16630181)
Core Features (http://www.giantitp.com/forums/showthread.php?362608&p=16630190#post16630190)
Unlocks (http://www.giantitp.com/forums/showthread.php?362608&p=16630190#post16630205)
Character Options (http://www.giantitp.com/forums/showthread.php?362608&p=16630190#post16630216)
Magic and Psionics (http://www.giantitp.com/forums/showthread.php?362608&p=16630190#post16630233)
Prestige Classes (http://www.giantitp.com/forums/showthread.php?362608&p=16630190#post16630237)
Library (http://www.giantitp.com/forums/showthread.php?362608&p=16630190#post16630267)
Workshop (http://www.giantitp.com/forums/showthread.php?362608&p=16630190#post16630280)
FAQ/Credits (http://www.giantitp.com/forums/showthread.php?362608&p=16630190#post16630318)





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What Is An Ozodrin?


True Ozodrin

"Like a madman groping in a dark room
Seek the light to burn away the gloom
I’ve lost my mind but my feelings are true
Everything I do, I offer to you

Now I’ve found you
We can make our own luck
Devour me first, or I shall eat you up
Come close your eyes, wake yourself from these dreams
Reality is ripping at the seams" - ♫ (https://www.youtube.com/watch?v=jsR2g-ADAJA)

[ Grooveshark Playlist ] (http://grooveshark.com/#!/playlist/Z+Ozoi/96888470)

[ Ozoi Gallery ] (https://imgur.com/a/cP76R#0) [ Ozodrin Gallery ] (https://imgur.com/a/TSMnd#0)


True Ozodrin is lovecraftian shapeshifter class based loosely on the Far Realms.

Taking levels in Ozodrin represents a physical descent into viciousness and madness manifest, warping the mind in ways that logical or sane words cannot describe; and yet the original soul may remain true to the individual.

Abilities: Charisma is an ozodrin's primary attribute, look the class over and see what options appeal to you before deciding other attributes.

Role: An Ozodrin makes a great frontliner, but may be played as a ranged character or summoner.

Background: The nature of transformation can come from many sources, it may be magical but is likely tied to the Far Realms.

Organization: Ozodrin are almost always solitary.

Alignment: Ozodrin tend towards Chaotic Neutral or Chaotic Evil, their nature makes relating to or having respect for life difficult at times.

Races: Any race may become an Ozodrin, but it's more likely for easily corrupted races or races that dabble in planar cosmology or interact with the far realms specifically.

Religion: Ozodrin tend towards concepts such as hunting, slaughter, aberrations, far realm, deception, freedom and madness.

Other Classes: A subtle anxiety is present around other classes, ozodrins are easily misunderstood as evil or unstable.

Adaptation: Ozodrin work best in campaigns with a more grey moraity scale and with less focus on righteousness.


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How does an Ozodrin manipulate her form?: True Ozodrin are amorphous creatures that hide within solid or contained forms, they embody spacial anomalies both inside and outside, creating extra-dimensional spaces, folding space for teleportation and distorting space to create her guise and otherwise containing her potential.

What is the nature of an Ozodrin's abilities?: True Ozodrin use a broad combination of sources to create their effects, they are innately magical, psionic and are capable of consuming a creature's "vitality" itself. Ozodrin also make use of stranger powers from the far realms, ley lines of the universe that have been forgotten, rivers of energy flowing from the past and future, dormant energy in their bodies or the bodies they have consumed and otherwise being a snare or sinkhole for the cosmic ebb and flow that creatures do not notice, including perhaps the Ozodrin.

Is the Ozodrin an Aberration?: True Ozodrin are flavored in an aberrant way, but an Ozodrin's nature is an internal discovery or choice for the Ozodrin to make for herself.

What existing characters or concepts are relevant to the Ozodrin?: Ozodrin is based on the images of Ozoi, a Nijuira Maid (http://danbooru.donmai.us/wiki_pages/9031), her powers and physics are directly related to this character. Additionally the Ozodrin draws inspiration from the Homunculi (http://fma.wikia.com/wiki/Homunculus) in Full Metal Alchemist, primarily Gluttony (http://fma.wikia.com/wiki/Gluttony) and Pride (spoilers) (http://fma.wikia.com/wiki/Pride), it also draws inspiration from HP Lovecraft's Shoggoths (https://en.wikipedia.org/wiki/Shoggoth), Hellsing's Alucard (http://hellsing.wikia.com/wiki/Alucard), Nico Robin's Hana Hana no Mi (http://onepiece.wikia.com/wiki/Hana_Hana_no_Mi) ability from One Piece, Skullgirl's Double (http://skullgirls.wikia.com/wiki/Double), and various other shapeshifters and horror influences.
Mechanically Ozodrin are derived from the Limit Freak (http://community.wizards.com/forum/previous-editions-general/threads/1131546) class and during the remix they also took mechanics from Selinia's minion management system and make good use of the aegis' Aberrant (http://www.d20pfsrd.com/psionics-unleashed/classes/aegis/archetypes/dreamscarred-press/aberrant) archetype for conceptual balance points and worth equivalencies.

More to come :smallsmile:




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Updates
The Workshop (http://www.giantitp.com/forums/showthread.php?362608&p=16630190#post16630280) section is now fleshed out, it will show the most immediate projects being worked on and updates in real time.

Changes Made from Owrtho's Ozodrin (http://www.giantitp.com/forums/showthread.php?t=153536):


3.5 Core -> Pathfinder Core
EVERYTHING reformatted, cleaned, paraphrased and made more concise.
Features have a maximum features/level cap to balance and round the class out.
Manifest Form, Form Points and Feature Class features combined into a single Manifest (Ex)
The duration of the shaken effect post-combat has been made DM-Subjective.
The number of features the ozodrin is able to change is now based on FP, not feature amount.
Added a natural attacks sidebar, detailing how natural attacks work and how the ozodrin differs from normal.
Added the Organ feature, replacing the Flesh and Special Eye feature and taking on other feature's augments such as the Spit special attack.
Core features (Eyes, Mouth, Tentacles, Limb and Organ) are granted one at a time from levels 1 to 5, but may be purchased with feats to gain more sooner.
Puppet feature and Lure Trap have been merged into one feature.
Spike, Fin, Stomach, Puppet and Spawn are all readily available as feats, granted earlier.
Aberrant Affinity has been changed to also reduce the effectiveness of aberrant feat stacking, instead it encourages off-optimized attribute arrays and will be further encouraged with a feat for those who like passive strength.
Menacing demeanor has been changed to Unnerving Grace now adds an additional bonus to Diplomacy checks.
Added a grappling sidebar image.
Both primary stomach and Swallow Whole have been radically simplified in favor of complicating them with augments later.
Hiding within strange movement has been changed to more easily allow the ozodrin to get around unnoticed, enhancing puppet play as if it were the character itself.
The bonus to escape artist checks has been removed from Strange Anatomy, in favor of an optional rule allowing ozodrin to potentially avoid being targeted as if they were a living being.
Jaws That Bite has been removed.
Strange Physiology has been added.
Twisted Mind now has a potent single target illusion effect, the wisdom damage has been made into a flat number and the insanity effect has been replaced with sanity damage.
Budding Body (Ex) The main rules have been moved to the tentacle feature, this also allows limbs to carry features in case an ozodrin is using extra long limbs.
Rapid form's feature cap has been changed to FP.
Otherworldly guise simplified and redirected to new puppet rules.
Horror changed to Infinite Horror, allowing a similar gain to FP within levels 19-23 but accelerating afterwards (just incase the ozodrin wanted to be a god).
Distorted mind changed to be more of a concept, it allows the player perfect control over the same effect.
Many features have their stacking passive bonuses removed or toned down and replaced with lump bonuses from the Many augment.
Furthermore, an ozodrin can choose the Strike augment to add extra attacks with the same feature if she wishes.
Many many changes to features and augments, creating more balanced play and simpler bookkeeping.
The Spawn feature has been COMPLETELY changed, it now allows early level multiple summons at the same time, these are highly simplified and easy to keep track of.
Spike's default has been fundamentally changed, it also has the noteworthy Impale augment which allows the ozodrin to pin a creature and exit the grappled condition without swallowing it.
Puppet has been radically changed.
Tentacle object manipulation has been changed to a standard action.
The Ozodrin has been lined up with several Archetypes (Alternative Class Feature Options), this will allow radically different ways of play, such as psionic grappling with a creature's mind, features made of non-organic matter (machine, tether), adventuretime's Jake The Dog, and many more.




Ratio Remake (Ozodrin Version 2.1)


Important Changes


Form Point Ratio


Highly reduced math and bookkeeping.



Form Point Per Level Gain changed from 3FP to 1FP.
Bonus FP changed from [+1FP/ChaMod and +1FP/Ab.Feat] to [+(3:1)FP/2ChaMod]
Features and Augments adjusted and uniformed to cost 1FP each under the new ratio.


Rationale
This new balance gives incentive to high charisma ozodrins, and reduces optimization with aberrant feats.
It also makes FP dumping a non-issue, as there is no excess to be had.
It's now easier to gain maximum FP balance range but it does not require the previous complications of feat stacking and archetype funneling.



Organ Casting


The Bio system was intended to be a small utility and an overcharge, Organ Casting will replace that intention by introducting a modular and variable ability to cast limited spells.


"Bio" Pool has been removed.
Casting will first use the ozodrin's Strange Movement and when that runs out it will consume the ozodrin's hitpoints.
Most organ augments and all bio effects have been removed.
Each organ bought will improve the ozodrin's hitpoints by +3.
Each organ grants 1 spell, chosen from a list of spells. Spells and domains can be unlocked further with feats, and other such things.
Consuming a freshly slain corpse now regains 1HP per Hit Die of the creature, granting a scaling sustain mechanic to balance HP casting.
Spells used by the ozodrin are very limited, with a maximum spell level of 6 and range and target limitations to narrow the utility potential.


Rationale
Because the ozodrin now runs on hitpoints rather than Bio it has highly improved utility at the cost of a more risky combat experience. Fast healing and other sources of infinite healing potential grant amazing utility options to the ozodrin out of combat.



Fin Remake


I've done an overhaul on fin and it's working really well now.


Fin augment has been changed to grant +6 to swim. (Changing the ozodrin's profile to become more aquatic.)
Augment to give the ozodrin a swim speed equal to it's land speed.
Augment to give the ozodrin Sky Swim (http://www.d20pfsrd.com/magic/all-spells/s/sky-swim) nonmagically.


Rationale
"Fin" grants a general physical profile, one feature is enough to give as many fins or aquatic looking things to the ozodrin as she wishes, granting a cheap aesthetic flavoring.
The options to gain fly and swim are now cheaper to gain the minimal A to B effect.
Because of the way that these augments are worded it grants the DM the ability to resolve flight either by reflex save or fly checks, and it grants perfect maneuverability which takes a lot of the pain out of aerial combat.


Smaller Changes


A few of the countless changes:


Some of the class feature changes:

Some class feature names have changed.
Aberration type has been removed, opening the ozodrin's flavor options a bit.
Primary Stomach has been changed to Portable Hole physics.
Ozodrin bonus feats have been switched to the Unlock system.
Twisted Mind now allows the ozodrin to grapple with gaze attacks.
Sinister Image now has increased flavor options utilizing Enter Image.
Infinite Horror replaced by Awakening, solving the unitilized FP issue and adding a tonne of flavor.
"Super lying" removed and replaced by Unspeakable Presence, and while this does not have the same flavor potential it better advances the twisted mind intention at an appropriate level.



Feature/Augment Changes:
Honestly there are too many to make it worth listing, please take a look.




Changelog:

June 23 2010: Owrtho's Ozodrin Posted
July 23 2012: Owrtho's Ozodrin Discontinued
Dec 16 2013: Ozodrin Remix Posted - Thanks to Draken and NecroticPlague for endless feedback!
Apr 18 2014: Ratio Remake (Ozo 2.1) Posted - Thanks to Draken and Magikeeper for the constant feedback! Seriously!
June 01 2014: Ozodrin 2.2 Posted - Thanks everyone offline, especially Qazzquimby for the relentless torrent of feedback!
Sept 19 2014: Ozodrin 2.3 Posted - Thanks Jiopaba, Draken, Milo, Zale, Necroticplague, Qazzquimby, Quarian Rex, Spike, Maroko, Dr. Orpheus and the rest of the offline team!

Readers are free to use and edit this material as long as credits are provided and this class/Owrtho's class are linked.

Hanuman
2013-12-17, 12:31 AM
Game Rules



Level
BAB
Fort Save
Ref Save
Will Save
Special


1st
+0
+0
+0
+2
Manifest, Features, Nightmare, Unlock, Unnerving Grace


2nd
+1
+0
+0
+3
Devour, Primary stomach


3rd
+2
+1
+1
+3
Strange Anatomy


4th
+3
+1
+1
+4
Bizarre Grappler


5th
+3
+1
+1
+4
Unearthly Power


6th
+4
+2
+2
+5
Unlock


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


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


9th
+6/+1
+3
+3
+6
Budding Body


10th
+7/+2
+3
+3
+7
Anomalism, Strange Physiology


11th
+8/+3
+3
+3
+7
Twisted Mind


12th
+9/+4
+4
+4
+8
Uncertain Shape


13th
+9/+4
+4
+4
+8
Unlock


14th
+10/+5
+4
+4
+9
Rapid Form


15th
+11/+6/+1
+5
+5
+9
Unlock


16th
+12/+7/+2
+5
+5
+10
Otherworldly Guise


17th
+12/+7/+2
+5
+5
+10
Naught Morality


18th
+13/+8/+3
+6
+6
+11
Flowing Shape


19th
+14/+9/+4
+6
+6
+11
Sinister Image


20th
+15/+10/+5
+6
+6
+12
Awakening, Unspeakable Presence




Class Benefits

Hit Die: D8

Starting Gold: 3d4x10 (75gp)

Skillpoints: 4

Class Skills:

Acrobatics (Dex)
Bluff (Cha)
Climb (Str)
Craft (Int)
Disguise (Cha)
Escape Artist (Dex)
Intimidate (Cha)
Knowledge (dungeoneering) (Int)
Knowledge (the planes) (Int)
Perception (Wis)
Stealth (Dex)
Survival (Wis)
Swim (Str)


Becoming an Ozodrin only grants you proficiency with armor or weapons created by Ozodrin Class Features, Aberrant Feats, Ozodrin Spells, and weapon abilities otherwise introduced with the class and it's directly associated homebrew.




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2.1 Class Features

Manifest (Ex) ι 1 ι You are a disguise for an ever-changing terror within.

When a creature becomes an ozodrin all they held previously becomes a form known as a "Guise", this is a disguise that contains her true self.
An ozodrin's true self however can be reformed and enhanced by using a pool of "Form Points" to create "Features".


As a swift action, an ozodrin may Manifest its true nature, revealing all of it's features and as a swift action can switch back again.
When manifesting her true form all creatures the ozodrin wants to affect that have a line of sight to her must make a Will save (DC 10 + 1/2 class level + Charisma modifier) or become Shaken (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken) until the end of the encounter or longer at the DM's discretion.
If a creature succeeds their save against the ozodrin's Manifest they become immune to it for 24 hours.
An ozodrin may choose to suppress any visual effects of feats, bloodlines or features, doing so also disables it's mechanical effect.


Features (Ex) ι 1 ι You may change your physical components.

You may add or remove features and augments to your true form only when in your guise.
The ozodrin gains a list of features, by default an ozodrin may use the Eye, Mouth, Tentacle, Limb and Organ features.
All non-epic features and augments cost 1 Form Point each.
Adding Features or Augments may be done as either a Standard or Move Action once per round, adding up to 1 + 1/4 Total FP.
Removing Features/Augments is a physical Free Action, effects and conditions that disable all your physical actions also disable your ability to remove features.


Form Points [Class Level + 1/2 Charisma Modifier]

An ozodrin has a number of form points equal to it's ozodrin class level plus half it's Charisma modifier rounded down.
Form points spent on features and their augments are regained when those features are removed.
Ozodrin that are racially larger than medium gain a bonus to FP equal to it's special size modifier (http://www.d20pfsrd.com/gamemastering/combat/space-reach-threatened-area-templates).


Natural Attacks Sidebar

The ozodrin uses the following rules for Natural Attacks:


Pathfinder Natural Attacks (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks)


Natural Attacks follow special rules for an Ozodrin:

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.
If a feature grants a natural attack that is considered Primary on this table (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Table:-Natural-Attacks-by-Size) she may always treat it as Primary.
Tentacles are always considered Primary for the ozodrin.
If the ozodrin has natural attacks from sources other than its Ozodrin class levels, she may choose to use natural attacks from that source as primary natural attacks instead.
If an ozodrin makes natural attacks and attacks with a weapon, the natural attacks are considered secondary.
All of your natural weapons may be treated as any other type of natural weapon for the purposes of being effected by beneficial spells or powers.


How Natural Weapons Make Multiple Attacks By KRyan



You almost always need a Full-round Action to take multiple attacks
Natural Weapons are not an exception

As a standard action, you can use any of your natural weapons to make a single attack. You cannot make attacks with multiple natural weapons, not even paired weapons like claws. If a weapon is “secondary” (it will say so in its description), it makes the attack at −5 even if it’s you’re only attack.

As a full-round action, you may attack once with each weapon. Only one weapon or pair of weapons can be “primary;” even if you have more than one weapon or pair of weapons that claim to be “primary” in their description, you must pick one or one pair to be primary, and all others are secondary. Secondary natural weapon attacks are taken at a −5 penalty.

This means your attack routine with two claws (primary pair) and a tail attack (secondary) is +0/+0/−5 at BAB +0.

There are some (rare) ways to attack more than once as a standard action, and some of them are compatible with natural weapons. These will explicitly state this exception to the usual, however.

Natural Weapons and Manufactured Weapons use totally separate rules

Natural weapons never receive iterative attacks, and there are no cumulative −5 penalties, only a single −5 penalty applied to all secondary natural attacks. If you have the Multiattack feat, all secondary natural weapons attack at a −2 penalty instead of a −5 penalty.

None of the rules about manufactured weapon attacks (iteratives, two-weapon fighting, Flurry of Blows, etc.) apply to natural weapons.

Thus at BAB +20, that same pair of primary claws and secondary tail slap attacks at +20/+20/+15, or +20/+20/+18 with Multiattack. If you added a pair of secondary Tentacle attacks, that would be +20/+20/+15/+15/+15 without Multiattack, or +20/+20/+18/+18/+18 with.

Unless otherwise specified by the natural weapon, primary natural weapons add your Strength modifier to damage, while secondary natural weapons add half your Strength modifier to damage.

You can mix manufactured weapons and natural weapons.

When you do so, you gain all your normal manufactured-weapon attacks (including iteratives), plus any natural weapons you have, each as a secondary weapon, with the caveat that you cannot use any natural weapons that are being use to hold a manufactured weapon. I.e. if you hold your sword in one hand and attack with it, you cannot use the Claw attack from that hand. If you instead two-hand a Great Axe, then you cannot use either Claw attack.

When you do this, you can mix natural weapons with full-attacks that use the two-weapon fighting combat option or Flurry of Blows class feature.

Example: Longsword, pair of claws, and tail slap

Thus if you had a Longsword, a pair of Claws, and a Tail Slap, your attack routine would be +0/−5/−5 (sword, claw, tail) for BAB +0. Multiattack improves this to +0/−2/−2. At BAB +20, it’s instead +20/+15/+10/+5/+15/+15 (sword, sword, sword, sword, claw, tail) or +20/+15/+10/+5/+18/+18 if you have Multiattack.

Same character with dual kukris and the Two-Weapon Fighting feat

If you instead have the Two-Weapon Fighting feat, and use that option with a pair of light weapons (call it a pair of Kukris), you attack at −2/−2/−7 (kukri, kukri, tail), since both hands with Claws are being used to attack with Kukris, and the Tail is always secondary when used with manufactured weapons (hence another −5 on top of the −2 from Two-Weapon Fighting). The Multiattack feat would reduce the penalty, so the tail would be at −4 (+3 attack for one out of three attacks is not a great use of a feat, but just for completion’s sake).

At BAB +15 and with the Improved and Greater Two-Weapon Fighting feats, you get +13/+13/+8/+8/+3/+3/+8 (left kukri, right kukri, left kukri (2nd), right kukri (2nd), left kukri (3rd), right kukri (3rd), tail).

Order of attacks is always up to you

Attacks are usually listed from highest bonus to lowest, but you are not actually required to use them in that order. Most of the time people do just because it’s easier to keep track, but especially for natural weapons you might want to use those first (particularly if they have an innate poison or something).



How Fighting With Natural Weapons Works By Solo



Main hand weapons are weapons you get your iterative attacks with. This is NOT required to be a single weapon. You could make main hand attacks with 3 different weapons, so long as you have enough BAB to make 3 attacks. Main hand attacks typically get 1x +str, unless you wield them in both hands. Note: You don't actually have to wield a weapon in any hands, provided its description allows it.

Offhand weapons are weapons who's attacks are derived from the two weapon fighting (henceforth to be referred to as TWFing) combat option, or through the higher tier TWFing feats. You don't need TWFing to TWF, but it helps reduce the penalties. You DO need Improved TWF and Greater TWF to make more than one offhand attack. All offhand attacks have to be with the same weapon, and it can't be with any weapon you used as part of your iterative attacks. Offhand attacks only ever recieve .5x +str damage, regardless of how many hands you wield them with. If you aren't TWFing, you don't have an offhand.

Primary natural attacks are a creature's main mode of attack. This is typically an attack with either the highest damage, or a combat ability such as Improved Grab. Its also typically the attack a creature makes AoOs and standard action attacks with. Primary natural attacks almost always get 1x Str, although some creatures, especially those with only a single natural weapon, may get 1.5x. There is no hard rule for this though, so consult a stat block for more details. In the presence of a weapon capable of making iteratives (manufactured weapon or UAS), all primary weapons are converted to secondary natural weapons. A natural attack that is full (such as carrying gear or a manufactured weapon) can not make attacks.

Secondary natural attacks are a creature's alternate modes of attack. During a full attack, each other natural weapon the creature possesses may make 1 attack at -5 from highest AB (-2 with Multiattack). Secondary natural weapons always only receive .5x+Str regardless of whether or not they dealt 1x or 1.5x as primary weapons. A natural attack that is full (such as carrying gear or a manufactured weapon) can not make attacks.


Unnerving Grace (Ex) ι 1 ι You inspire abstract beauty as well as subtle anxiety.

You gain a bonus to both intimidate and diplomacy checks equal to half your ozodrin levels.


Nightmare (Ex) ι 1 ι You can feel yourself becoming a monster.

As a Free Action while in your Guise you may change the color, texture and physique of your True Form.
Gain the Shapechanger (http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-shapechanger) subtype.
Gain a bonus to will saves against fear effects equal to your class level.


Unlock (Ex) ι 1/6/13/15 ι Choose your destiny.

Gain one unlock. Every time you gain an Unlock you may choose between one option listed in Unlocks (http://www.giantitp.com/forums/showsinglepost.php?p=16630205&postcount=4).
You may spend a feat to gain one Unlock.


Devour (Ex) ι 2 ι Viciously consume pinned foes.

When using bite attacks on a pinned opponent you may ignore the attack roll penalty, the limitation on weapon number, and the limitation on attacking that all arise from pinning an opponent.
Whenever you successfully bite a pinned opponent you may deal 1 point of con damage and regain 2 hitpoints, this option replaces your bite damage.
Whenever you consume a freshly slain corpse you gain 1HP per hit die of the creature.


Grappling Sidebar

When playing an ozodrin please reference the Pathfinder (aka DnD3.75e) Grapple Rules (http://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple), the Grappled Condition (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled) and the Pinned Condition (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Pinned).

http://i.imgur.com/feWPQnq.png
Full Size Chart (http://i.imgur.com/HieQgAq.png)

Primary Stomach (Ex) ι 2 ι Your stomach is a living plane.

An ozodrin's stomach functions as an extra-dimensional space (http://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces). Any or all of an ozodrin's mouths can be considered an opening.
Ozodrin's primary stomachs are 20' long per level whether this be a cube or sphere and whenever the ozodrin enters it's guise the oxygen is cut off.
The stomach is never significantly larger than its contents; it shrinks to minimize empty space. Creatures inside your stomach are considered to have the Grappled (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled) condition.
An ozodrin must put an eye inside her stomach to see creatures inside. Creatures touching walls gain only partial concealment.
An ozodrin's stomachs counts as separate from her body and have their own AC, DR and Resistances but she may add any feature to it as if it were her body.
A primary stomach may be augmented with the Stomach feature augments or the Hide, Iron Flesh or Elemental Organ feature augments.
Any object holding a semiplane or extradimensional space put into the ozodrin's stomach takes on the physics of a secondary stomach, but it may not be augmented.
Objects, including ones that hold extradimensional spaces may be retrieved from your primary stomach as a Full-Round action.


Strange Anatomy (Ex) ι 3 ι Your body no longer works like it used to.

Gain a 5% chance per ozodrin level to ignore [Critical Hits / Sneak Attacks], [Effects that target your Anatomy (Decapitation, Bone Subsumption, Blood Drain, Ect)], and [Falling Damage], roll to determine upon each instance or attack.
Ignore size requirements for gaining feats but only gain their benefits when the size requirements are met.
All of your natural weapons may be treated as any other type of natural weapon for the purposes of qualifying for beneficial spells or powers.


Bizarre Grappler (Ex) ι 4 ι You are adept at grappling with creatures of any size.

You gain the Improved Grapple (http://www.d20pfsrd.com/feats/combat-feats/improved-grapple-combat---final) and Snatch (http://www.d20pfsrd.com/feats/monster-feats/snatch) feats, even if you do not have the prerequisites.
If you already had Improved Grapple, you instead gain a bonus Aberrant feat.
If you already had Snatch, you instead gain a +2 untyped bonus to grapple checks.
Your Snatch feat works regardless of your size for attacks made against creatures smaller than you.
Additionally, you may use Tentacle, Wing, Pincer, Talon and Pseudopodia attacks as if they were Claw attacks for the purposes of the Snatch feat.
You ignore your negative size modifiers to grapple checks.

Unearthly Power (Ex) ι 5 ι Your body holds an eldrich strength.

Natural weapons granted by your features gain an enchantment bonus to attack rolls equal to 1/2 your class level.
For the purposes of bypassing damage reduction your natural weapons count as magic weapons attuned to your alignment, and at level 15 bypass any damage reduction that has a weakness, including Epic.


Strange Movement (Ex) ι 7 ι You may disappear one place and re-appear another.

As a standard action you may non-magically teleport to a location you can see when in your true form.
The total distance you can move with Strange Movement per day is equal to [5' Per Level], you may split this distance up however you want.
If you try to teleport to a location already occupied by a solid object or creature, you are shunted automatically to the nearest open space. This uses Strange Movement distance as normal, and deals 1d4 damage per 5' beyond your daily limit.
At level 10: Effects that block teleportation do not prevent strange movement.
When teleporting you may choose to disappear into an extra-dimensional space, using of 5' of movement per round you remain there.


Swallow Whole (Ex) ι 8 ι You may consume a creature of any size.

You gain the Swallow Whole (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Swallow-Whole-Ex-) special attack, following these rules:

To swallow a creature you must be larger than it.
Your stomach walls gains a bonus to AC equal to your charisma modifier.
In order to create an opening for escape damage must be dealt equal to [ 5 * Ozodrin Level * Creature's Special Size Modifier (http://www.d20pfsrd.com/gamemastering/combat/space-reach-threatened-area-templates) ], these wounds close 1d4 rounds after no damage is dealt to the stomach.
A creature may choose to escape by climbing out, this requires two successful opposed grapple checks using the creature's CMD and then a DC20 climb check.


Budding Body (Ex) ι 9 ι Your tentacles may blossom into features.

You may put features on Tentacles and True Limbs.
Any one Tentacle or True Limb can have up to 1/3 your level in form points of features and augments.


Anomalism (Ex) ι 10 ι What you truly are becomes vague.

You may Add or Remove your features while in your True Form.
Gain the ability to change your creature type as a free action, you may also have no creature type.
Changing your creature type does not make any changes except how you are detected and identified as that type.
You may consider yourself your previous types for meeting requisites.
Gain the ability to navigate and survive in subjective gravity, non-linear time and non-euclidean space.
Gain an additional 60' of darkvision.
You no longer age.


Strange Physiology (Ex) ι 10 ι Your physiology no longer works the same.

You become immune to all Afflictions (http://www.d20pfsrd.com/gamemastering/afflictions) except curses.
You may digest any mundane object.
You become immune to the effects of heal checks.


Twisted Mind (Ex) ι 11 ι Your mind becomes a living nightmare.

You gain an aberrant bonus to bluff checks equal to half your ozodrin level.
Creatures who willingly attempt to mentally connect to you take wisdom damage equal to 1/6th your level, healing at a rate of 1/day.
You may now initiate a grapple with a gaze attack, using the gaze as if it were somehow connected to the opposing creature. You may also use your gaze to Drag (http://www.d20pfsrd.com/gamemastering/combat#TOC-Drag) a creature.
You gain immunity to fear effects.


Uncertain Shape (Ex) ι 12 ι Your body becomes a spacial distortion.

You gain a bonus to Acrobatics, Climb, Disguise and Perform checks equal to half your ozodrin level.
As an immediate action you may interfere with an observer's ability to discern your identity, this counts as a disguise check against an observer's perception check. An observer failing this perception check causes her to not see and/or recall the exact details of the ozodrin, though the observer does retain generalized observations.
You may fool any divinitation or clairsentience effects for the first round they observe you, making the effect seem uneventful and providing no contextual or mechanical advantage.
You are considered to have the Greater Grapple (http://www.d20pfsrd.com/feats/combat-feats/greater-grapple-combat---final) feat even if you don't meet the prerequisites.


Rapid Form (Ex) ι 14 ι Your ability to change your body becomes faster and easier.

While resting for 8 hours you may devise a number of "Quick Forms" equal to your [Charisma modifier].
To construct a Quick Form choose an assortment of features and augments that have a total cost of equal or less than 1/2 your total FP.
As a Move Action you may add all of the features and augments of your Quick Form to your true form, any feature or augment in excess of your form point limit or that does not have it's prerequisite met is not added.


Otherworldly Guise (Ex) ι 16 ι Your Guise can be just as strange.


As a full round action you may add or remove features and augments from your Guise.


Beyond Morality (Ex) ι 17 ι Your morality transcends the material plane.


You gain an effect identical to Beyond Morality (http://www.d20pfsrd.com/mythic/mythic-heroes#TOC-Beyond-Morality-Ex-).


Flowing Shape (Ex) ι 18 ι Your body becomes stranger still.

You become immune to precision damage such as critical hits or sneak attack.
You gain a nonmagical Permeable Form (http://dndtools.eu/spells/lords-of-madness--72/permeable-form--1545/) effect that you may use at-will.
At any time you may choose whether your true form appears to be made up of a liquid, solid or gas.
While performing a Full-Defense the chance to ignore damage increases to 100%.


Sinister Image (Ex) ι 19 ι Any depiction of you becomes you.

You are able to discern the location of any depiction made of you, this includes magical depictions such as a scry of it, illusions, ect.
You may move any of your features onto your image using the Shifting augment.
If the depiction is magical in nature and does not have an actual image the feature can be placed 5' from the source.
Depictions are qualified by the intent of depicting you, not by the circumstance of likeness.
Furthermore, you may use a non-magical Enter Image (http://www.d20pfsrd.com/magic/all-spells/e/enter-image) effect at will with any of your qualified depictions and does not require concentration. Entering a depiction with your consciousness does not cause your shifting features to become helpless.


Awakening (Ex) ι 20 ι Transcend mortality.


Gain the Great Old One (http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-great-old-one) subtype, gaining the benefits of the subtype except for Mythic (Su).


Unspeakable Presence (Su) ι 20 ι You are not meant to be seen.

When in your guise you suppress this ability.
Failing a will save causes a creature to momentarily mentally connect to you, triggering your subtype's Insanity (Ex) ability.
You may exempt creatures from being effected by your Unspeakable Presence ability whenever you wish.

Hanuman
2013-12-17, 12:32 AM
Core Features



Eye
Appearance
The eye feature usually looks like multiple strange looking eyes on various parts of the ozodrin's body or hair.
Benefits
Gain all-around vision (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-All-Around-Vision-Ex-).
Special
Having the Eye feature on your natural body or a feature allows you to see from it and look around corners while maintaining cover.



Augment
Benefit
Requires
Maximum


Darkvision
+60' DV
Eye
Once


Perceptive
+4 Perception
Eye
1 + 1/3Levels


Hardened
+1NAC, +1Dmg
Eye
Once / Feature


Watchful
+1 Perc/Ref/AC
Eye
1/3 Levels


Insightful
+10' See Invisible
Eye
1/Level


Warning
+4 Initiative
Eye
1 + 1/4Levels


Precise
Weapon Finesse +1
Eye
Once


Spirit
Aura Sight
Eye, Level 8
Once


Shifting
Move Feature
Level 17
Once / Feature




Darkvision Eye
Grants your eyes 60' of Darkvision (http://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Darkvision).

Perceptive Eye
Grants an eye a +4 bonus to visual perception checks which stacks with other bonuses.

Hardened

Gain an additional +1 Natural Armor.
Putting a Hardened Eye on a feature grants all of it's natural attacks +1 damage.


Watchful Eye
You gain a +1 bonus to visual perception checks, to dodge AC, and reflex saves.

Insightful
Your eyes gain the ability to see invisible creatures within 10', you may apply this augment multiple times adding an additional +10' of sight.

Warning
You gain +4 to initiative checks.

Precise
For the purposes of wielding manufactured weapons you are considered to have weapon finesse and +1 to attack rolls.

Spirit
Your eyes may see auras as if you were effected by the Aura Sight (http://www.d20srd.org/srd/psionic/powers/auraSight.htm) power.

Shifting
As a move action you may move this feature from it's current location to anywhere else it could otherwise be placed.


Mouth
Appearance
The mouth feature appears to be a mouth somewhere on the hair or body, it may contain a throat leading to the ozodrin's stomach even if it would appear impossible.
Benefits
You gain a mouth with a Small Bite Attack (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Table:-Natural-Attacks-by-Size) [1D4 S/B/P Damage]. Your mouth must be in the same square as a creature to attack it.
Special
An ozodrin can add augments to increase the size of a mouth when the mouth is already formed.



Augment
Benefit
Requires
Maximum


Small
+2FP, Lose Bite
Mouth
Once


Large
+2 Damage, +1 Size
Mouth
1 + 1/4 Levels


Long
+5' Reach
Mouth
1/Level


Hooked
Bleeding1, +1CMB
Mouth
1/4 Levels


Deceptive
+4 Speech Disguise
Mouth
1/4 Levels


Many
+1 Attack, +1Grap Dmg
Mouth
Once


Strike
Additional Bite
Many Mouth
1/4 Levels


Air Tasting
Gain Scent
Mouth
Once


Trail Tasting
+6 Survival (Track)
Scent
1/4 Levels


Razor Teeth
+1 Devour Damage
Devour
1/4 Levels


Enchanted
Magic Bite
Unearthly Power
Once / Feature


Shifting
Move Feature
Level 17
Once / Feature




Small

Your mouth feature no longer grants a bite attack.
You may make a feature with this augment appear smaller than it really is at-will.
Gain 2 Form Points.


Large
Your mouth feature's damage increases by +2.
You are considered one size larger when attempting to use the Snatch feat or Swallow Whole class feature with your mouth feature.

Long
Your mouth becomes 5' longer.

Hooked
Your mouth feature gains Bleeding1 on it's damage.
After biting or devouring an opponent you gain a +1CMB for 1 round.

Deceptive
This mouth can attempt to imitate another's speech with a +4 bonus to bluff, disguise, Perform [Sing] or Perform [Act].

Many Mouth
Your mouth changes to appear as if it were many mouths, giving you a +1 to bite attacks with it and dealing 1 slashing/piercing/bludgeoning damage per round you grapple with a creature.

Strike
Gain a bite attack, as if your base mouth feature granted one.

Air Tasting
Gain Scent (http://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Scent).

Trail Taste
Gain a +6 bonus to tracking with survival (http://www.d20pfsrd.com/skills/survival).

Razor Teeth
When devouring gain +1 to your constitution damage.

Enchanted

Trade your Unearthly Power (Ex)'s enchanted bonus for one or more other enchantments of equivalent worth.
The total bonus you may trade is up to 1/3 your class level rounded down minus one.
Your feature gains that enchantment and the FP cost for this augment becomes double that bonus.
The save DC for the enchantment's effects are equal to 8 + [1/2 Ozodrin Level] + [Charisma Modifier]


Shifting
As a move action you may move this feature from it's current location to anywhere else it could otherwise be placed.


Tentacle
Appearance
A tentacle feature is a tentacle-like bodypart, it can look like a squid or octopus tentacle but it can have stranger appearances like being comprised of hair.
Benefits
You gain a tentacle with a Medium Tentacle Attack (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Table:-Natural-Attacks-by-Size) [1D4 Bludgeoning Damage].
Special
Tentacles may carry objects but may not wield weapons.Manipulating Items (http://www.d20pfsrd.com/gamemastering/combat#TOC-Manipulate-an-Item) takes a Standard Action instead of a Move Action and cannot make fine movements that would require fingers or any Dexterity Skill.



Augment
Benefit
Requires
Maximum


Small
+2FP, Lose Benefits
Tentacle
Once


Large
+2 Damage, +1 Size
Tentacle
1 + 1/4 Levels


Tail
+4 Acrobatics
Tentacle
1 + 1/4 Levels


Serrated
Bleeding1, ConfirmCrit1
Tentacle
1/4 Levels


Barbed
1+1/10'Grap, +1D4 Release
Tentacle
Once


Many
+1CMB/+1CMD
Tentacle
Once


Strike
Additional Attack
Many Tentacle
1/4 Levels


Long
+5' Reach
Tentacle
1/Level


Coiling
Drag, Constrict
Long Tentacle
Once


Blunt
Add Mouth or Eye
Tentacle
Once / Tentacle


Budding
Object Use, Weapons -2
Tentacle
Once / Feature


Traveling
5' Strange Move
Tentacle
Once / Feature


Enchanted
Magic Tentacle
Unearthly Power
Once / Feature


Shifting
Move Feature
Level 17
Once / Feature




Small

Your tentacle feature no longer grants a tentacle attack and cannot manipulate or carry items.
You may make a feature with this augment appear smaller than it really is at-will.
Gain 2 Form Points.


Large
Your tentacle feature's damage increases by +2.
You are considered one size larger when attempting to use the Snatch feat with your tentacle feature.

Tail
Your tentacle doubles as a tail granting you +4 to acrobatics checks.

Serrated

Your tentacle gains Bleeding1 and +1 to confirming critical hits.
You may treat this tentacle's damage as slashing whenever you choose.


Barbed

Gain a +1 bonus to grapple and an additional +1 bonus to a single grapple for every 10' the tentacle reaches beyond the target.
When a creature manages to escape from a maintained grapple they take 1d4 piercing damage.
You may treat this tentacle's damage as piercing whenever you choose.


Many Tentacle
You gain a +1 to your CMB to creatures within your tentacle range.

Strike
Gain a tentacle attack, as if your base tentacle feature granted one.

Long
Your tentacle becomes 5' longer.

Coiling
Instead of your regular grapple damage you may drag (http://www.d20pfsrd.com/gamemastering/combat#TOC-Drag) your foe as if you had the greater drag feat, but you may move the opponent closer to you (all the way to on your square) without having to move backwards.
Your tentacle gains a constrict (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Constrict-Ex-) special attack, 1d6 bludgeoning damage for a medium tentacle.

Blunt
Blunt Tentacles are not capable of making Tentacle Attacks.
This tentacle can hold an Eye Feature, allowing you to see from the tentacle's perspective.
This tentacle can hold a Mouth Feature on a tentacle without the Small Augment, allowing the tentacle to bite/devour at a distance of it's total length.

Budding
This tentacle may carry and manipulate objects at the same dexterity as a hand, gaining a bonus to Slight of Hand check equal to your Charisma Modifier and it may wield light weapons with a -2 attack roll.
Budding tentacles cannot make tentacle attacks while holding objects or wielding weapons.

Traveling
As a Move Action you may move to any square you could reach with your tentacle or 25' (whichever is longer), to a maximum of 100'. This movement expends 5' of strange movement.
While traveling in this way you do not require line of sight to move, you may fit through any space your tentacles could and you are considered flying to the destination for the purposes of provoking attacks of opportunity.

Enchanted

Trade your Unearthly Power (Ex)'s enchanted bonus for one or more other enchantments of equivalent worth.
The total bonus you may trade is up to 1/3 your class level rounded down minus one.
Your feature gains that enchantment and the FP cost for this augment becomes double that bonus.
The save DC for the enchantment's effects are equal to 8 + [1/2 Ozodrin Level] + [Charisma Modifier]


Shifting
As a move action you may move this feature from it's current location to anywhere else it could otherwise be placed.


Limb
Appearance
Limb features appear to be one or two limbs and their appearances are not limited by your creature type.
Benefits
You are treated as if you had 2 extra arms that can carry but not attack or make use of objects.
Special
You may treat a pair of limbs granted by your race as an unaugmented limb feature for the purpose of augmenting them.
You are considered to have the Multiweapon Fighting (http://www.d20pfsrd.com/feats/combat-feats/multiweapon-fighting-combat) feat and ignore the prerequisites.



Augment
Benefit
Requires
Maximum


Minor
+1CMB, Use Objects, One Handed Weapons
Limb
Once / Feature


True
2 Slams (1D4), Two Handed Weapons
Minor Limb
Once / Feature


Small
+2FP, Lose Benefits
Non-Minor/True Limb
Once / Feature


Large
+2 Damage, +1 Size
True Limb
1 + 1/4 Levels


Long
+5' Reach
Limb
1/Level


Many
+1CMB/+1CMD
Limb
Once


Strike
+1 Limb / Slam Attack
Many Limb
1/4 Levels


Crawling
30' Climb Speed
Long
Once


Claw
Large Claw
Minor Limb
Twice


Powerful
+1 Wield Size
True Limb
1/5 Levels


Armory
Graft Weapon
True Limb
Once / Feature


Leg
+15' Land Speed
Limb
Once / Feature


Trampling
Modified Trample
Limb
Once


Horrifying
Manifest with DC+2
Limb
Once


Enchanted
Magic Limb
Unearthly Power
Once / Feature


Shifting
Move Feature
Level 17
Once / Feature




Minor
This feature's sub-limbs become minor limbs, allowing them to:

Use Objects.
Wield One-handed and Light weapons and make attacks with them.
Assist non-feature limbs or True Limbs in wielding two-handed weapons with two hands.
Gain +1 to your Combat Maneuver Bonus (http://www.d20pfsrd.com/gamemastering/combat#TOC-Combat-Maneuver-Bonus).


True
This feature's minor limbs become true limbs, allowing them to:

Wield and make attacks with any manufactured weapon, this does not make you proficient in it.
Use up to four hands to control a single two-handed weapon, adding +0.5* strength modifier per hand past the second.
Gain two Medium Slam Attacks (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Table:-Natural-Attacks-by-Size) [1D4 Bludgeoning Damage]


Small

Your limb feature loses it's Benefits and Special and therefore cannot be used for a mechanical benefit.
You may make a feature with this augment appear smaller than it really is at-will.
Gain 2 Form Points unless used on a non-feature limb, a minor limb or a true limb.


Large
Your True Limb's Slam damage increases by +2.
Your Limb's Claw damage increases by +2.
You are considered one size larger when attempting to use the Snatch feat with your True Limbs.

Long
Your feature's limbs becomes 5' longer.

Many Limb
Your limbs are made up of many smaller limbs that work together to produce the effects of the whole.
You gain a +1 Bonus to CMB and CMD.

Strike
Gain one additional limb as if your default Limb Feature granted it.
This extra limb is subject to all augments of your limb feature and grants an additional Slam Attack.
If you have the Claw augment you may instead grant one additional Medium Claw attack instead.

Crawling
Gain a 30' climb speed.

Claw
One of your limb feature's limbs grows a Large Claw Attack (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Table:-Natural-Attacks-by-Size) [1D6 B/S Damage], usable only when not holding anything with that limb.

Powerful
You may consider yourself one size larger for using weapons with this feature's limbs.

Armory

Your limb feature gains the ability to use Graft Weapon (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/g/graft-weapon) on itself and a weapon your limb feature's limb(s) are holding for free as a Move Action.
All limbs holding the weapon are grafted to it, and wield it together until you remove the armory augment.
When augmenting your limb you may choose to instead emulate a weapon. Your chosen limb feature's limbs acts as if they were grafted to a single mundane weapon they can wield.
Manufactured or Emulated weapons benefit from your Unearthly Power (Ex) bonus.
Your Enchanted Limb augment does not effect grafted weapons but does effect emulated weapons.
In addition to melee weapons your armory may graft single handed ranged weapons or emulate a single or two handed ranged weapon, with mundane ammunition made of fragile bone appearing out the limbs as needed.


Leg
You may now use your feature's limbs for ground movement.
Increase your land speed by 15'.

Trampling
Grants Trample (Ex) (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Trample-Ex-) but with the following changes:

You may also trample creatures of the same size if they are shaken.
You deal 1d4+Str damage by default and increase the damage die by 1 stage for each trampling leg you have to a maximum of 4.
For each size you are larger than the creature you gain +3 to your trample damage.


Horrifying
This feature's limbs are some brand of disturbing, it may appear to be missing (not invisible).
Witnessing your limb working now counts as seeing your Manifest for the purposes of the fear effect with a +2 increased DC.

Enchanted

Trade your Unearthly Power (Ex)'s enchanted bonus for one or more other enchantments of equivalent worth.
The total bonus you may trade is up to 1/3 your class level rounded down minus one.
Your feature gains that enchantment and the FP cost for this augment becomes double that bonus.
The save DC for the enchantment's effects are equal to 8 + [1/2 Ozodrin Level] + [Charisma Modifier]


Shifting
As a move action you may move this feature from it's current location to anywhere else it could otherwise be placed.


Organ
Appearance
Organs have extremely varied or unique appearances, inside and outside the body.
Multiple organs may appear to be a single organ, and a single organ may appear to be many.
Benefits
Your hitpoints improve by +3
Each organ grants either a Spell-Like Ability or Psionic-Like Ability (See Magic And Psionics (http://www.giantitp.com/forums/showthread.php?362608&p=16630190#post16630233))
Special
Adding Organ Features or Augments with your Feature (Ex) ability requires an additional Move Action.



Augment
Benefit
Requires
Maximum


Amplify
+3 Cast/Psi Level
Organ
1 / Level


Battery
+HP = Con
Organ
1 / Level


Insidious
Invisible Spell
Organ
Once / Organ


Adrenal
+2 Str or Dex or Con
Organ
1/4 Levels


Listening
+6 Audio Perception
Organ
1 + 1/6 Levels


Hide
+2 Natural Armor
Organ
1 + 1/4 Levels


Iron Flesh
+1DR/Adamantime
Organ
1 + 1/4 Levels


Cohesion
+10 Escape Artist
Organ
1/4 Levels


Engorge
Expansion1
Organ
1/6 Levels


Compress
Compression1
Organ
1/6 Levels


Channeling
Gaze or Spit
Organ
1/2 Levels


Harming
+1 Attribute Damage or +2 Dmg
Organ
1/4 Levels


Elemental
Resist = Level
Organ
1/4 Levels


Conversion
Added Energy Types
Elemental, Organ
Once


Rail
Double Range
Organ
Once


Haunting
Untouchable Aura
Organ
Once


Pseudopodia
Touch Attack
Organ
1/2 Levels


Exhaling
Cloud, +3 Damage
Organ, Level 5
1/2 Levels


Shifting
Move Feature
Level 17
Once / Feature




Amplify
The caster/manifestor level for all your organ spell-like and psi-like abilities improves by 3, to a maximum of your ozodrin level.

Battery
Gain maximum hit points equal to your constitution modifier.

Insidious
This Organ's Spell or Power functions as if effected by the Invisible Spell (http://dndtools.eu/feats/cityscape--53/invisible-spell--1684/) metamagic effect.

Adrenal
Gain +2 to Str or Dex or Con and unlock use of the Rage (http://www.pathfinder-srd.nl/wiki/Rage_%28Spell%29) spell for your organs.

Listening
Gain +6 to audible Perception checks (Listen).

Hide
Your natural armor increases by 2, this stacks with other natural armor.

Iron Flesh
You gain Damage Reduction 1/Adamantine or improve your existing damage reduction by 1 each time you take this augment.

Cohesion
Your body may move as though it were made of smaller parts such as swarm or elemental and gain +10 to Escape Artist checks per Cohesion augment. You may fit into spaces 1/2 the size of your head and half again per cohesion augment.

Engorge
You non-psionically grow in size similar to the Expansion (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/e/expansion) power's effect, this effect stacks as if augment to the expansion power. Features, Augments and form points are not effected by this size change.

Compress
You non-psionically shrink in size similar to the Compression (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/c/compression) power's effect, this effect stacks as if adding an additional size augment to the compression power. Features, Augments and form points are not effected by this size change.

Channeling
You gain either gain a gaze special attack (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Gaze-Su-) or a spit attack as detailed below. These attacks count as natural attacks.

Gaze Attack [60' Range] [Ranged Natural Special Attack] [Reflex DC 10 + 1/2 Ozodrin Level + Cha]

Basic Gaze - Creatures that fail their save take damage equal to 1D4 + Cha.


Spit Attack [30' Range] [Ranged Natural Touch Attack]

Basic Spit - Deal 1D4 + Cha damage.


Harming

You may improve your Gaze, Sting, Spit, Pseudopodia or Radiation Attack in the following ways:
When selecting this augment you must either choose untyped damage or choose one attribute to damage.
Selecting Untyped damage improves your attack's damage by 2 for each harming augment.
Selecting an attribute grants your attack the ability to deal 1 point of damage to that attribute on hit for each harming augment, to a maximum of 1 damage per 4 ozodrin levels per round.
Attribute damage heals at the rate of 1 point per 2 rounds that have transpired without taking ability point damage from the harming augment. If this attribute was constitution then the lost hitpoints are also restored.


Elemental

When using this augment choose one element: Acid, Fire, Cold, Electric or Sonic
Gain Resist (http://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Energy-Resistance) to the chosen element equal to your ozodrin level.
Gaining this augment again applies resistance to a different element.
You may choose to change any untyped damage you deal to instead deal your Element Augment's chosen element at any time.


Conversion

When using this augment choose one elemental damage type: Acid, Fire, Cold, Electric or Sonic
Whenever you deal damage of your chosen type you may instead choose to deal Hellfire, Positive, Negative or Force damage types instead.
When dealing damage to creatures or objects your chosen element and it's converted damage counterparts spread across them as if Catching on Fire (http://www.d20pfsrd.com/gamemastering/environment/environmental-rules#TOC-Catching-on-Fire), dealing your chosen damage type instead of fire damage.
This positive energy damage does not heal creatures.


Rail
Once per round as a free action you may double the maximum range or range increments of all one of your feature's natural attacks, grafted weapons and special attacks.

Haunting
You gain a nonmagical Untouchable Aura (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/u/untouchable-aura) effect.
This only effects shaken creatures who have not yet succeeded against your manifest's fear effect DC.
Instead of using your psionic manifester level for this effect, use your manifest class feature's DC.

Pseudopodia
A "Pseudopodia" organ grants a melee touch attack (http://www.d20pfsrd.com/gamemastering/combat#TOC-Touch-Attacks), delivered by any one of your features to an object or creature up to 5' away. The damage caused may be due to biological subsumption, spacial anomaly, concentrated psionic nightmare, or any other such fluxuation or instability. You may create a visual effect around you or on your body that illustrates being capable of this attack.

Pseudopodia [5'] [Touch Attack]

Basic Pseudopodia - Successfully touched creatures take damage equal to 1D6 + Cha.


Exhaling

Gain a nonmagical Fire Eyes (http://dndtools.eu/spells/masters-of-the-wild-a-guidebook-to-barbarians-druids-and-rangers--44/fire-eyes--1926/) effect, you are always immune to your exhaling damage.
As a Free Action you may fill your square and adjacent squares with a cloud that does not grant concealment, it can be comprised of smoke, fog, fire, energy or similar aesthetic options. This effect lasts for 1 round.
As a Move Action or Swift Action you may spread a mundane 50' cloud centered on yourself that grants total concealment to creatures within it, it can be comprised of smoke, fog, fire, energy or similar aesthetic options. This effect lasts for 1 round.
Each additional Exhaling Augment past the first deals +3 damage to creatures within the cloud at the start of your turn who fail a [DC 10 + 1/2 Level + Cha] Fortitude save.


Shifting
As a move action you may move this feature from it's current location to anywhere else it could otherwise be placed.

Hanuman
2013-12-17, 12:34 AM
Unlocks


Aberrant Power (Ex)
Requires: Ozodrin Level 1

Upon unlocking Aberrant Power choose one Aberrant feat.
Whenever you meet the requirements of this feat you gain it's mechanical benefits as if you had the feat.
These benefits do not count as having the feat itself.


Spike (Ex)
Requires: Ozodrin Level 1

You gain access to the Ozodrin's Spike feature.


Fin (Ex)
Requires: Ozodrin Level 1

You gain access to the Ozodrin's Fin feature.


Spawn (Ex)
Requires: Ozodrin Level 3

You gain access to the Ozodrin's Spawn feature.


Stomach - (Ex)
Requires: Ozodrin Level 3

You gain access to the Ozodrin's Stomach feature.


Puppet - (Ex)
Requires: Ozodrin Level 3

You gain access to the Ozodrin's Puppet feature.



Feature Unlocks

Spike
Appearance
One or more sharp bones protrude from your body.
Benefits
You gain armor spikes (http://www.d20pfsrd.com/equipment---final/armor/armor-spikes) one size smaller than you are and gain proficiency with them. These spikes deal 1d6 piercing damage for a medium creature.
Special

In place of armor spike damage you may instead increase an existing natural attack's damage by 2 and include piercing damage in it's damage types.
In place of armor spike damage you may instead gain a Large Sting Attack (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Table:-Natural-Attacks-by-Size) [1D6 Piercing Damage], you may place this on existing natural attacks, retaining it's range but not it's damage.
You may detach your spikes and regrow them at-will, detached spikes do not retain their augments. Spikes used as a ranged attack count as detached after the attack is resolved. Unattended detached spikes disappear when the ozodrin is in her guise.




Augment
Benefit
Requires
Maximum


Small
+2FP, Lose Benefits/Special
Spike
Once


Large
+2Dmg
Spike
1 + 1/4 Levels


Impale
Pin w/ Spike
Spike
Once


Harpoon
Ectoplasmic Grapnel
Spike
Once


Throwing
Ranged Spikes
Spike
Once


Longshot
+100' Spike Range
Spike
Once


Slug
+5 Damage, *2 Inc Penalty
Spike
1/3 Levels


Plating
Armor AC +3
Spike
1/4 Levels


Enchanted
Magic Spike
Unearthly Power
Once / Feature


Shifting
Move Feature
Level 17
Once / Feature




Small

Your spike feature loses it's Benefits and Special and therefore cannot be used for a mechanical benefit.
You may make a feature with this augment appear smaller than it really is at-will.
Gain 2 Form Points.


Large
Your spike feature's damage increases by +2.
You are considered one size larger when attempting to use the Impale Spike Augment

Impale
For the purposes of Rack and Stake your spikes have a break DC of 25 + 2 per Augment on the spike.
You may use one of these special attacks on a creature one size smaller than you:

Rack (Ex) - When using Grapple's "Tie Up" option you may use your Spike Feature's armor spikes instead of a rope, upon a successful tie you deal your armor spike damage and are considered to have them "racked", a combination of carrying the creature and having them tied. You may remove a creature from the rack as a swift action, or all racked creatures on a spike by removing the feature.
Stake (Ex) - When using Grapple's "Tie Up" option you may use your Spike Feature's sting attack instead of a rope, upon a successful tie you deal your sting attack damage and the creature is considered to be "staked", a combination of fastening a creature to their square and having them tied. If there is no solid surface to stake them to the creature may remove the Stake as a Standard action.


Harpoon

As a Move Action you may manifest Ectoplastic Grapnel (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/e/ectoplasmic-grapnel) on a harpoon spike, giving it a nonmagical effect identical to the power, except that it lasts until the end of your turn and that you effect a creature who is damaged with your spike attack rather than a ranged touch attack.


Throwing
You may use your spike's sting attack as if it were a throwing weapon with a range increment of 60'.

Longshot
Your spike's range increment increases to 100'.

Slug

As a Standard action you may ready your next thrown spike to deal an additional 5 damage.
The penalty for range increments are doubled each time you take this augment.
You may choose whether this spike deals bludgeoning, piercing or slashing damage.


Plating

One of your spikes loses it's benefits and special.
Your spike counts as wearing armor that grants Armor with 3AC with no armor penalty, speed decrease, weight or maximum dexterity.
Every time you take this augment the armor's AC bonus increases by 3.


Enchanted

Trade your Unearthly Power (Ex)'s enchanted bonus for one or more other enchantments of equivalent worth.
The total bonus you may trade is up to 1/3 your class level rounded down minus one.
Your feature gains that enchantment and the FP cost for this augment becomes double that bonus.
The save DC for the enchantment's effects are equal to 8 + [1/2 Ozodrin Level] + [Charisma Modifier]


Shifting [1FP]
As a move action you may move this feature from it's current location to anywhere else it could otherwise be placed.


Fin
Appearance
This feature creates fins and modifies the body for aquatic, aerial or vulcan travel.
Benefits
You gain +6 to swim.
Special
An ozodrin of level 15 with the Run Feat (http://www.d20pfsrd.com/feats/general-feats/run---final) may use it to increase her swim speed instead of land speed, gaining a +4 to swim checks and retaining her dexterity bonus.




Augment
Benefit
Requires
Maximum


Aquatic
Gain Swim = Land, Waterbreathing
Fin
Once


Aerial
Sky Swim
Fin, Level 9
Once


Vulcan
Gain Burrow = Land
Fin, Level 12
Once


Large
+1Size +2Dmg
Fin, Strike
1 + 1/4 Levels


Mobile
Flyby, Swimby
Fin
Once


Razor
Crit1 x3, Autocrit
Fin, Level 8
Once / Feature


Grace
+10', +5Swim, +5Burrow
Fin
1/4 Level


Deadly
Gain One Attack
Fin
1 + 1/4 Levels


Eldritch
No Disturb, On-Land
Fin, Level 9
Once


Platform
Carry Options 5 & 10
Fin
Once


Enchanted
Magic Talon
Unearthly Power, Strike
Once / Feature


Shifting
Move Feature
Level 17
Once / Feature





Aquatic
Gain a swim speed equal to your land speed and the ability to breathe water.

Aerial
Gain a non-magical Sky Swim (http://www.d20pfsrd.com/magic/all-spells/s/sky-swim) effect.

Vulcan
Gain a burrow speed equal to your land speed.

Large
Your fin's claw or talon attack granted by strike becomes one size larger, it's damage is increased by one stage.

Mobile
You gain an effect identical to the Fly-By Attack (http://www.d20pfsrd.com/feats/monster-feats/flyby-attack) and Swim-By Attack (http://www.d20pfsrd.com/feats/3rd-party-feats/frog-god-games/monster-feats---3pp---frog-god-games/swim-by-attack) feats.

Razor
Your critical threat range for all of your fins natural attacks increase by 1 and critical multiplier improves to *3.
When a creature takes damage from your fin's natural attack and their hitpoints drop below 1hp per Ozodrin Level you may automatically critical hit them.

Grace
Improve your base land speed by 10', gain +5 to swim checks and ignore 5 points of hardness while burrowing.

Deadly
Your fin forms more pronounced shapes around your body, despite how many points on your body you could attack with you gain one of the following per Deadly augment:


Gain a Medium Pincer Attack (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Table:-Natural-Attacks-by-Size) [1D6 Bludgeoning Damage] as if your fin feature granted one.
Gain a Large Talon Attack (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Table:-Natural-Attacks-by-Size) [1D6 Slashing Damage] as if your fin feature granted one.
Gain a Large Wing Attack (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Table:-Natural-Attacks-by-Size) [1D6 Slashing Damage] as if your fin feature granted one.
All of these attacks are considered to be primary.


Eldritch
You no longer disturb the air, water or ground you pass through.
You may act as through on solid ground when in the air or water if you have a fly or swim speed, this does not allow using your land speed in water or air.

Platform

Your carrying capacity on land increases by 5 times or while in liquid by 10 times.
You may allow any object that falls in your occupied squares to instead land on your body, it remains there and is considered occupied though this does not allow you to physically make use of it except for carrying or dropping the object.
Creatures that move into your occupied squares may have you carry them with your body, you may oppose this with a free grapple check. The climber may oppose this with a climb, ride, escape artist or opposed grapple check.


Enchanted

Trade your Unearthly Power (Ex)'s enchanted bonus for one or more other enchantments of equivalent worth.
The total bonus you may trade is up to 1/3 your class level rounded down minus one.
Your feature gains that enchantment and the FP cost for this augment becomes double that bonus.
The save DC for the enchantment's effects are equal to 8 + [1/2 Ozodrin Level] + [Charisma Modifier]


Shifting
As a move action you may move this feature from it's current location to anywhere else it could otherwise be placed.


Spawn
Appearance
Create a monster hidden within an object.
Benefits

Each spawn feature creates a "Spawn Seed", resembling a small container such as a membrane, shell, eggsack, bag or jar.
A spawn immediately dies if the ozodrin no longer has a spawn feature (or equivalent) that could produce it.
You may never control more 1 spawn per level the same 2 hour period.
Spawn remain active while within 100' of the ozodrin, otherwise they fall inactive.

Special

By spending 5 Hitpoints as a full-round action an ozodrin may transform a touched spawn seed into a basic spawn with all of the augments on it's feature, appearing into the nearest unoccupied square.
Alternatively an ozodrin may "ready" a spawn, keeping it suspended in it's container and releasing it later as a move action.
As a move action you may end your spawn's life.




When using your Con/Int modifier use 1/3 of your class level instead if it's lower.

Actions:
Actions use both the Spawn's and the Ozodrin's actions and effect all your spawn unless they are incapable of acting.

None - No Actions - Spawn cannot act on their own, so they take no actions by default.
Follow - Part of any movement - Your minions follow you to the best of their ability for one turn.
Maneuver - Move Action - You may move each spawn individually.
Slay - Standard Action - Your spawn may make a single attack against one target each. Make one attack roll and use that result for all your spawn's attacks. If a creature is targeted by multiple spawn those spawn gain a bonus to attacking the creature equal to the number of spawn attacking it.
Consume - Standard Action - Your spawn attempt to consume digestible unattended matter within 5' of them, and continue to do so until the matter is gone or commanded to do otherwise. Eating heals your spawn 1Hp /2 Levels each round.



[B]Base Stats

Hit Points: (3 + Con/Int modifier) * 1/2 Class Level
Damage: (1 + Con/Int)
AC: (10 + Con/Int + 1/2 Level)
Saves: (Equal to Ozodrin's Saves -2)
Speed: (30' Land Speed, Swim/Climb/Fly if Ozodrin has them.)
Ability Scores: (Spawn do not have ability scores, assume Str 13 for carry capacity and Str checks.)
Size: (Small Size, not modifying other stats than carry capacity and size mod.)


Special Abilities

Collective (Ex):
When multiple spawn are exposed to the same effect, make one saving throw for the entire group.
Spawn gain the same mundane and extraordinary senses as the Ozodrin.

Construct (Ex):
Spawn are destroyed at 0HP and never leave a corpse otherwise stated.
Close to mindless, spawn don't think without command.

Evasion (Ex):
Spawn have the monk's Evasion (Ex) (http://www.d20srd.org/srd/classes/monk.htm#monkEvasion).

Mortal (Ex):
Each spawn must eat at least one 1HD creature every 24 hours or they die.





Augment
Benefit
Requires
Maximum


Vicious
+1 Spawn Damage
Spawn
1/3 Levels


Delicious
Eat Spawn To Regain 5HP
Spawn
Once


Nightmare
Manifest Effect
Spawn
Once


Elite
Upgrade Spawn
Spawn
Once


Disguised
Object Form
Spawn
Once


Hive
1/2Dmg-Single, *2Dmg-AoE
Spawn
Once


Shifting
Move Feature
Level 17
Once / Feature




Vicious
Your basic spawn damage increases by +1.

Delicious
Eating any of your spawn causes a creature to regain 5HP, you may eat one spawn within reach as a Move Action.

Nightmare
When a creature first observes any your spawn it's effected as if observing your Manifest (Ex) fear effect.

Elite
You may create elite spawn, each time you take the elite augment you may choose an upgrade for a single seed:

Brute - Base hitpoints change from 3 to 8, act as though they have 15 strength, are medium sized and gain fast healing equal to 1/4 Ozodrin level.
Sly - Gain Sneak Attack (1D4) and Hide in Plain Sight (Su) and an automatic stealth skill of +4/Level when not moving. You may ready a slay action with Sly to gain a +2 to initiative.
Master - Spawn can follow simple commands similar to a construct.
Dredge - This spawn is actually 4 tiny dredge and replace Slay with Work. Dredge act as though they have 10 strength.

Additional Actions:

Work - Move Action - Dredge may be commanded to do any unskilled manual labor equal to a single commoner, all four dredge work at a single specified task until ordered otherwise.



Disguised

Your spawn may appear to be tiny objects about the size of a breadbox, any round they do not move they appear to be normal mundane objects. On a DC25 perception check a creature realizes there's something deeply wrong about the object.
Elite spawn may appear to be a medium sized object such as a table instead.



Hive
Your spawn are actually collections of much smaller creatures.

All of your spawn take 1/2 Dmg from single target attacks, spells and effects and take *2 damage from spells that effect an area or multiple targets.


Shifting
As a move action you may move this feature from it's current location to anywhere else it could otherwise be placed.


Puppet
Appearance
This feature creates what looks like a medium creature of your design, even though it's just a hollow shell and has no actual body parts.
Benefits

Puppets are created with their own pool of 5 Hit Points.
Puppets occupy squares, are detected, targeted and lose hitpoints as if they were a seperate creature, though they are features and use your actions normally.
Effects other than the damage they cause effect you normally.
You may add and remove features onto your puppet as you would onto your self.
Puppets may not attack if more than 100' away from you, and are removed beyond 1000'.
When a puppet reaches 0 Hit Points it is removed along with any feature placed on it.
You or any creature your puppet is carrying may not make a full attack if the puppet moves more than 5' in the same round.

Special

At any time you may sacrifice a number of hitpoints to prevent your puppet from losing an equal amount of hitpoints.
As a Free Action once per round your puppet may move up to your land, swim, burrow, climb or fly speed, otherwise it cannot move.
Effects targeting the puppet that physically force movement (such as Bull Rush) or that inhibit it (such as the grappled condition) only applies to the puppet, the rest of the ozodrin moves normally.




Augment
Benefit
Requires
Maximum


Spellward
Spell Protection
Puppet
Once


Inhabit
Control Creature/Corpse
Puppet
Once / Feature


Ghost
Ethereal
Puppet
Once / Feature


Disguise
Disguise Self +10
Puppet
Once / Feature


Strings
+2 Dodge/Ref, Lift5/Drag10
Puppet
Once / Feature


Big
20% Cover
Puppet
Once / Feature


Little
Stealth +10
Puppet
Once / Feature


Trap
+1D6 vs. Shaken
Puppet
1 / 3 Levels


Spring
Gain Spring(Ex)
Puppet
1 / 3 Levels


Shifting
Move Feature
Level 17
Once / Feature




Spellward

Whenever a spell, power, spell-like ability or psi-like ability effecting your puppet requires a save you may consider the save automatically successful by lowering the puppet's hitpoints by 2 per spell or power level. Puppets who reach 0 maximum hitpoints are removed.
As an Immediate Action you may consider yourself to have a +4 bonus to all saves and touch AC versus spells, spell-like effects, powers and psi-like effects, you may add this bonus after you fail a save or after being hit with a touch attack. By using this effect you destroy your puppet.


Inhabit

As a Full Round Action that provokes an attack of opportunity you may move your puppet inside a helpless creature or corpse.
As a Move Action you may remove your puppet from the creature or corpse.
When a puppet enters a living host the host is considered to be under the effects of a Dominate Monster (http://www.d20pfsrd.com/magic/all-spells/d/dominate-monster) spell with a caster level equal to your Ozodrin level.
While a puppet is inside a host it's maximum hitpoints improve by 1 per hit die of the inhabited creature.
If a puppet reaches 0 hitpoints it destroys the body it is inhabiting.
An inhabited creature is treated as it's puppet for all checks, rolls, saves, AC and hitpoints.
A puppet inside of a living creature is considered an infestation (http://www.d20pfsrd.com/gamemastering/afflictions/infestations) for the purposes of forcibly removing it.


Ghost

Your puppet becomes Ethereal (http://www.d20pfsrd.com/gamemastering/special-abilities#TOC-Ethereal) with the exception that it remains visible and may use Gaze Special Attacks as normal.
You gain a persistent mundane Unseen Servant (http://www.d20pfsrd.com/magic/all-spells/u/unseen-servant) effect which is always considered in the same square as your puppet.


Disguise
Your puppet appears to have the colors physique and textures of a creature of your choice and gains a non-magical and persistent Disguise Self (http://www.d20pfsrd.com/magic/all-spells/d/disguise-self) effect.

Strings

Your puppet is actually controlled by intangible strings that only you can see, while you control the strings they do not have to appear to be attached to you.
Both you and your puppet gain a +2 bonus to Dodge AC and Reflex saves.
As a Standard, Move or Swift action you may have your puppet rise 5' off the ground or you may drag your puppet 10' towards you, you may do so even while attempting to lift or drag objects or while your puppet is grappling.
Lifting or dragging an object or creature in this way counts as you lifting or dragging it.


Big
Your puppet appears to be much larger than you granting creatures behind it or that it is carrying 20% cover, effects that hit this cover instead hit the puppet.
This cover does not stack with other sources of cover.

Little
Your puppet appears to be much smaller than you, granting you +10 to Stealth whenever determining whether a creature detects your puppet.

Trap
As a swift action you may use your manifest's fear effect from your trap once per encounter,
Once a round as a swift or move action you may empower a single natural attack in your puppet for one round adding an additional 1D6 precision damage a single shaken creature.

Spring

Gain Spring (Ex)
Spring (Ex): Feint (http://www.d20pfsrd.com/gamemastering/combat#TOC-Feint) a creature and move your puppet 5' as a move action, if that feint is successful the creature may not gain an attack of opportunity for moving into it's threatened area.
Instead of bluff you may make Spring (Ex)'s feint with a disguise check.




Shifting
As a move action you may move this feature from it's current location to anywhere else it could otherwise be placed.



Stomach
Appearance
You gain an additional stomach.
Benefits

You gain a secondary stomach identical to your primary stomach with a volume of 10'.
Secondary stomachs lead to your primary stomach and may lead to any of your mouth features.
Secondary stomachs may not be accessed with the Swallow Whole ability, a creature must be willing or helpless to enter them.

Special

Effects that do not effect you outside your stomachs are not suppressed while in your guise.
Secondary stomachs may open up or close themselves off entirely as a free action.
Corpses and Food within a closed stomach do not decay as if under a nonmagic Gentle Repose (http://www.d20pfsrd.com/magic/all-spells/g/gentle-repose) effect, this does not keep corpses "fresh" for Devour (Ex) nor does it extend the resurrection window for an Ozodrin's Sarcophagi.
Creatures inside secondary stomachs cannot regain penalties or damage to their ability scores unless the ozodrin allows them to.
Each 5' square, to a maximum of one square per ozodrin level may sustain one helpless creature, providing food water and air, treating the creature as comfortably resting and automatically stablizes it below 0 hitpoints.




Augment
Benefit
Requires
Maximum


Chamber
Double Volume
Stomach
1/4 Levels


Many
+10' Volume, Split
Stomach
Once


Pockets
Handy Haversack
Stomach
Once / Feature


Aperture
Quickdraw, Swift Pocket, Slight = Level
Stomach, Pockets
Once


Altar
Wear/Use Items
Pockets, Stomach
Once


Thick
Damage = 1:(1+Thick)
Stomach
1/2 Levels


Anchored
Dimensional Anchor
Stomach
Once


Mimic
16 Squares
Stomach
Once / Level


Glamer
DC = Level + Cha
Stomach
Once


Natural
Hallucinatory Terrain
Stomach
Once


Infernal
Vision of Hell
Stomach
Once


Arch
Door, Outer Illusion, Hearing
Stomach, Small Mouth
Once


Fluid
Slick, Stick or Digest
Stomach
Once


Planar
Planar Traits
Stomach, Level 17
Once


Sarcophagus
Healing and Restoration
Stomach, Medicine Maker
1/2 Levels




Chamber

Your second stomach's volume expands to double it's normal space, this has no effect on your primary stomach.
The augmented stomach loses it's ability to maintain a grapple with a creature in it's stomach and may only make a single grapple attempt against creatures who attempt to exit, if this attempt fails the creature may climb out.
Your stomach's walls no longer fit it's contents, it appears to be a spherical or cubic room with a diameter or width equal to it's volume.


Many

Gain +10' of secondary stomach volume.
As a Full-Round-Action you may move 10' of volume from one secondary stomach to another secondary stomach or to create a new secondary stomach with that volume.
Volume moving from stomach to stomach retains it's contents.
When calculating moved or removed space calculate it after the Chamber augment's doubling effect.


Pockets

You may designate one secondary stomach as a Pocket.
You may retrieve any unattended object stored in a pocket as a move action that does not provoke an attack of opportunity.


Aperture

You are considered to have the Quick Draw (http://www.d20pfsrd.com/feats/combat-feats/quick-draw-combat---final) feat.
You may draw a weapon from one of your Pocket Stomachs as a swift action.
If you already had the Quick Draw feat you may draw hidden weapons or weapons in Pocket Stomachs as a free action.
Gain a bonus equal to your Ozodrin level to slight of hand checks.


Altar

One of your pocket stomachs holds an Altar, you may never have more than one altar.
As a Full-Round-Action you may add or remove items to your altar.
Any objects, armor or magical items effect you as if you were wearing them physically.
Armor worn in this way additionally effects you as if under a non-magical Graft Armor (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/g/graft-armor) power.
As a Move Action you may designate one item as Carried, you may not have more than one carried item.
A "Carried" item acts as though it were held in your body's grasp, and follows the same rules as if it were.
Weapons carried in this way additionally effects you as if under a nonmagical Graft Weapon (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/g/graft-weapon) power.
Furthermore carried items are not actually outside the body, therefore while they can be expended (such as using wand charges, ammunition and strangely enough eating food) they can never be disarmed, stolen or destroyed from outside the body. Any effect or damage targeting your carried object externally instead targets your body.


Thick

You take 1 damage each time your stomach walls take 1 + 1 damage for each Thick augment you have.


Anchored

Creatues in your stomach are treated as if effected by a non-magical Dimensional Anchor (http://www.d20pfsrd.com/magic/all-spells/d/dimensional-anchor) effect.


Mimic

You may extend your stomach's membrane to create structures, different terrain or mimic objects in your stomach.
You may fill a volume of 16 squares full of mimicry , this may raise and form in whatever manner you wish.
Mimicry counts as part of your stomach and must keep connected to the walls or physically connected through other mimicked squares, and may not move on their own or out of their native squares without breaking them (damaging the stomach).
Mimicry alone does not have the color, temperature, texture, smell, sound or tactual feeling of what it is duplicating, it only effects the shape of it.


Glamer

You may alter the color, lighting, temperature, texture, smell, sound or tactual feeling of your stomach walls and Mimicry however you wish.
However this is not a perfect effect. Once per 10 minutes a creature attempts a (DC = Level + Charisma Modifier) perception check. Success means it notices something you've failed to alter correctly or something you've simply forgotten.
This does not interfere with the Natural or Infernal stomach augments, succeeding this perception check does not mean a creature ignores other factors that would prevent them from noticing the stomach's nature.


Natural

The area of your stomach is treated as if effected by a nonmagical Hallucinatory Terrain (http://www.d20pfsrd.com/magic/all-spells/h/hallucinatory-terrain) effect.


Infernal

The area of your stomach is treated as if effected by a nonmagical Vision of Hell (http://www.d20pfsrd.com/magic/all-spells/v/vision-of-hell) effect.


Arch

Your stomach augments that duplicate appearances or create illusions do not allow saves or perception checks while creatures are outside the stomach.
You may transform one of your Mouth features with the Small augment into any manner of door, known as an Arch.
Your Arch leads to an identical door inside your stomach attached to your stomach wall or mimicry.
Willing creatures may pass through Arches without realizing they've entered a mouth, unlike the Glamer augment Arch is a flawless effect and in all ways appears to be a mundane door.
Your stomach walls gain the ability to hear from any point on them.


Fluid

You may create one effect effecting the floor and walls of your stomach when a creature contacts them, 1/round.
Sticky - [DC10+Charisma] Strength Check or Entangled
Slippery - [DC15+Charisma] Acrobatics Check or fall prone. (Full Rules (http://www.d20pfsrd.com/gamemastering/traps-hazards-and-special-terrains/special-terrains/ice-slippery-surface))
Digestive - Choose one of your Stomach's Elemental augment resistances and deal damage equal to 1/3 the granted resistance.


Planar

You may apply one of the following Planar Traits (http://www.d20pfsrd.com/gamemastering/environment/the-planes) to your stomach:
Magic (Normal/Impeded/Limited), Aligned (Any Mild), Elemental (Any), Energy (Negative), Gravity (Normal/Heavy/Light/None/Objective/Subjective)


Sarcophagus

One of your secondary stomachs holds a Sarcophagus, which fills one 5' square.
All creatures within a secondary stomach that holds at least one sarcophagus are effected as if you were applying a heal check (http://www.d20pfsrd.com/skills/heal) to them, which may include such things as torture. If you wish to use a healer's kit (or any physical tool) to effect a patient, you must be able to manipulate it in the square of the patient.
As a Full-Round-Action you may open or close any or all of your sarcophagi and each one may hold one creature.
A creature enclosed in a sarcophagus for at least an hour is effected by a nonmagical Mythic Breath of Life (http://www.d20pfsrd.com/magic/all-spells/b/breath-of-life) effect. Creatures who have been dead for up to 10 minutes before being enclosed in the sarcophagus may be revived in this way and are inflicted with a random madness (http://www.d20pfsrd.com/gamemastering/afflictions/madness), after recovering from this madness the patient's alignment takes one step towards Chaotic Evil to reflect the long term psychological damage. This alignment change cannot be reverted with psionics or magic.

Hanuman
2013-12-17, 12:37 AM
Character Options

Races

Uncanny LA+0
Uncanny


+2 Charisma +2 Constitution -2 Wisdom -2 Intelligence
Construct (Living Construct)
Medium
Uncanny base land speed is 30 feet.
Immunity to sleep effects, paralysis, disease, nausea, fatigue, exhaustion, sickness and energy drain.
Does not need to sleep, eat, breathe or rest.
Healing effects only heal Uncanny for half their normal amount, repairing effects heal Uncanny normally.
Does not heal naturally.
Cannot wear armor.
Favored Class: Bard

Destiny of Ruin (Ex): Uncanny have a racial -10 to all skills to fabricate, repair or otherwise materially better their situation.

Light Fortification (Ex): When a critical hit effects an Uncanny, they have a 25% chance of treating it as a non-critical.

Heart of the City (Ex): You have a racial +2 to performance checks and can choose from the following traits:
-Born of Movement: Gain DR2 vs bludgeoning damage and -10' falling damage.
-Born of Sound: Gain +4 to listen checks and gain a +5 bonus to 3 musical perform checks per day.
-Born of Masks: Gain +4 to sense motive checks and a +5 bonus to 3 acting or comedy checks per day.

Once great cities littered these kingdoms, filled with happiness and prosperity, but now they have all fallen to ruin and the Uncanny wander as lost relics of an age long forgotten.

Uncanny are constructs designed to entertain the people of the cities that built them, once they entertained squares, courtyards and markets with their dance, music and theater but now dwell in ruins of their cities, slowly falling into disrepair.

Feats



Unlock - [ Shapeshifter ]
Requires: None

You may gain one Unlock from the Unlock (Ex) class feature.
Every time you take this feat you gain a different Unlock.


Aberrant Blood - [ Aberrant ]
You are considered as having the feat Aberrant Blood from Lords of Madness but gain one of the following in place of it's regular options:

+1CMB
+4 on Perception Checks
+4 on Climb Checks
+4 on Acrobatics Checks
+4 on Swim Checks
+4 on Escape Artist Checks


Organic Outfit - [ Aberrant ]
Requires: Features (Ex)

Disguise Checks +2
As a Free Action, Create or change a suit of mimicked clothing.
As a Swift Action, Create or change a suit of mimicked armor, changing your armor AC and check penalties to that of the mimicked armor.
Armor and Clothing made in this way are considered part of you and thus are mundane, cannot be enchanted and clothing cannot grant a mechanical benefit.
While you may appear to be wearing an Organic Outfit it does not count as actually being worn, you may wear any real clothing and armor under it and it will be concealed.


Innate Energies - [ Aberrant ]
Requires: Ozodrin Level 7

At third level and every three levels after your Strange Movement distance per day increases by 10'.
When using an organ to cast psionic powers you may augment them, counting an addition cost of 3HP equal to 1 Power Point.
When augmenting organ powers in this way the power's new PP cost must be equal or below your ozodrin level, otherwise these powers are subject to the rules regarding psionic manifesting and augmenting.


Mask - [ Aberrant ]
Requires: Manifest (Ex)

As a free action you may change the color, texture, physique and voice of your true form or guise.
You may manipulate yourself in this way to disguise yourself as specific creatures, treat this as a regular disguise check.
If you have intimate knowledge of the creature you are disguising yourself as, have consumed it, currently have a piece of it or a belonging of sentimental value, or have previously dealt ability damage equal to 1/2 the creature's total score to the creature, then this effect imparts a +10 bonus to disguise checks, checks to act in character, to disguise your voice and grants you the ability to fluently speak any language the creature knows.


Control - [ Combat ]
Requires: Base Attack Bonus +4, Bizarre Grappler (Ex)

If in control of a grapple with a creature the same size or smaller than you then you may silence that creature as an immediate action for as long as you stay in control of the grapple.
Gain a +4 bonus to CMD.
At level 12 this becomes +6 and at level 14 this becomes +8.


Unremarkable - [ Aberrant ]
Requires: Manifest (Ex)

Upon gaining this feat you may gain access to one non-epic Unlock Feature and lose access to one non-epic Core Feature.
Gain a +2 bonus to Disguise checks and Perform [Acting] checks.
Your features are concealed in some way even while in your true form, and only lose this conceal when they extend from your body, effect your surroundings or otherwise mechanically effect other creatures.
Instead of your Manifest (Ex) applying the Shaken condition you instead apply an Aura of the Unremarkable (http://www.d20pfsrd.com/magic/all-spells/a/aura-of-the-unremarkable) effect with the following changes:
The only change this makes to a creature's perception is that the ozodrin never changed out of her guise, if the ozodrin does something impossible for this to happen the creature generalizes this event until it becomes possible.
For example, the ozodrin manifests and a creature fails their will save, the ozodrin proceeds to bite with a long mouth, knowing this is not possible the effected creature cannot think "ozodrin bites" and instead thinks "ozodrin attacks", and stubbornly fills in the blanks to protect the inconsistency.


Medicine Maker - [ Aberrant ]
Requires: Strange Anatomy (Ex)

You gain access to the Medicine Maker list of organ spells.
At fifth level and every four levels after your Strange Movement distance per day increases by 10'.
You gain Heal, Knowledge [Nature] and Profession [Doctor] as class skills and you are considered to have ranks in each of them equal to the skill with the most ranks.
You may perform heal checks on yourself as if you were another creature performing them on you, you may do this while otherwise unable to do so and you are not immune to your own heal checks.


Cooking Monster DRAFT - [ Aberrant ]
Requires: Features (Ex)

You gain access to the Cooking Monster list of organ spells.
At fifth level and every four levels after your Strange Movement distance per day increases by 10'.
You gain Craft [Alchemy], Survival and Profession [Chef] as class skills and you are considered to have ranks in each of them equal to the skill with the most ranks.
Whenever use one of the above skills to cook you may also infuse a single portion with one of your organ spells.
Infusions have a caster level equal to your Ozodrin level or half the result of your check, whichever is lower and take 10 minutes per portion to cook and infuse.
Infusions require that you expend Strange Movement as if you were casting the desired spell, you may not use hitpoints in place of strange movement for this cost. Furthermore when you recover your strange movement distance your infusions lose their magical properties.
A creature must use a move action to activate an infusion, if it was ingested without specifically activating it then one infusion takes effect when the creature has an unused move action.


Arachnid - [ Aberrant ]
Requires: Ozodrin Level 4

When casting the Spider's Thread (http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/s/spiders-thread) Organ Spell you may use it at a range equal to 10' per Ozodrin Class Level.
The duration for Spider's Thread becomes 2 hours, the limit for the amount of threads you can maintain is 1 per Charisma Modifier, otherwise creating a thread destroys the oldest one.
Breaking the thread requires Strength DC 30 and can support weight up to your Push/Drag carrying capacity.
Your thread's HP and Hardness are equal to your Flat Foot Armorclass, fire no longer destroys it outright and it has the same resistances and immunities as you do.
As an Immediate Action you may produce the thread into your hands without the adhesive.
You are treated as having the Rope Equipment Trick (http://www.d20pfsrd.com/feats/combat-feats/equipment-trick-combat) feat.


Sniper - [ Aberrant ]
Requires: Organ or Spike Feature, Ozodrin Level 5

As a swift action you may enter or exit Sniper mode, when in sniper mode you may not make more than one attack per round and you may designate one creature as your Mark at any time, you may only have one Mark at a time and may not have a mark outside of sniper mode.
You may use a full defense action to study you mark and gain a +2 bonus to ranged attack rolls against it, you may do this up to 3 times and the effects stack and last until you lose line of sight or until you change marks.
While in sniper mode your ranged attack deals additional damage equal to your dexterity modifier.
You may ignore penalties to attacking while prone.
By making a full-round action you may treat the max range of your weapon equal to 100' per Ozodrin level and you may ignore the penalties of the first 5 range increments.


Jaws - [ Aberrant ]
Requires: None

Your bite attack's critical threat range increases by 1.
A successful bite attack that scores a critical hit may Mutilate (http://www.giantitp.com/forums/showpost.php?p=13115735&postcount=3) an opponent's limb as a swift action unless they succeed a Fortitude save of [DC 10 + 1/2 Level + Strength].
A mutilated limb stops functioning and bleeds until stabilized (similar to a dying character).


Fold - [ Aberrant ]
Requires: Features (Ex)

You gain a Second Form, this acts as an alternative to your True Form and follows the same rules and restrictions with the following exceptions:
The total number of FP you may invest into a Second Form is equal to your Charisma Modifier.
You may only make modifications to second forms when taking extended rests (such as sleeping).
All of your ozodrin "Forms" such as Guise, True Form, Second Form, Ect. all take a swift action to change from one to another.
You gain 1 Form Point.
Upon gaining this feat you may gain access to one non-epic Unlock Feature and lose access to one non-epic Core Feature.
You may gain this feat multiple times, gaining a Third Form, Fourth Form, ect.


Optimized Party - [ Aberrant ]
Requires: Features (Ex)

You are considered to have FP equal to 1 + 1/3 of your class levels which advance Form Points.


Weight - [ Aberrant ]
Requires: None

As a swift action you may change your body's weight to be equal to your light, medium or heavy carrying capacity or reset your weight to normal.
For the purposes of calculating carrying capacity (http://www.d20pfsrd.com/alignment-description/carrying-capacity) you are treated as having a +2 bonus or -2 penalty to strength for every aberrant feats you possess to a maximum of +10 or -10 strength and may switch between bonus or penalty as a Full-Round-Action, this stacks with the Platform augment and is calculated before multiplying it.
You may use your Hit Die instead of your Base Attack Bonus for the purposes of calculating CMD (Pathfinder) or opposed combat maneuver checks.


Whispers - [ Aberrant ]
Requires: Twisted Mind (Ex)

When you have a spirit eye active you gain Mindsight (http://dndtools.eu/feats/lords-of-madness--72/mindsight--1960/) as the feat using the Spirit augment's range as telepathy range.


Living Altar - [ Aberrant ]
Requires: Ozodrin Level 1, Stomach Feature

You gain the Altar stomach augment for free, with the following changes:
Living Altars can be moved to another secondary stomach as a Full-Round Action.
When a stomach containing an altar is removed the altar remains, though until it is put back into a secondary stomach you may not Add or Remove items from it nor can you consider any item Carried.
The center of a living altar can see, hear and speak within a 100' radius.
When not threatened an ozodrin may move any clothing or armor or any Carried items to her physical body as if she was already wearing or holding them.


Favorite Pet - [ Aberrant ]
Requires: Ozodrin Level 1, Spawn Feature

Once one of your basic unaugmented spawn has lived for at least 24 hours you may give it a name and consider it a "Pet".
Your command range for a pet is 1 mile.
Pets do not die due to spawn feature removal, it is not needed for them to live and it remains even while the FP is refunded.
Pets are considered to have attributes: Str13, Dex10, Con-, Int-, Wis-, Cha-.
You may only ever have one pet at a time.


Evolved Pet - [ Aberrant ]
Requires: Ozodrin Level 1, Spawn Feature, Favorite Pet

As a swift action you may remove or add your pet to your Collective.
A free pet takes -2 to all rolls and saves, but it makes those attacks and saves separate from your other spawn.
When free your pet no longer needs actions to be commanded. It acts intuitively to the ozodrin's wishes and is not limited to the Spawn feature's command list.
Your pet gains the attributes: Str 13, Dex10, Con-, Int3, Wis10, Cha4
When a new pet is chosen it may have the Elite augment using the Brute or Sly options. After the 24 hour period the augment's FP is refunded. This does not allow you to have more than one elite spawn.


Alterable Form - [ Aberrant ]
Requires: Features (Ex)

Gain +1 Form Point.
Whenever you would normally be able to add features, you may spend a move action to effect your true form in the following ways:
Remove the following: 2 Arms (Able to use 1-Handed Weapons) or 2 Legs and gain 1FP.
Remove any body part that grants a natural attack (that deals at least 1D4 damage) and gain 1FP.
Turn any body part into a feature it mechanically qualifies or over-qualifies for for 0FP.
Turn any two body parts into features with similar mechanical benefits for 1FP.
Grant a natural attack the Large augment (+2 damage +1Size) as if it were a feature for 1FP.
Revert any of the above options to refund the form points spent or gained.
You may not gain FP by removing body parts gained through features or non-physical non-perminent means such as magical, psionic, ect.


Fragment - [ Aberrant ]
Requires: Ozodrin Level 1

A Fragment is a piece of an augment. Having a fragment counts as having the augment itself.
Fragments have reduced stats, if the fragment does not list a concise bonus listed on the original augment then it does not grant it.
For 1FP you may select 2 fragments from the list below, these function the same as augments in any other way.
Gain 2 fragments for free.




Augment Name
New Augment Ability


Darkvision
+30' DV


Perceptive Eye
+2 Perception


Insightful Eye
+5' See Invisible


Large Mouth
+1Size +1Dmg


Hooked Mouth
Bleeding1


Deceptive Mouth
+2 Speech Disguise


Trail Tasting Mouth
+3 Survival


Large Tentacle
+1Size, +1Dmg


Tail Tentacle
+2 Acrobatics


Serrated Tentacle
+1 Bleeding


Long Tentacle
+5' Reach, -1 Attack


Large Limb
+1Size, +1Dmg


Long Limb
+5' Reach, -1 Attack


Leg Limb
+10 Speed


Horrifying Limb
Manifest with DC+1


Battery Organ
HP = 1/2 Con


Adrenal Organ
+1 Str or Dex or Con


Listening Organ
+3 Audio Percetion


Hide Organ
+1 Natural Armor


Elemental Organ
Resist = 1/2 Level


Rail Organ
+50% Bonus Range


Delicious Spawn
Eat to Regain 3HP


Large Spike
+1Size, +1Dmg


Longshot Spike
+50' Spike Range


Plating Spike
Armor AC +1


Large Fin
+1Size, +1Dmg


Grace Fin
+10'


String Puppet
Missing 15' Cord


Trap Puppet
Manifest Feat, +1D3


Many Stomach
Split


Chamber Stomach
+50% Volume





Skilltricks



Skilltricks are an optional mechanic introduced in Complete Scoundrel (http://dndtools.eu/feats/categories/skill-trick/).
A skilltrick's mechanical benefits can only be used once per minute or once per encounter.
Skilltricks can be purchased once per level for 2 Skill Points each.



Mindscent
Requires: Ozodrin Level 10, Survival 8 Ranks

Your scent and tracking abilities now may be used as if you were under a non-magical Psychic Tracking (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/p/psychic-tracking) effect, except you may track with Survival instead of Spellcraft by taking an additional -10 penalty.


Whispers
Requires: Ozodrin Level 5, Bluff 4 Ranks, Intimidate 4 Ranks

You may use Bluff to send a Secret Message (http://www.d20pfsrd.com/skills/bluff) or use Intimidate to influence the creature's attitude (http://www.d20pfsrd.com/skills/intimidate) with any creature who has a mutual line of sight with you.
While not strictly telepathic these attempts cannot be perceived by others who may witness the results.


Symbiotic Weaponry
Requires: Features (Ex)

While in your true form you may designate one of your natural attacks to "inhabit" one type of weapon, for the duration of the encounter whenever making an attack with that weapon you may choose to suppress all the mechanics of that weapon and substituting it with the mechanics of the designated natural attack.
Substituting natural attacks for weapon attacks does not change the aesthetic qualities of the action.
For instance you may designate "swords" and "slams": while holding a sword you may make a slam attack with the sword as if it were your slam attack, using your slam's range and damage. If the sword is enchanted you do not benefit from that enchantment as it's effects were suppressed during the attack.


Distracting Sounds
Requires: Ozodrin Level 3, Bluff 3 Ranks

Gain the Performance Skill as a class skill.
The sound of any successful attack you make may be changed to another sound, allowing customized sound effects that do not grant a mechanical advantage.
Upon using an Action Point or Hero Point, or landing a critical hit or downing a creature, you may make a Performance check to create a mundane Ghost Sound (http://www.d20pfsrd.com/magic/all-spells/g/ghost-sound) effect for a number of rounds equal to 1/5th your performance check result to a maximum of 10 rounds.
Each non-hostile creature within 100' of the effect may add a +1 bonus to a single Action Point or Hero Point when using the option to grant a bonus to a single D20 roll.


Swinger
Requires: Ozodrin Level 5, Climb 8 Ranks (or) Acrobatics 8 Ranks

You gain the Brachiation (https://sites.google.com/site/pathfinderogc/extras/community-creations/caedwyr-s-lab/noble-wild-species/noble-animal-feats/racial-feats/brachiation-racial) racial ability with the exception that instead of using your land speed you must make either a Climb or Acrobatics check and the distance in feet you may travel that round is equal to double your check's result, or double your climb speed if that's higher.
Your body does not physically have to travel through terrain that allows you to brachiate if a tentacle or limb could reach it.
You may replace the terrain requirements of Branchiation with any surface that is higher than you are and you could climb with a climb speed, you may do this by using a Spider's Thread Organ Spell (http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/s/spiders-thread), Limbs or Tentacles if you have a climb speed, or a Spike Feature with the Harpoon augment at their respective ranges.
If you end your turn suspended by a thread, limb, tentacle or spike you are considered to be climbing. On your next turn you must either continue to brachiate, be suspended under your point of contact, or let go.


Selective Invisibility
Requires: Ozodrin Level 5, Stealth 8 Ranks

Whenever a creature is failing to detect you within your line of sight, as a Free Action you may designate that creature to be able to detect you normally while you’re invisible, silenced, hiding, or otherwise difficult to sense. You may end this effect as an Immediate Action.
This skill trick does not grant additional saves, checks or circumstance modifiers to perceiving you.
Perceiving you in this way alone is not perfect, after the effect ends designated creates are unsure where exactly they saw you and may question whether they saw you at all.


Palate
Requires: Ozodrin Level 5, Suvival 5 Ranks (or) Perception 5 Ranks (or) Profession [Cook] 5 Ranks

You may make Knowledge [Taste] and Profession [Baker, Brewer, Butcher, Cook, Farmer, Fisherman, Gardener, Herbalist or Trapper] skill checks as if you had ranks in them equal to your Ozodrin Level.
Whenever you taste something (licking, eating, devouring or swallowing) you may make a Knowledge [Taste] (No Retry).
DC0 Reveals commonly known main components such as if you ate a chest you'd likely discern wood and metal.
DC10 Reveals smaller but still commonly known components such as the oil in an engine, a flower in a tuxedo or the type of food in a creature's stomach.
DC20 Reveals exact information about accessible components, you would be able to discern the saffron in a soup and tell that it's a spice and a flower.
DC20+ Reveals exact information with possibly inaccessible or excessively rare components, such as the blood of an outsider, ink made from the plane of shadow, or the golden ice ravage encrusting a creature.


Food For Thought
Requires: Devour (Ex), Suvival 8 Ranks (or) Profession [Cook] 8 Ranks

Whenever you taste an object or creature you may:
Detect it's magical properties as if while tasting it you were using a Detect Magic (http://www.d20pfsrd.com/magic/all-spells/d/detect-magic) effect on it.
You may make Knowledge skill checks as if you had ranks in them equal to your Ozodrin Level when attempting to identify things you have tasted.
You may make Spellcraft and Psicraft skill checks as if you had ranks in them equal to your Ozodrin Level when attempting to gain information on something you are currently tasting.
Instead of gaining hitpoints from a freshly slain corpse with your Devour (Ex) class feature you may instead learn the birth name of a freshly slain corpse and may know the answers of three questions similar to using a Speak with Dead (http://www.d20pfsrd.com/magic/all-spells/s/speak-with-dead) effect to ask the corpse.



Weapons

Armor

Goods and Services

Special Materials

Hanuman
2013-12-17, 12:40 AM
Magic and Psionics


Organ Casting

Organ Spell-Like or Psi-Like abilities follow the rules as normal for those abilities except as stated here.

Caster Level: 1/2 Ozodrin Level

Maximum Spell/Power Level: 1/3 Ozodrin Level (Rounded Down).

Range: Ranges are decreased to Touch (Single Target)

Experience/Material Cost: Same as spell or power, with the Eschew Materials (http://www.d20pfsrd.com/feats/general-feats/eschew-materials---final) feat, except you may reduce the material cost by increasing the HP cost of the spell by an equal amount of GP:HP.

0th Level Spells: When an Ozodrin uses a 0th level spell on herself it acts as a nonmagical effect and if the effect lasts for more than 1 round it lasts until dismissed as a free action.

Spells or Powers with multiple source listing assumes the higher level and/or the arcane option.

Cost: Ozodrin Spells and Powers cost 5 Hit Points per Spell Level or Power Level, and you may substitute 5' of your Strange Movement for 5 Hitpoints of this cost whenever you want. Hitpoints used in this way are subtracted at the end of your turn.



Spell/Power Level
HP Cost


0
0


1
5


2
10


3
15


4
20


5
25


6
30



Ozodrin Spell/Power List



Tool (http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/c/conjurer-s-toolbelt)
Quill (http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/q/quill)
Signal (http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/s/signal)
Capture (http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/c/capture-alive)
Bone Spurs (http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/b/bone-spurs)
Clean (http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/c/clean)
Spider Thread (http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/s/spiders-thread)
Light (http://www.d20pfsrd.com/magic/all-spells/l/light)





Magic Fang (http://www.d20pfsrd.com/magic/all-spells/m/magic-fang)
Down and Out (http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/d/down-and-out)
Charm Person (http://www.d20pfsrd.com/magic/all-spells/c/charm-person)
Clear Conscience (http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/c/clear-conscience)
Conceal Thoughts (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/c/conceal-thoughts)
Fight or Flight (http://www.d20pfsrd.com/magic/3rd-party-spells/4-winds-fantasy-gaming---3rd-party-spells/fight-or-flight)
Id Seizure (http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/i/id-seizure)
Malicious Intent (http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/m/malicious-intent)
Unspeakable Tongue (http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/u/unspeakable-tongue)
Glamour (http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/g/glamour)
Pins and Needles (http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/p/pins-and-needles)
Awesome Strike (http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/a/awesome-strike)
Skate (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/s/skate)





Read Thoughts (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/r/read-thoughts)
Alter Self (http://www.d20pfsrd.com/magic/all-spells/a/alter-self)
Dissolving Touch (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/d/dissolving-touch)
Everyman (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/e/everyman)
Invisibility (http://www.d20pfsrd.com/magic/all-spells/i/invisibility)
Lipstitch (http://www.d20pfsrd.com/magic/all-spells/l/lipstitch)
Cloud Mind (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/c/cloud-mind)
Dimension Swap
[URL="http://www.d20pfsrd.com/magic/all-spells/r/retrieve-item"]Retrieve Item (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/d/dimension-swap)





Dragon's Breath (http://dndtools.eu/spells/draconomicon--92/dragon-breath--1034/)
Ectoplasmic Grapnel (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/e/ectoplasmic-grapnel)
Silence (http://www.d20pfsrd.com/magic/all-spells/s/silence)
Dispatch (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/d/dispatch)
Mindhunter (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/m/mindhunter)
Beckon Monster (http://dndtools.eu/spells/tome-of-magic--89/beckon-monster--3445/)
Subjective Invisibility‡


‡ = New Spell/Power, See: Magic and Psionics / New Spells and Powers




Confusion (http://www.d20pfsrd.com/magic/all-spells/c/confusion)
Flexible Trajectory (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/f/flexible-trajectory)
Fold Space (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/f/fold-space)
Immovability (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/i/immovability)
Thundering Step (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/t/thundering-step)
Greater Invisibility (http://www.d20pfsrd.com/magic/all-spells/i/invisibility)
Truevenom (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/t/truevenom)
Lesser Simulacrum (http://www.d20pfsrd.com/magic/all-spells/s/simulacrum)
Shadow Step (http://www.d20pfsrd.com/magic/all-spells/s/shadow-step)
Death Urge (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/d/death-urge)
Deadly Fear (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/d/deadly-fear)
Vanishing Strike (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/v/vanishing-strike)





Call Forth the Beast (http://dndtools.eu/spells/heroes-of-horror--70/call-forth-the-beast--1431/)
Prying Eyes (http://www.d20pfsrd.com/magic/all-spells/p/prying-eyes)
Transformation of the Deeps (http://dndtools.eu/spells/stormwrack--87/transformation-of-the-deeps--3369/)
Summoning Strike
[URL="http://www.d20pfsrd.com/magic/all-spells/p/plane-shift"]Plane Shift (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/s/summoning-strike)





True Seeing (http://www.d20srd.org/srd/spells/trueSeeing.htm)
Retrieve (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/r/retrieve)
Fuse Flesh (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/f/fuse-flesh)
Dissintegreation (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/d/disintegration)
Reposition (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/r/reposition)




Aberrant Touch [Feat]

Aberrate [1] (http://dndtools.eu/spells/book-of-vile-darkness--37/aberrate--226/)
Aboleth Curse [4] (http://dndtools.eu/spells/stormwrack--87/aboleth-curse--3352/)


Medicine Maker [Feat]
Medicine Maker spells can not heal more than 5 hit points per spell level.

Cure Light Wounds [1] (http://www.d20pfsrd.com/magic/all-spells/c/cure-light-wounds)
Cure Moderate Wounds [2] (http://www.d20pfsrd.com/magic/all-spells/c/cure-moderate-wounds)
Sustenance [2] (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/s/sustenance)
Remove Disease [3] (http://www.d20pfsrd.com/magic/all-spells/r/remove-disease)
Cure Serious Wounds [3] (http://www.d20pfsrd.com/magic/all-spells/c/cure-serious-wounds)
Body Purification [3] (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/b/body-purification)
Lesser Restoration [4] (http://www.d20pfsrd.com/magic/all-spells/r/restoration)
Neutralize Poison [4] (http://www.d20pfsrd.com/magic/all-spells/n/neutralize-poison)
Restore Extremity [5] (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/r/restore-extremity)
Heal Injuries [6] (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/h/heal-injuries)
Stone to Flesh [6] (http://www.d20pfsrd.com/magic/all-spells/s/stone-to-flesh)


Cooking Monster DRAFT[Feat]
Cooking Monster spells can not heal or provide more than 5 hit points or temporary hit points per spell level.

Attraction [1] (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/a/attraction)
Hold Animal [2] (http://www.d20pfsrd.com/magic/all-spells/h/hold-animal)
Sustenance [2] (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/s/sustenance)
Remove Disease [3] (http://www.d20pfsrd.com/magic/all-spells/c/create-food-and-watere\)
Cure Serious Wounds [3] (http://www.d20pfsrd.com/magic/all-spells/c/cure-serious-wounds)
Body Purification [3] (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/b/body-purification)
Lesser Restoration [4] (http://www.d20pfsrd.com/magic/all-spells/r/restoration)
Neutralize Poison [4] (http://www.d20pfsrd.com/magic/all-spells/n/neutralize-poison)
Flesh to Food‡ [5]
Heal Injuries [6] (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/h/heal-injuries)
Stone to Flesh [6] (http://www.d20pfsrd.com/magic/all-spells/s/stone-to-flesh)



Rage (http://www.d20pfsrd.com/magic/all-spells/r/rage) - Organ Augment - Adrenal
Blossom (http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/b/blossom) - Unsorted
Prevenom (http://www.d20pfsrd.com/psionics-unleashed/psionic-powers/p/prevenom) - Unsorted
Alter Poison (http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/a/alter-poison-damage-type) - Unsorted
Energy Weapon (http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/e/energy-weapon) - Unsorted
Poison Weapon (Works on natural weapons.) (http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/p/poison-weapon)


‡ = New Spell/Power, See: Magic and Psionics / New Spells and Powers


New Spell and Powers



Third Level

Subjective Invisibility

School Illusion (http://www.d20pfsrd.com/magic#TOC-Illusion) (Glamer); Level alchemist 3, antipaladin 3, bard 3, inquisitor 3, magus 3, sorcerer/wizard 3, summoner 2

CASTING - V / S

EFFECT:

Target you or creature touched
Duration 1 round/level (D)
Saving Throw Will negates (harmless)

DESCRIPTION:

This spell functions like invisibility, except that you may reveal yourself to any number of creatures within your line of sight as a swift action. Creatures you are revealed to can sense you normally, but attacking a creature whom you are revealed to does not end the effect.


Fifth Level

Flesh to Food

School Transmutation (http://www.d20pfsrd.com/magic#TOC-Transmutation); Level witch 5, bard 5

CASTING - V / S / M (any one thing related to food)

EFFECT:

Medium (100 ft. + 10 ft./level)
One Creature
Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

DESCRIPTION:

Deal 1d6 damage per 2 caster levels.
If the target takes more than half it's hitpoints in damage from this spell it must succeed a Fortitude save or become food.
The size and type of food is up to the caster as long as it is mundane and weighs equal or less than the effected creature and bears an abstract resemblance or depiction of the creature.
Food forms of creatures are not dead (though they are detected as if they were dead), and are aware of their surroundings but can take no action.
The spell Stone to Flesh returns a food form of a creature to normal, though any deformities suffered (such as a missing arm or head) carry over.
Willingly eating the food form of a creature grants the user Fast Healing 1 for a number of rounds equal to it's hit die (stacking in duration), this replaces any mechanical benefits from eating the creature. Unwilling creatures instead gain no benefit.

Hanuman
2013-12-17, 12:41 AM
Prestige Classes

Classes by Qazzquimby

Mindbreak Stalker
"Sanity is overrated. Rationality is a crutch for those weak of mind. In order to survive, to be able to stand in the face of unmitigated cosmic horror, you have to discard your mind and your sense of self."

Going insane is a highly subjective matter. The process manifests itself differently in different people. For many, it involves a slow descent into mindlessness, psychosis, or catatonia. But for a unique set of people, insanity takes a more devious form; that of a madness beast that nests itself deep into the psyche of the individual.

A madness beast is a being with a horrific form that has its origins in the Far Realms. Those who develop a madness beast will often lose the battle for the autonomy of their own mind. They try to preserve their own elements of logic and rationality, and are destroyed by the beast's psychic onslaught. But there are those who allow themselves to be devoured by the madness beast, and harness its power. One who has successfully discarded his or her mind in order to live with the madness beast is a mindbreak stalker.

Once he or she has bonded with the madness beast, a mindbreak stalker gains hightened powers of the mind and uses it to survive in situations that even the most powerful of adventurers would find perilous. A mindbreak stalker uses his or her powers in order to infiltrate the deepest, darkest labyrinths where unspeakable horrors lie. While most others would go insane or flee, the mindbreak stalker delves deeper and into realms where reality begins to break down from inside-out.

A mindbreak stalker is most definitely insane, but not in the typical sense. Because of their co-existence with the madness beast, they are able to act autonomously and with the agency of a sane person. However, their eyes are different from a normal person's. They exude an aura that seems altogether... inhuman. Their personalities, the risks they take, the quirks they exhibit all point to an all-devouring madness that engulfs them.

And they thrive in that madness.


BECOMING A MINDBREAK STALKER

The classes most suited to becoming mindbreak stalkers are factotums, psychic rogues, and soulknives; all of whom can easily meet the skill requirements and who benefit most from the mindbreak stalker's enhanced stealth and psionic abilities. Kineticist and egoist psions with training in stealth also sometimes enter this class. Entering this class without stealth skills or psionic skills as class skills is prohibitive, so this isn't suited to most other classes.


Entry Requirements

Alignment: Any chaotic.
Skills: Autohypnosis 5 ranks, Hide 5 ranks, Move Silently 5 Ranks, Knowledge (psionics) 5 ranks. (+3 each for 3.5)
Feats: Aberrant Blood*, Darkstalker (Lords of Madness).
Special: Must have 5 ranks in Knowledge (forbidden lore) (http://www.d20srd.org/srd/variant/campaigns/sanity.htm#knowledgeForbiddenLoreNone). (+3 for 3.5)
Special: Must have been previously reduced to 0 or less Sanity (http://www.d20srd.org/srd/variant/campaigns/sanity.htm#).

*This feat may be waived if the character is already an Aberration (such as an Elan or an Illithid).





Level
BAB
Fort Save
Ref Save
Will Save
Special
Mindbreak
Powers Known


1st
+0
+0
+2
+2
Ozodrin Advancement, Ravages of the Shattered Mind
1d6
-


2nd
+1
+0
+3
+3
Serenity of the Infinite Depths
1d6
+1 level of existing manifesting class


3rd
+2
+1
+3
+3
Step into Disarray (dimension door), Alien Sneak
2d6
+1 level of existing manifesting class


4th
+3
+1
+4
+4
Delusion's Gaze (30 ft.)
2d6
+1 level of existing manifesting class


5th
+3
+1
+4
+4
Hide in Plain Sight
3d6
+1 level of existing manifesting class


6th
+4
+2
+5
+5
Blade from a Different Dimension
3d6
-


7th
+5
+2
+5
+5
-
3d6
+1 level of existing manifesting class


8th
+6/+1
+2
+6
+6
Delusion's Gaze (60ft. + true seeing)
4d6
+1 level of existing manifesting class


9th
+6/+1
+3
+6
+6
Step into Disarray (plane shift), Fractal Mindscape
4d6
+1 level of existing manifesting class


10th
+7/+2
+3
+7
+7
Psychopathic Phantasmagorial
4d6
-



Hit Die: D8

Skillpoints:6

Class Skills:

Acrobatics (Dex)
Autohypnosis(Wis)
Balance (Dex)
Bluff (Cha)
Climb (Str)
Concentration (Con)
Craft (Int)
Decipher Script (Int)
Disable Device (Int)
Disguise (Cha)
Escape Artist (Dex)
Forgery (Int)
Hide (Dex)
Intimidate (Cha)
Jump (Str)
Knowledge (dungeoneering) (Int)
Knowledge (local) (Int)
Knowledge (the planes) (Int)
Knowledge (psionics) (Int)
Listen (Wis)
Move Silently (Dex)
Open Lock (Dex)
Perception (Wis)
Perform (Cha)
Profession (Wis)
Psicraft (Int)
Stealth (Dex)
Survival (Wis)
Swim (Str)
Tumble (Dex)
Use Psionic Device (Cha)
Use Rope (Dex)


Mindbreak Stalkers gain no proficiency with any weapon or armor.

▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬
Class Features

Ozodrin Advancement You aberrant powers grow ever stronger.

Levels in Mindbreak Stalker stack with Ozodrin levels for determining form points


Powers Known You continue to advance your psionic abilities.

At every level except 1st, 6th, and 10th, a Mindbreak Stalker gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class.
She does not gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on).
This essentially means that she adds the level of Mindbreak Stalker to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before she became a Mindbreak Stalker, she must decide to which class she adds the new level of mindbreak stalker for the purpose of determining power points per day, powers known, and manifester level.


Ravages of the Shattered Mind (Ex) ι 1 ι You are permanently, irrevocably insane.

A Mindbreak Stalker is immune to sanity damage and effects, and is treated as having a permanent Sanity stat (http://www.d20srd.org/srd/variant/campaigns/sanity.htm) of -10 for any purpose. This does not prevent the character from being controlled by a player.
The Mindbreak Stalker automatically has a number of ranks in forbidden lore equal to his hit dice +3, but cannot increase the number of ranks in this skill through any means. If the she already has more ranks in forbidden lore than this limit, those ranks remain, but cannot be increased until his hit dice 3 again exceeds his current ranks.
The mindbreak stalker develops five phobias or obsessions at each of these intervals. Whenever a mindbreak stalker encounters the object of his phobia or obsession, he is subject to a -2 penalty on saves, attacks, and skill checks while in its presence. Consult with your DM for appropriate phobias or obsessions. If you encounter multiple objects of your phobias or obsessions at the same time, the penalties are cumulative.
At each even-numbered class level, the madness beast devours one of the mindbreak stalker's phobias or obsessions, and the mindbreak stalker no longer is subject to a penalty with respect to that phobia or obsession.

Phobias
Acrophobia: You are afraid of heights.
Hydrophoba: You are afraid of water.
Hypnophobia: You are scared of sleep.
Pyrophobia: You are afraid of fire.
Uranophobia: You are afraid of the heavens & divine magic.

Obsessions
You have a drug disorder.
You are a kleptomaniac, and compulsively grab everything you can.
You have an irrational preference for prime numbers.
You spend hours a day cleaning and polishing your equipment.
You cannot look into the eyes of a member of the opposite sex.
You are addicted to the sensation of chewing.
Any sort of music disturbs you.

Mindbreak (Su) ι 1 ι You can attack the very minds of the unwary.

When a mindbreak stalker attacks an enemy who would be denied their dexterity bonus to AC or if the mindbreak stalker is flanking her target, she may assault her target's mind with an attack.
She deals additional dice of damage on her attack and does 1 point of Sanity damage per mindbreak die on each attack.
This ability is mind-affecting in nature, and not precision damage, and so affects creatures immune to sneak attacks and critical hits, but does not affect mindless creatures.
Ranged attacks can mindbreak only if the target is within 30 ft.


Serenity of the Infinite Depths (Ex) ι 2 ι Your mind has been warped and fortified by the madness beast.

The Mindbreak Stalker receives a bonus on saving throws against fear, charm, and compulsion effects equal to half her class level.


Step into Disarray (Ps) ι 3/9 ι You learn to use the Far Realms as a conduit for travel.

At 3rd level, a Mindbreak Stalker may teleport as if using Psionic Dimension Door. The Mindbreak Stalker also adds Psionic Dimension Door to her list of known powers as a bonus power known.
At 9th level, a Mindbreak Stalker may transport himself, along with up to eight willing allies, to the Far Realms, as if manifesting Psionic Plane Shift. Her companions are likewise extended the physical and mental protection afforded to the Mindbreak Stalker so long as they accompany her in this method. The Mindbreak Stalker may transport herself and his allies back to whichever plane they came from without spending another using of this ability. The Mindbreak Stalker also adds Psionic Plane Shift to his list of known powers as a bonus power known.
Using either ability, the Mindbreak Stalker has an effective manifester level equal to her hit dice, and the powers are automatically augmented when applicable. This ability is usable 3 + int mod times per day (for both abilities, so if a Mindbreak Stalker has 6 daily uses, he may use the dimension door power four times and the plane shift power twice, or use all six for the dimension door power).


Alien Sneak (Ex) ι 3 ι You can conceal yourself from the most unnatural creatures.

A Mindbreak Stalker receives a bonus equal to her class level on hide and move silently checks opposed against any creature with extraordinary or supernatural senses (such as scent or tremorsense) and against any creature who has augmented senses through magic or psionic abilities. Low-light vision and darkvision do not count for the purposes of granting this bonus, unless magically granted.


Delusion's Gaze (Su) ι 4/8 ι The eyes of the madness beast see with the clarity of unmitigated insanity.

At 4th level, the Mindbreak Stalker gains blindsense out to 30 feet.
At 8th level, the Mindbreak Stalker's blindsense improves to 60 feet. Also at 8th level, while psionically focused, the Mindbreak Stalker can see anything within the range of her blindsense as if she had a Psionic True Seeing effect in place.


Hide in Plain Sight (Su) ι 5 ι You can hide within the very folds of space.

A Mindbreak Stalker may mamke hide checks without cover or concealment as long as she is psionically focused.


Blade from a Different Dimension (Su) ι 6 ι A Mindbreak Stalker learns how to infuse her weapons with the mind-shattering properties of the Far Planes.

Whenever a Mindbreak Stalker of 6th level or higher delivers a mindbreak, she also deals wisdom damage equal to the number of mindbreak dice.
If she chooses to, a Mindbreak Stalker may expend her psionic focus when delivering a mindbreak and have her attack automatically bypass any damage reduction or hardness the target may possess.


Fractal Mindscape (Su) ι 9 ι A Mindbreak Stalker's mindscape is an incomprehensible field of unadulterated horror.

a Mindbreak Stalker gains protection from all devices, powers, and spells that influence the mind. This ability shields her against almost all mind-affecting powers and effects (though the Mindbreak Stalker can selectively allow powers or spells to affect her).
The ability even foils bend reality, limited wish, miracle, reality revision, and wish when they are used to mentally influence a Mindbreak Stalker. This ability is active as long as the Mindbreak Stalker is psionically focused.


Psychopathic Phantasmagoria (Su) ι 10 ι The Mindbreak Stalker has fully internalized her insanity, and becomes one with the beast of madness dwelling inside of her.

For up to ten minutes per day (which need not be consecutive minutes, or even rounds), the Mindbreak Stalker may assume the form of the beast of madness. In this state, she undergoes the following changes:

Type changes to Aberration, with the chaotic and psionic subtypes. Do not recalculate base attack bonus, hit dice, saves, or skills.
Any items or equipment meld into her new form and cannot be used.
The Mindbreak Stalker has continuous psionic focus (it is never "expended"; or equivalently, focus is immediately regained after it is spent)
The Mindbreak Stalker gains power resistance equal to 15 + hit dice.
The Mindbreak Stalker has an effective manifester equal to her hit dice.
The Mindbreak Stalker temporarily gains any three [aberrant] feats (Lords of Madness). Feats gained in this manner are lost when the form is dismissed and cannot be used to qualify for other feats or prestige classes; however, the feats can help to qualify for themselves (so the 1st feat can qualify for the 2nd feat, etc.). When taking temporary [aberrant] feats in this manner, it is not necessary for the mindbreak stalker to have the Aberrant Blood feat.
If the Mindbreak Stalker has levels in Ozodrin, she gains FP up to her total HD.

This form may be assumed or dismissed as a move action that does not provoke an attack of opportunity. After dismissing the madness beast form, the Mindbreak Stalker is exhausted for 1 minute.

The Transcendent Scion
And so, The Witness of Forlorn Memories was intrigued. The disturbance was neglectable in size, and infinitely fragile, and yet it held many secrets. There were laws inside the tiny bubble that none of the Elder Minds had ever dreamt up, causes following effects, linear time, three dimensions of space closely intertwined.
The Witness of Forlorn Memories extended a fine tendril of his essence towards the disturbance carefully peeling apart it's outer layers and reaching for it's core.
But suddenly, as he touched the strange reality within, the tendril was severed from him by an unknown force, because, unbeknownst to him, the powers of that reality had felt and dreaded his incursion, and trapped his essence in a mortal shell, forever to be bound in that little creature's descendants.
The Witness of Forlorn Memories pondered this for a grand cycle and a half, until he felt something new, a bright and tiny spark of his own essence had freed itself from the disturbance inside him. He parted his layers and studied the spark, and he knew it.
And so, the seed of a new Elder Mind was born.

-The Codex of Forbidden Dreams

Outside reality, beyond the boundaries of Time, Space and logic, lies the Far Realm, home to entities vast and powerful, perhaps more so than even the gods. Few ever notice the tiny bubble of reality, but those that do sometimes invest a tiny spark of their own essence in it, to grow and mature. This spark attaches itself to the consciousness of a newborn or weak-minded creature, displacing it's soul in the process.
Scions are those born with such a spark, manifesting most often as an unusually powerful talent for Xenotheurgy. (http://www.giantitp.com/forums/showthread.php?122103-Xenotheurgy-Far-Realms-magic-system) The feeling of not belonging in this world never entirely leaves them, and some of them seek to return to the place calling to them, the Far Realms. These become Transcendent Scions, developing their talents and seeking their "True Form".

Entry Requirements
Skills: Knowledge: the Planes 5 ranks, Knowledge: Dungeoneering 5 ranks (+3 each for 3.5)
Feats: Twisted Incursion or Rift Walker (http://www.giantitp.com/forums/showsinglepost.php?p=12280523&postcount=2), Decentralized Body
Special: Must know at least four murmurs, one of which must be Endless Evolution. Must be able to form the Tentacle feature.

*This feat may be waived if the character is already an Aberration (such as an Elan or an Illithid).

Unless otherwise noted, when an ability calls for a save the DC is 10+1/2 Your Xenotheurgy level + stat added to your will save.



Level
BAB
Fort Save
Ref Save
Will Save
Special


1st
+0
+2
+0
+2
Mind of Madness, Feature (Cosmic Protoplasm)


2nd
+1
+3
+0
+3
Puppeteer of Insanity, Seeping Through


3rd
+2
+3
+1
+3
Murmur, Conscious Incursion


4th
+3
+4
+1
+4
Feature (Impossible Shapes)


5th
+3
+4
+1
+4
Aberrant Adaption


6th
+4
+5
+2
+5
Murmur, Broken Form


7th
+5
+5
+2
+5
Feature (Ozodrin)


8th
+6/+1
+6
+2
+6
Feature (Madness)


9th
+6/+1
+6
+3
+6
Murmur, Shattered Limitations


10th
+7/+2
+7
+3
+7
Realization of the Perfected Form



Hit Die: D8

Skillpoints:4[/SIZE]

Class Skills:

Autohypnosis(Wis)
Bluff (Cha)
Disguise (Cha)
Heal (Wis)
Intimidate (Cha)
Knowledge (arcana) (Int)
Knowledge (dungeoneering) (Int)
Knowledge (history) (Int)
Knowledge (the planes) (Int)
Listen (Wis)
Sense Motive (Wis)
Stealth (Dex)
Spellcraft (Int)
Spot (Wis)
Use Magic Device (Cha)


Transcendent Scions gain no proficiency with any weapon or armor.

▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬
Class Features

Mind of Madness (Ex) | 1 | The madness of your mind and body are always on equal grounds.

Your feature points, feature augmentations and the level of your Ozodrin abilities (Such as Manifest Form) are now based upon your Xenotheurgy level, instead of your Ozodrin level.
Instead of adding your Charisma Modifier to your Ozodrin Features and class features you instead add whichever modifier is added to your willsave.


Feature (Cosmic Protoplasm) (Ex) | 1 | As your connection to the Far-Realms grows stronger, so does your ability to tap into its power.
You are now able to utilize the liquid-like substance that opposes reality itself: The Cosmic Protoplasm of the Far-Realms.
Cosmic Protoplasm
Appearance
A reflective silver liquid that drips and oozes off your body.
Benefits
As a standard action you make a single melee touch attack, which deals 1d4 force damage for a medium creature.


Augment
Benefit
Requires
Maximum


Endless River
+1d4Dmg
Cosmic Protoplasm
1+1/4 Levels


Aphrodisiac of Insanity
Daze 1 rnd, plus attraction to protoplasm.
Cosmic Protoplasm
Once


Elder Bile
Sicken 3 rnds, plus -2 to rolls.
Cosmic Protoplasm
Once


Thinking Ooze
Share thoughts with those hit
Cosmic Protoplasm
Once


Shifting
Move Feature
Level 17
Once / Feature




Endless River

Your Cosmic Protoplasm deals 1d4 more force damage.


Aphrodisiac of Insanity

Creatures that either come into direct contact with or are affected by your Cosmic Protoplasm must make a will save or become Dazed for one round.
Anyone who failed there save will attempt to come into contact with more Cosmic Protoplasm at almost any cost. Self destructive actions allows the target to roll another will save with a +5 modifier to the roll. This second feature lasts for 24 hours.


Elder Bile

Creatures that either come into direct contact with or are affected by your Cosmic Protoplasm must make a will save or become Sickened for three rounds.
If the target attempts to interact with the source of Cosmic Protoplasm they take an additional -2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. This second aspect of Elder Bile lasts for 24 hours.


Thinking Ooze

Creatures that either come into direct contact with or are affected by your Cosmic Protoplasm are capable of communicating telepathically with you and may see what you see, so long as you are within ten feet of them.


Shifting [1FP]
As a move action you may move this feature from it's current location to anywhere else it could otherwise be placed.

In addition, your other features gain the following augments.


Augment
Benefit
Requires
Maximum


Silver Spittle
Bite deals force dmg
Cosmic Protoplasm, Mouth
Once per mouth


See the Taint
Always see those hit by protoplasm.
Cosmic Protoplasm, Eye
1/Level


Weeping Infection
Eye loses benefits/special, invest FP in spreadable protoplasm.
Cosmic Protoplasm, Eye
Once


Enchanted Silver
Consuming protoplasm effects with breach.
Cosmic Protoplasm, Eye, Weeping Infection
Once


Perfect Injection
Hit with protoplasm during grapple.
Cosmic Protoplasm, Tentacle
Once



Silver Spittle

Your bite attack now deals force damage.


See the Taint

You are capable of seeing any creature within 40 feet that have touched your Cosmic Protoplasm. This allows you to see them through walls, in darkness, while blind, ect.


Weeping Infection

This feature is added to an Eye feature or natural eye. This eye becomes blind and loses any gaze attacks it may posses.
Upon forming the eye, choose one non area-of-effect breach you have access to.
As a full-round action you may temporarily invest 1 FP/3 levels of the breach to ‘weep’ out 8 ounces of Cosmic Protoplasm, which may then be collected.
Anyone who consumes the Cosmic Protoplasm (Either via taint or simply drinking it, contact is not sufficient) is effected by the Breach, although saves still apply if necessary.
This is good for one use; if you taint a large amount of food and several people eat it only the first one to consume it is effected.
The effects of this feature last for 24 hours, after which the Cosmic Protoplasm dissipates as normal and the Breach is wasted.
After 24 hours, the FP are regained.

Perfect Injection

When you grappling a target you may choose to inject them with an extremely unstable form of Cosmic Protoplasm from your tentacle.This is considered to be part of the grapple (Instead of attacking your foe, escaping, moving, etc you choose to do this) and is made as a melee touch attack.
After three rounds of being constantly injected with Cosmic Protoplasm the target rolls a fortitude save.
If they fail they explode and are reduced below -10 HP, dead. This feature may be added to multiple tentacles, but doing so does not speed up the time it takes to make a target explode.



Puppeteer of Insanity (Ex) ι 2 ι You pull on the strings of madness like the greatest of puppeteers.
One per day you may activate any of the following effects as an immediate action. You gain an additional use of this ability for every four levels, to a maximum of three times per day at level 10.

Alter Gray-Matter: You twist and pull at your mind, replacing one active murmur with an inactive one. When doing so, switch the levels of the newly active murmur and the newly inactive murmur.
Close/Open the Gate: You may choose to gain or lose two warp points.
Break the Walls: You may active another Incursion from an active Murmur the same round you use this ability as an immediate action. This Incursion then lasts its normal amount of time. This stacks with any other active Incursion you have.

Seeping Through (Ex) ι 2 ι Remnants and traces of their far realm origin manifest all around the character.
You can no longer suppress the disturbances gained from any of your murmurs.

Murmur (Su) ι 3/6/9/12/15/18 ι The rip inside you grows ever wider, each day.

At third level, and every three levels thereafter, the Scion gains access to another murmur, though they may still only have there normal amount of murmurs active at a time.


Conscious Incursion (Ex) ι 3 ι You need no sanity to be strong of mind.

At third level, the Scion no longer takes any penalties to your wisdom and charisma-based skill and ability checks when using an incursion.


Feature (Impossible Shapes) (Ex) ι 4 ι The Far-Realms has no shape, and it is this contradiction from which you draw your power.
Impossible Shape
Appearance
Parts of your body appear different to all who see them. Some may see them as a bright light, while others see it as a hole in reality. Others may see it as a mass of unblinking eyes.
Benefits
You gain a 10% miss-chance against piercing damage, as the weapon simply passes through the cracks in your body.

Augment
Benefit
Requires
Maximum


Countless Cracks
+10% miss chance
Impossible Shape
1/4 levels


Pathway
Creatures that enter your square teleport
Impossible Shape
1/Level


Twisted Artery
Move a square of a breach's range.
Impossible Shape
1/Level




Countless Cracks

The chance to avoid a piercing attack is increased by 10%.


Pathway

Creatures no more than one size category larger than you may now enter your square. When they do so, they may teleport to any location within 10 ft. of your square.
You have no control over where they teleport (they pick the location), nor may you limit who can use you to teleport, although enemies entering your square draw AoO’s as normal.
Taking this augment multiple times increases the teleport range by 10 each time.


Twisted Artery

This feature allows you to slightly alter the shape of any area-of-effect Breach that you cast. You may ‘move’ 5x5x5 foot square of the Breaches area-of-effect to anywhere within the Breaches normal range.
An example of this is casting an Area-of-effect Breach at a group of enemies surrounding an ally and shaping it to not effect your allies square, whilst moving the displaced effect to an enemy behind you.
Taking this augment multiple times allows you to move multiple squares of range.


In addition, your other features gain the following augments.


Augment
Benefit
Requires
Maximum


Internal Walkway
Teleport those you swallow.
Impossible Shape, Mouth, Pathway
Once per mouth


Piercing Sight
See through 10 ft. of material
Impossible Shape, Eye
1/Level


Broken Tentacle
Tentacle can move through 10ft. solid material.
Impossible Shape, Tentacle
1/level



Internal Walkway

When using the swallow whole ability with an affected mouth, instead of putting the creature inside your stomach you may instead teleport them to a location of your choosing, with a range no more then that allowed by your Pathway feature.

Piercing Sight

The effected eye is now capable of seeing through up to 10 feet of solid material. This allows you to see through a wall, clothing, or the cover of a book.
Although this does not grant you the ability to see in fog or darkness you may ‘look past’ it, in order to see creatures or objects on the other side.
Taking this augment multiple times allows you to increase the range by 10ft. each time.

Broken Tentacle

Your tentacle may now ‘phase through’ ten feet of matter (limited to your tentacles length). This allows you to attack creatures, grapple, or interact with anything in the tentacles reach. Doing this does no damage to what you’re phasing through.
Taking this augment multiple times allows you to increase the range the tentacle can phase through by 10ft each time, still limited by the tentacle's length.




Aberrant Adaptation (Ex) | 5 | Your mind grows as flexible as your body.

You gain a single aberrant feat of your choice, so long as you meet the requirements.
Once every 24 hours, after at least 8 hours of rest, you may change this aberrant feat to any other aberrant feat, so long as you meet the requirements.


Broken Form (Ex) | 6 | The line between your guise and your aberrant form grows far narrower.

You may have a number of features active in your normal form so long as the feature points do not exceed 1/4 your character level.
These points count against your form point total and do not work in your manifested form. For example, if you have four extra eyes in your normal form you lose four feature points and when you manifest form you lose these eyes until you transform back. Finally, you gain the Conservative Form (http://www.giantitp.com/forums/showthread.php?153536-Tooth-and-Tentacle-base-class-PEACH&p=8551543#post8551543) feat as a bonus feat.


Unlock (Ex) | 7 | Choose your destiny.

Choose one option listed in Unlocks (http://www.giantitp.com/forums/showsinglepost.php?p=16630205&postcount=4).


Feature (Madness) (Ex) | 8 | Choose your destiny.

Madness
Appearance
Everything within 60 feet of yourself becomes warped and twisted. Lights ripple, colors shift, strange sounds are heard, and everything generally seems wrong.
Benefits
All creatures within 60 feet of you take a -2 penalty to all Wisdom based skill checks. If they are also in the area of an incursion this penalty increases to -4.

Augment
Benefit
Requires
Maximum


The Insane Reality
Force others to use incursions
Madness
Once



Insane Reality

If the target of one of your Breaches fails to pass their save they must immediately roll a will-save. If they fail they are treated as if having activated a single Incursion that you know.
This Incursion is chosen by you, from either your inactive or active murmur list and the effects of this Incursion are based upon your Breach level.
The target takes all penalties associated with using an Incursion, for all intents and purposes they’re the one who used it.


In addition, your other features gain the following augments.


Augment
Benefit
Requires
Maximum


Mental Feast
Devour deals wis dmg. Target becomes insane at 0 wis.
Madness, Mouth
1/2 Mouths


Traitorous Flesh
Grow tentacles on other creatures.
Madness, Tentacle
1/Tentacle


The Eye
Confused creatures act as if charmed.
Madness, Eye
Once



Mental Feast

This augment may effect up to two mouths.
If an affected mouth is used to Devour a creature the mouth deals Wisdom damage instead of Constitution damage. If the targets Wisdom is reduced to 0 they are driven Insane, as per the spell.
The effects of this feature only work on creatures inside the area of your Madness feature (60ft), and if the mouth with this feature devours a creature outside of it devour does its normal constitution damage.


Traitorous Flesh
As a free action you may plant the affected tentacle on any creature within the area of the Madness feature (60ft).
This tentacle may be used to attack or grapple and acts on your turn. The tentacle is considered an object and has HP equal to double your HD and a hardness equal to one-half your HD. You may use this tentacle as part of your full-round attack. If the tentacle is destroyed you take damage equal to its hardness and may not redistribute the points spent on it for one minute.

The Eye

Any creatures that the affected eyes look at that are Confused, are instead treated as being Charmed.
They do not act randomly (and as such do not roll to determine what they do). A single eye may only watch a single creature at a time.
This only affects creatures who are inside the area of the Madness feature (60ft).



Shattered Limitations (Ex) | 9 | You surpass the limitations of even the most alien beings

All Aberrations and creatures native to the Far-Realms must roll a will-save or treat you as Friendly. Even if they pass their will-save they treat you as Indifferent if they would normally be Unfriendly or Hostile.
Creatures that are Indifferent to you because of this ability treat you an oddity. Although they sub-consciously recognize you as their “better,” they are still able to contain themselves, or simply reject the thought as a brief moment of madness. An example of this would be a Beholder that speaks with you in order to try to understand what you are. If it doesn't like your answers it may still attack, and chances are it won’t like your answers.
Creatures that treat you as Friendly because of this ability believe you to be perfect. A paragon of madness and everything they want to be. An Illithid under the effects of this ability would treat with a great deal of hospitality and respect, while a Beholder might simply wander off in confusion over the very idea that anything might have a greater form then themselves.
Regardless of the save you also gain a +4 to all social skills when dealing with Aberrations and native Far-Realm beings.

Realization of the Perfect Form (Ex) | 10 | Reality itself shatters under your power as you take control of what it once held.

You may activate this ability only when one of your Incursions is active and centered upon you. Doing so takes a full-round action and overlaps with your active Incursion. Ending this effect takes longer, requiring a full hour of uninterrupted concentration where you may not partake in any stressful actions. If you have multiple active incursions you must select which one you wish to use to activate this ability.
The area of Realization of the Perfected Form is equal to that of the Incursion used to active it. It has three sections, a Peripheral, a Marrow and a Heart. The Peripheral is equal in size to the Peripheral of the Incursion used. The Marrow is equal in size to the Marrow of the Incursion used. The Heart occupies the area you do when you shift.
Movement while shifted is impossible. Vast as you are, your body is contained by the crushing weight of reality. Although “parts” of your new form may be moved around, taking them outside of the area only reverts them back to there normal form, dealing no damage to you. Any features on these objects instantly dissolve and you do not regain those feature points for 24 hours. Any attempts to move the Incursion (such as with the Displace Incursion feat) automatically fail.


The abilities of each “section” of Realization of the Perfected Form are as follows.

The Heart: The Heart is the beating center of your new form.
All of your equipped items are merged into this new form and rendered inert.
You lose your Dodge AC, although you gain a bonus to your natural AC equal to half your HD.
You are treated as an Aberration or Construct for the purpose of spells; whichever is more beneficial for the Scion at the moment.
Your new form is completely helpless without any features added upon it. It lacks a head and has no eyes or ears, limbs, neck, or even a proper body to equip even basic armor; in essence you are treated as having no item slots.
Although called “The Heart” you may take any shape that fits your aesthetic desire, such as a pulsating brain or mass of worms, so long as it fits the previous criteria. Once your shape is chosen however it may not be changed for the duration of the effect.
The Marrow: The Marrow is a massive area that becomes your new body.
You may sense all creatures in its area as if you possessed Tremorsense.
You may form and remove features in this area as a free action, but you may only do so for a specific feature once per round. You may not, for example, form a feature, attack with it, and remove it all in one round.
In order to use a Breach you must have a feature within 60 feet of the target, which must have been formed for at least one round.
All features in this form have, unless otherwise stated, an AC value equal to yours along with five HP. The features saves are equal to yours.
For every feature killed, you take a quarter of the damage. If a feature is reduced to 0 HP it is destroyed and you instantly regain half the feature points spent on it, the other half of which you regain after 24 hours.
Teleportation and Plane-Shifting in the area of a Marrow is difficult. The Marrow is treated as if effected by Dimensional Lock, which has a caster level equal to your HD and can not be dispelled or suppressed.
The Peripheral: The Peripheral is treated like the Marrow but with the following exceptions: You do not have Tremorsense in its area of effect. Features take a move action to form or remove. A feature must be within 30 feet in order to use a Breach. Teleportation and Plane-Shifting is not barred. Note: This only applies to the area of the Peripheral –outside- of the Marrow.

Hanuman
2013-12-17, 12:45 AM
Library

Builds


Builds are currently written in this format:

[FEATURE -AUGMENT#] [FEATURE(OPTION) -AUGMENT(OPTION)]
Example: [Eye -Perceptive3] [Organ(Light) -Elemental(Acid)]






Characters



http://www.myth-weavers.com/sheetview.php?sheetid=888661



http://www.myth-weavers.com/showthread.php?t=179176

Hanuman
2013-12-17, 12:48 AM
Workshop



Update 2.3 Hotfix 2

Organ Augment Table mismatch fixed.
Ozodrin Spell List expanded to include Retrieve Item and Plane Shift.
Image Galleries expanded.
Fold Feat remade, given 2nd, 3rd, ect forms giving interesting "signature" forms for your character.


Done

Create "Field" feature, an area of spacial anomaly around the ozodrin which functions as an augment activation or aura template.
Create Worldskin augment.
Create a way to put features onto everything (Den Augment).
Create spell/power eating augment.
Create gravity manipulation field augment.
Zombification Field
Deflection Field
Sickening Aura
Buff/Debuff Field


Work In Progress

Clarify Thick Augment
Clarify Stomach Volume.
Balance Food For Thought Skilltrick.
More nonviolent optionality.
Fix Organ Removal/Add/Augment actions
Re-Design or Rebalance Spawn
Create and detail Field Feature's augments
Cooking Monster Feat/Spell List
Improve Throwing Spike Functionality
Work in more madness causing flavor http://www.d20pfsrd.com/gamemastering/afflictions/madness
Rethink CMD issues.
Feat that changes the flavor of your original race.
Custom curse system.
Angelic and Infernal feat options.
Affliction System (Poisons, Diseases and Infestations) Cancermage Flavor/Xenoalchemist Chirgeon
Xenoalchemist/Graughtsman Grafting
Improve and repair Fragment feat.
Add Planeshift
Add more food flavor
Add optionality for creating fake corpses.
Create "shell" you can burst out of, likely with puppet.
Feat to flavor John Carpenter's The Thing
Flesh out build section with "eidolon model example" format.
PRC Classes
Malshaper Remake
Akodrin Bloodline Remake
Allow shark mounts and similar (with feet)
Allow limbs and other features to "attach" to other creatures, granting them a graft in a sort. Rethinking whether shifting feature is so powerful that it needs to be restricted to endgame.
Allow active limb detachment via ms. fortune (skullgirls)






Using this as a base: http://www.d20pfsrd.com/gamemastering/afflictions

Type: Ozodrin Afflictions are actually a combination of [Poisons], [Diseases], [Infestations], and [Curses]; as such they are detected and cured as if they were any of these. Creatures are not immune to to an Ozodrin's Affliction unless they are immune to either Infestations or Curses.

Save: [DC 10 + 1/2 Ozodrin Level + Charisma]

Vectors
-Contact
-Ingestion
-Injury
-Inhalation
-Special

Hanuman
2013-12-17, 12:56 AM
FAQ/Help


Glossary


Listing of terms used in this class' tables:

Augment - The name of an augment.

Benefit - A concise shorthand to reference the augment's full effect as listed in the spoiler below the table.

+2FP - Small Augment grants +2FP, refunding the augment and small feature to gain a purely aestheic bonus.



Requires - The requirements of the augment to function.

Level - Refers to your Ozodrin level.
Organ/Augment Name - Refers to the organ or augment of the same name.
If these requirements are not meant the augment and it's effects cease to function.


Maximum - The maximum time this augment can be taken.

Once - You may not take this augment more than once.
Once / Feature - You make augment each of your features that this augment belongs to once.
1/# Level - You may take this augment at level # and once again every # levels. (1/4 level = 1 @ 4, 2 @ 8)
1 + 1/# Level - Same as 1/# Level except the maximum is one more, starting at level 1. (1+ 1/4 level = 1 @ 1, 2 @ 4)





I'm used to the original!

Hello Veterans, I know there are some massive changes made in the transition from Owrtho's Ozodrin and the current build, but hopefully this section will help the transition.

Conversion

The first thing to keep in mind is that while the Ozodrin works very well with the Aberration flavor it's no longer a requirement, and that the Ozodrin now comes in different flavors called Archetypes.

Features
All features now cost 1 Form Point.
By default an Ozodrin gains access to these features at level 1: Eye, Mouth, Tentacle, Limb and Organ.
More features can be unlocked, even at early levels: Spawn, Spike, Fin, Puppet and Stomach
Removing a feature is now a free action.

Eye: The eye feature now grants a non-defined amount of eyes.
Mouth: The mouth feature no longer needs to lead to a stomach, so it can be abstracted to a pair of scissors or a clamp.
Tentacle: As with most of the features which grant attacks the Many augment allows you to have an unlimited number of tentacles.
Limb: Limb is now separated into Sub, Minor and True, a sub limb is similar to an insectile template limb, a minor limb is similar to a diopsid limb and a true limb is similar to a golem's limb, this is to give the player options while maintaining the actual balance required for gaining limbs.
Organ: Most of the special abilities of the ozodrin's features have been moved into a centralized system. Organs allow you to cast spell-like and psi-like abilities emulated by other augments, and it has replaced the functionality of Flesh and Special Eyes. If you see something missing from the Ozodrin then it's likely ended up in the Spell/Psi list!
Spike: While spike functions as a ranged option it's now paired with organ and feats to provide it's "syringe" flavor.
Fin: Fin is no longer a combat option by default, it offers a wide array of potent mobility options.
Spawn: Spawn has been completely redone, it allows the Ozodrin to be summoner even at early levels.
Puppet: Puppet and Lure Trap have been merged and are available at low levels, though they have been changed.
Stomach: Secondary stomachs as well as the primary stomach has been changed, it now also augments your class feature.


More to come :smallsmile:




How to convert a 3.5 Ozodrin using Owrtho's Ozodrin (http://www.giantitp.com/forums/showthread.php?153536-Tooth-and-Tentacle-base-class-PEACH):

Work in Progress :smallsmile:



Pathfinder
The ozodrin now uses Pathfinder (Dungeons and Dragons 3.75 Edition), as such it has some positive mechanical changes we'll discuss.





Ozodrin Remix 3.5


Ozodrin Remix was designed with keeping it balanced for players wanting to play it in 3.5 (Ozodrin 3.5 + Pathfinder = [3.P]) so converting to 3.5 is fairly painless, though there are a few things to keep in mind:

Combat

+X CMB = +X bonus to all combat maneuvers when used offensively.
+X CMD = +X bonus to all combat maneuver checks when they are used on you.
CMD Optional Rule #1 = You may add your dexterity once to checks against combat maneuvers used on you.
CMD Optional Rule #2 = You may choose between Dexterity and Strength for combat maneuver checks used on you.


Skills

+X Acrobatics = +X Balance, +X Jump, +X Tumble
+X Perception = +X Listen, +X Spot, +X Search
+X Stealth = +X Hide, +X Move Silently


Feats

Pathfinder characters gain feats every 2 levels where as 3.5 characters gain feats every 3.
Feat Optional Rule #1 = Remove excess feats.
Feat Optional Rule #2 = Disable excess feats until they could have been gained.
Feat Optional Rule #3 = Lower your maximum Form Points by 1 for every excess feat you have.
Feat Optional Rule #4 = Use 3.5's Unearthed Arcana Flaw System to allow extra feats.


Requirements

When something requires skill ranks as a requirement increase this number by 3.


For more data, view the 3.5 to Pathfinder (http://www.dandwiki.com/wiki/Pathfinder_Roleplaying_Game_Conversion_Guide) conversion guide for more details.

EdroGrimshell
2013-12-22, 11:40 PM
I'm liking this so far, especially the Tether, it looks pretty interesting thus far.

Hanuman
2013-12-23, 10:25 PM
Thanks!

I've been working on the remake for a few months now and it's finally coming together. There's a lot of changes from the original, let me know if there's any changes you dislike and I will do my best to create an optimized end-result.

@Tether
Thank you kindly, the core class feature list is done but the alternative features have not been created.
Animats are features designed to be wildly creative, at core they are tentacles or limbs.
Objects are meant to fit a misc. role, they are intended to play a part similar to the Organ feature.
The reason behind the severe limitation on feature types is that the tether's feature composition work more similarly to Astral Constructs, so the mechanics are less picky due to the higher aesthetic options... you could have midna energy hair arms or doctor octopus claws or animated chains or a sword made of your soul and it would be the same feature.
Really when it comes down to it on that end, a bite attack is just a damage type and an attack, which can be solved through Multi and Strike augments, it'll just be another option with strike to apply the damage type, or a 1FP increase to make any feature instead deal S/P/B damages at the tether's discretion.


Is there anything with the ozodrin, tether or other archetypes you would like to see expanded upon?

Qwertystop
2013-12-23, 11:50 PM
As a starter: "Bio" is never explained, and many places have awkward phrasing and/or grammatical errors. I'll go through it sometime this week and find the specifics. Also, Spawn apparently have a Bio ability with a cost of zero.

Preliminarily, though, it doesn't really seem any simpler to work with than the original Ozodrin, except in that you will have less options to work with unless you use valuable feats on getting more features. This is akin to saying that it's simpler to play a Beguiler than a Wizard - well, yes, technically it is, but that's because you lose out on a lot.

(this example is intentionally exaggerated because I can't think of a closer example, as Sorcerer frequently doesn't lose out on enough to matter, but it should get the point across).

Hanuman
2013-12-24, 02:49 AM
As a starter: "Bio" is never explained, and many places have awkward phrasing and/or grammatical errors. I'll go through it sometime this week and find the specifics. Also, Spawn apparently have a Bio ability with a cost of zero.

Preliminarily, though, it doesn't really seem any simpler to work with than the original Ozodrin, except in that you will have less options to work with unless you use valuable feats on getting more features. This is akin to saying that it's simpler to play a Beguiler than a Wizard - well, yes, technically it is, but that's because you lose out on a lot.

(this example is intentionally exaggerated because I can't think of a closer example, as Sorcerer frequently doesn't lose out on enough to matter, but it should get the point across).
Those are good points, the features section is still WiP as is technically the entire class.

@Bio
Bio's fluff is that it's a mixture between biological, magic and psionic energy.
Bio's mechanic is that it's designed as a battery for abilities, allowing the ozodrin to charge up an internal reserve and unleash it for abilities that are too powerful to allow the ozodrin access to otherwise. This allows players to far exceed the normal limitations for the default ozodrin's balance horizon.

Critique is highly encouraged, I really want to hear more about what fixes need to be made with the system to increase it's capability and it's balance/style of presentation. The ideal scenario would be to get this class as polished as possible.


Delicious - [0] - You may take a move action to consume 2 spawn within reach to gain 1 bio.
If this is the bio ability with a 0 bio cost you referred to then it's 0 because the intention is to sacrifice spawn to create bio if you run empty. The alternative is to give it a bio cost of 1 and a gain of 2.
The Bio Usage bar may not be needed, thoughts?

@Feat Unlocked Features
Great point!
The change was made for a few reasons...
After you deconstruct features you find that you're actually gaining the versatility of their unlock at certain levels and in terms of balance progression is rated equal or less than a feat gain.
What this means is that by gaining it as a feat instead of at a certain level you are free spend your feats as you wish when you wish, if at all (feat unlocks will count as aberrant feats though).
Players who for instance never want to have fins because it doesn't make sense to their character don't have to have the ability, or they may purchase it at level 1 because it makes TOTAL sense for their character to have.
The gaining of feat unlocks is balanced in two ways, first you have additional bonus aberrant feats gained periodically (balanced by aberrant affinity's feat stacking fix), and secondly as long as the unlocks remain less valuable than a feat then the unlock feats are free to grant additional bonuses to balance their worth as needed between the small variances of feature's utility.

@Simplification
If you compare owrtho's ozodrin to the remix you'll find a few things a lot cleaner in execution.
For instance, try making a puppet, a 12 tentacle horror with varying tentacles and abilities, an army of spawn, ect. and see how it compares on the sheet, on the grid, and how easy it is to swap out when at the table.
The ozodrin is a huge project because of the way it runs, not the capabilities it has. While most classes have cleanly modular systems that their abilities are run through and changed daily or hourly the ozodrin may literally change themselves in or between combat which can summon a NIGHTMARE for both the player stuck between turns and the DM having to cater to this.
The end goal of the ozodrin remake is to cater perfectly to the table-side player and DM so the ozodrin runs about as hot as a caster. This is why the Bio system was put in, an ozodrin with a few extra minutes can customize some spell effects similar to how a divine caster can surf around while readying her daily spells.
The other issue was that owrtho's ozodrin thread had died, this is more about a proper thread remake than some miraculous fightermonkfixesque solution to a very high-maintenance class, though I would like to think with enough thought and consideration it can become very clean. :smallsmile:

@Capability
I would love to hear what you want to ozodrin to be able to do, whether it be something I haven't added in yet from the old version or something you'd just like to see.

Please use quotes on anything that needs fixing, I'm sure there are several things at least!

Any more thoughts?

Qwertystop
2013-12-26, 11:06 PM
So, I said I'd go through it and see what I could come up with for typoes and confusing bits and suchlike. Here we go:

Post 2:
Manifest:

Bulletpoint 2: The inability to add or remove features would work better down in "Features", where it actually talks about the adding and removing of features.
Bulletpoint 4: Manifest seems like it should be capitalized. This specific usage refers to the ability, which is a proper noun, not the verb.

Features:
Should this really be the same ability as Manifest? It messes with the flow a bit to do that, and the only real gain is removing one term from the table.
There is inconsistency and redundancy between bulletpoints 1, 6, and 7 - You say that features can be added and removed twice. Also, what is the action type for removing features?
In place of bulletpoint 1, I would suggest "You can add/remove features to/from your true form while in your worldly guise," then if any ability enables changing features while manifested, just say so there. This also removes the need for bulletpoint 4.
By how you have written it, a first-level Ozodrin has access to all of [Eye, Mouth, Tentacle, Limb, and Organ], but on going to second level and taking a level in, say, Barbarian, they can suddenly only use one of those at a time.
Bulletpoint 5 is awkwardly phrased. I'm not sure how to rephrase it because I'm not sure what it's actually saying - what does the size of a feature actually indicate or effect? As best as I can figure, all that the size affects is whether you can make it smaller, the damage die of the feature, what you can Swallow Whole (if the feature is a mouth), and whether you can put it on a Blunt Tentacle (which has other problems that I will get to when I get down there). Bulletpoint 5, as written, eliminates all of these factors except for the damage die, and none of these factors have any way of appearing in any situation where Bulletpoint 5 does not. Please clarify this.
"Unless otherwise noted" is an implied part of every single rule in the system, unless there's some feat or feature I'm unaware of that specifically bans modification by other, more specific rules.
Form Points:
Bulletpoint 2 could be better phrased as "Form points spent on features are regained when those features are removed."


Natural Attacks Sidebar:

Everything before the Special Ozodrin Rules is just a restatement of the core Natural Attack rules, and does not need to be present.
In the Special Ozodrin Rules:
Bulletpoint 3 should read "other than its Ozodrin class levels" and "it may choose to use natural attacks from that source as primary natural attacks instead," as other classes (or, generally, other non-race things) could be a source of natural attacks.

Unnerving Grace should say "to Intimidate and Diplomacy checks".

Aberrant Affinity should omit the word "strong" in Bulletpoint 2 and should include a clause for the case in which the Ozodrin has more Abberant feats than min(1+[max{WIS, INT}], level), such as low mental stats, mental ability damage, or some source of bonus feats (possibly in Gestalt).

Devour:

Bulletpoint 3, being optional, should be separate from the main class. I would suggest putting optional rules with either Archetypes or Character Options (or in a separate post entirely).
Bulletpoint 5 should append "... after this time, items will generally have been digested" for clarity (otherwise, it could be read that they would be retrievable by someone who was later swallowed).

The Grappling Sidebar, like the Natural Attacks Sidebar, is a restatement of core rules and does not need to be present.

Primary Stomach:

Bulletpoint 3 should say "A creature of a given size category counts as four creatures of the next smaller size category."
Bulletpoint 4 would be better phrased as "The stomach is never significantly larger than its contents; it shrinks to minimize empty space."
Bulletpoint 5 should say "Creatures inside the stomach gain full concealment from the Ozodrin, or partial concealment if they are touching the stomach walls, unless the Ozodrin can see them (generally by placing an eye in its stomach)." As-is, they get partial concealment when touching it, and no concealment otherwise.

Strange Anatomy:

As written, Bulletpoint 1 is bypassed by abilities which allow critical hits or sneak attacks against constructs. Was this intended?
"And" in Bulletpoint 2 should be replaced with "but only" for clarity.
Again, optional rules should not be in the main class.


Bizzare Grappler:
This is disorganized, and some parts are awkward or redundant. It can be replaced with:

Bizarre Grappler (Ex): You are adept at grappling with creatures of any size.
You gain the Improved Grapple and Snatch feats, even if you do not have the prerequisites.
If you already had Improved Grapple, you instead gain a bonus Aberrant feat.
If you already had Snatch, you instead gain a +2 untyped bonus to grapple checks.
Your Snatch feat works, regardless of your size, for attacks made with any feature of Large or larger size.
You ignore your negative size modifiers to grapple checks.


The "qualifying for prerequisites as though you had the feats" line is meaningless, because you do have those feats.

Strange Movement:
Bulletpoint 3 is missing "move with Strange Movement" before the bold bit.
Bulletpoint 5 should read "If you try to teleport to a location already occupied by a solid object, you are shunted automatically to the nearest open space. This uses Strange Movement distance as normal, and deals 1d4 damage per 5' beyond your daily limit.
1
More to come.

Hanuman
2013-12-31, 01:24 AM
So, I said I'd go through it and see what I could come up with for typoes and confusing bits and suchlike. Here we go:

Post 2:
Manifest:

Bulletpoint 2: The inability to add or remove features would work better down in "Features", where it actually talks about the adding and removing of features.
Bulletpoint 4: Manifest seems like it should be capitalized. This specific usage refers to the ability, which is a proper noun, not the verb.

Features:
Should this really be the same ability as Manifest? It messes with the flow a bit to do that, and the only real gain is removing one term from the table.
There is inconsistency and redundancy between bulletpoints 1, 6, and 7 - You say that features can be added and removed twice. Also, what is the action type for removing features?
In place of bulletpoint 1, I would suggest "You can add/remove features to/from your true form while in your worldly guise," then if any ability enables changing features while manifested, just say so there. This also removes the need for bulletpoint 4.
By how you have written it, a first-level Ozodrin has access to all of [Eye, Mouth, Tentacle, Limb, and Organ], but on going to second level and taking a level in, say, Barbarian, they can suddenly only use one of those at a time.
Bulletpoint 5 is awkwardly phrased. I'm not sure how to rephrase it because I'm not sure what it's actually saying - what does the size of a feature actually indicate or effect? As best as I can figure, all that the size affects is whether you can make it smaller, the damage die of the feature, what you can Swallow Whole (if the feature is a mouth), and whether you can put it on a Blunt Tentacle (which has other problems that I will get to when I get down there). Bulletpoint 5, as written, eliminates all of these factors except for the damage die, and none of these factors have any way of appearing in any situation where Bulletpoint 5 does not. Please clarify this.
"Unless otherwise noted" is an implied part of every single rule in the system, unless there's some feat or feature I'm unaware of that specifically bans modification by other, more specific rules.
Form Points:
Bulletpoint 2 could be better phrased as "Form points spent on features are regained when those features are removed."


Natural Attacks Sidebar:

Everything before the Special Ozodrin Rules is just a restatement of the core Natural Attack rules, and does not need to be present.
In the Special Ozodrin Rules:
Bulletpoint 3 should read "other than its Ozodrin class levels" and "it may choose to use natural attacks from that source as primary natural attacks instead," as other classes (or, generally, other non-race things) could be a source of natural attacks.

Unnerving Grace should say "to Intimidate and Diplomacy checks".

Aberrant Affinity should omit the word "strong" in Bulletpoint 2 and should include a clause for the case in which the Ozodrin has more Abberant feats than min(1+[max{WIS, INT}], level), such as low mental stats, mental ability damage, or some source of bonus feats (possibly in Gestalt).

Devour:

Bulletpoint 3, being optional, should be separate from the main class. I would suggest putting optional rules with either Archetypes or Character Options (or in a separate post entirely).
Bulletpoint 5 should append "... after this time, items will generally have been digested" for clarity (otherwise, it could be read that they would be retrievable by someone who was later swallowed).

The Grappling Sidebar, like the Natural Attacks Sidebar, is a restatement of core rules and does not need to be present.

Primary Stomach:

Bulletpoint 3 should say "A creature of a given size category counts as four creatures of the next smaller size category."
Bulletpoint 4 would be better phrased as "The stomach is never significantly larger than its contents; it shrinks to minimize empty space."
Bulletpoint 5 should say "Creatures inside the stomach gain full concealment from the Ozodrin, or partial concealment if they are touching the stomach walls, unless the Ozodrin can see them (generally by placing an eye in its stomach)." As-is, they get partial concealment when touching it, and no concealment otherwise.

Strange Anatomy:

As written, Bulletpoint 1 is bypassed by abilities which allow critical hits or sneak attacks against constructs. Was this intended?
"And" in Bulletpoint 2 should be replaced with "but only" for clarity.
Again, optional rules should not be in the main class.


Bizzare Grappler:
This is disorganized, and some parts are awkward or redundant. It can be replaced with:

The "qualifying for prerequisites as though you had the feats" line is meaningless, because you do have those feats.

Strange Movement:
Bulletpoint 3 is missing "move with Strange Movement" before the bold bit.
Bulletpoint 5 should read "If you try to teleport to a location already occupied by a solid object, you are shunted automatically to the nearest open space. This uses Strange Movement distance as normal, and deals 1d4 damage per 5' beyond your daily limit.
1
More to come.


First off, thanks so much with your thorough read and PEACH, I will do my best to deliver refinements and improve the class!
It highly motivates me to have external input on the class and I appreciate your help setting it up!

@General
Looking carefully at the flow of learning the class I think it would be best to write a general intro to the ozodrin, outlining their mechanics and how they work. I may get this set up in an infographics fashion and if not then just a small guide on how to build them and will allow DM's easier understanding on how the class works without having to browse.

@Manifest
-Text bolded, capped and moved to increase concise flow.
-"Worldly Guise" condensed to "Guise" (it's a tad blunt but it works better for reference, it can be re-fluffed in the fluff section later).
-I've made Features (Ex) it's own ability, you are right about manifest and features being better separate, but I see this more being an advantage to external usage than internal (internally it works slightly better). Archetypes, PrCs, ect. would all benefit from separation. --I'll redo the archetype tables later.

@Features
-Cleaned up, made more concise.
-Size rule removed for now, not sure why it was added (may have been a part of old notes being converted over).

@Form Points
-Great wording, it was a bit messy!

@Natural Attacks Sidebar
-Redone! I've converted the rules to pathfinder using a much simpler system and I'll be using the chart listing there as it's handy as all hell for managing features.

@Unnerving Grace
-Corrected ;]

@Aberrant Affinity
-I've redone it, added "Innate Horror" score which is recalculated after level-up providing a static measure to maintain one's balance. I've also set a minimum score to prevent possible negatives.
It's likely I'll just redo every single aberrant feat, I think I remember seeing grimshell post a whole compendium of fixed up ones a year or two back.
Until then this is a fix to the 3.5 lords of madness break that happens when you grant a bunch of free feats and class features that stacks intensely with them. The redo will be aimed at using int and wis to boost the ozodrin's passive stats regardless, as I want high mental stats to be as viable as low, just different.

@Devour
-Mutilate moved to Jaws feat.
-Added more flavor text to digestion (I actually plan to have a digestion sidebar, haven't got around to finding all of my notes on that specifically.)

@Grappling Sidebar
Super handy though, added some more links and pointers just to make sure everyone is on the same page.

@Primary Stomach
-Rephrased =]

@Strange Anatomy
-Construct attack was intended, I've added a clause to Flowing Shape to give the ozodrin immunities.
-Changed the optional to be more in the realm of DM discretion. It's kinda wordy still =/

@Bizarre Grappler/Strange Movement
-Changed and reworded as suggested =]



Thoughts? Any more? :smallsmile:


----

+ Added Epic Progression, Work In Progress

Qwertystop
2014-01-01, 08:23 PM
Continuing where I left off:

Swallow Whole:

Not much to say here except: Somewhere, you should indicate that the size category of a feature is the size category of its natural-weapon attack. Seems obvious, but even so.
Bulletpoint 3 should be split into two sentences.


Budding Body completely invalidates the Blunt augment for tentacles.

Aberrant Nature:

It should be "Your type becomes Aberration (Augmented X), where X is your previous type." That, at least, is the typical type-change wording - assumed by default, but you should still say it. If it was intended that you are not Augmented (meaning all racial HD would be changed), you should say so explicitly, but Bulletpoint 4 implies that it was not.
Bulletpoint 2 would mean that, lacking previous Darkvision, the Ozodrin would have 120' Darkvision. Just confirming that this is intended.
I'm pretty sure (not completely) that the usage of the Augmented type renders Bulletpoint 4 redundant.
Bulletpoint 5 should say "gain" instead of "inherit," I think.
Bulletpoint 6 would read better as "while in" instead of "within," though this is mostly just my opinion.


Strange Physiology, as written, has a bit of an IHS problem - it gives a chance to ignore any effect for 24 hours at a time, including those which have no saves (but not including those which have saves which you have failed. This is actually even worse than IHS, because it works on everything all the time. Even after fixing this, there is no clarification for how often you roll the chance-to-ignore for things which do not have saves, or whether you are supposed to completely ignore the effect or just treat it as a successful save for the next 24 hours in cases where there is only a save-for-partial. Finally, this ends up in the odd situation where it's easier to ignore things which have no saves than those which it is normally possible to resist. For the first bit, try "If you successfully save to resist such an effect, there is a 5%/Ozodrin level chance that you ignore it for 24 hours." Not sure what to do about the rest.

Rapid Form is unclear - "moving" FP separately from adding and removing features? Also, Bulletpoint 2 implies that adding features does count against the limit for removing (by stating the reverse situation explicitly). Try "Adding and removing features have separate limits for Rapid Form."
1

General Stuff I've Noticed: Frequently, you say "Level," and it's not clear whether you mean Character or Class level. Second, there are tense inconsistencies - second-person ("you"), specific third-person ("the ozodrin"), or generic third-person ("an ozodrin"). Official materials tend to use the latter.

ShadowFireLance
2014-01-02, 04:13 AM
How..

How have I missed this?

You sir, have earned a sub. I'm working on an Ozodrin PrC right now (That is, in an old text document) and you have captured my original image of it again.

I love the much Simpler tables, and I can see this going very far.

Hanuman
2014-01-02, 04:28 AM
How..

How have I missed this?

You sir, have earned a sub. I'm working on an Ozodrin PrC right now (That is, in an old text document) and you have captured my original image of it again.

I love the much Simpler tables, and I can see this going very far.

Thank you very much sir!

It took an astounding and surprising amount of brute force to get it this far, but the wheels are starting to get rounder the more I push it, if that makes sense!

I would love to have a look at your PrC and work with you to put it into the rules all pretty-styles. I'm a big fan of archetypes, check out 4.0, specifically the Tether for now and see the potential :smallsmile:



Continuing where I left off:

Swallow Whole:

Not much to say here except: Somewhere, you should indicate that the size category of a feature is the size category of its natural-weapon attack. Seems obvious, but even so.
Bulletpoint 3 should be split into two sentences.


Budding Body completely invalidates the Blunt augment for tentacles.

Aberrant Nature:

It should be "Your type becomes Aberration (Augmented X), where X is your previous type." That, at least, is the typical type-change wording - assumed by default, but you should still say it. If it was intended that you are not Augmented (meaning all racial HD would be changed), you should say so explicitly, but Bulletpoint 4 implies that it was not.
Bulletpoint 2 would mean that, lacking previous Darkvision, the Ozodrin would have 120' Darkvision. Just confirming that this is intended.
I'm pretty sure (not completely) that the usage of the Augmented type renders Bulletpoint 4 redundant.
Bulletpoint 5 should say "gain" instead of "inherit," I think.
Bulletpoint 6 would read better as "while in" instead of "within," though this is mostly just my opinion.


Strange Physiology, as written, has a bit of an IHS problem - it gives a chance to ignore any effect for 24 hours at a time, including those which have no saves (but not including those which have saves which you have failed. This is actually even worse than IHS, because it works on everything all the time. Even after fixing this, there is no clarification for how often you roll the chance-to-ignore for things which do not have saves, or whether you are supposed to completely ignore the effect or just treat it as a successful save for the next 24 hours in cases where there is only a save-for-partial. Finally, this ends up in the odd situation where it's easier to ignore things which have no saves than those which it is normally possible to resist. For the first bit, try "If you successfully save to resist such an effect, there is a 5%/Ozodrin level chance that you ignore it for 24 hours." Not sure what to do about the rest.

Rapid Form is unclear - "moving" FP separately from adding and removing features? Also, Bulletpoint 2 implies that adding features does count against the limit for removing (by stating the reverse situation explicitly). Try "Adding and removing features have separate limits for Rapid Form."
1

General Stuff I've Noticed: Frequently, you say "Level," and it's not clear whether you mean Character or Class level. Second, there are tense inconsistencies - second-person ("you"), specific third-person ("the ozodrin"), or generic third-person ("an ozodrin"). Official materials tend to use the latter.

@Swallow Whole
-First line cleaned up and made more concise, adding the context that it's comparing the bite attack's size instead of the mouth.
I'm not quite sure if I want all features to be considered the size of their attacks, as Ozodrin2 generally has a lot more multi-attack functionality from single features and may have one feature containing a bunch of different sizes instead, allowing all the attacks to share the same feature-specified augments instead of recopying which allows different balance considerations.
-Corrected ;]

@Budding Body
I'm playing with the concept of making it redundant for now, thoughts on it's actual impact?

@Aberrant Nature
-I've decided to go a 90degree on this one, I've removed guise type and added the types to the true form without augmenting them in a sorta "just works" way. Thoughts?
-I agree with the wording choices!

@Strange Physiology
-I've reduced the no-save to 2%/level, and created conditions to help guide players on how and when it's supposed to be used.

@Rapid Form
-Another 90degree change, one of the main issues with giving the ozodrin the power/incentive to rapidly change her form is that it can be an absolute mess to try and sort out mid-round. Thus I have added Quick-Forms.
The mentality between quick-forms are that the take the load off both the player and the DM and should actually work better later levels than the default add-remove feature option, which is something the player should probably be at least trying to do anyway to save time.

@General Stuff
-You could very well be right, I have removed a lot of "it" and replaced to "she", I'll go over the whole class and scrub it to 3rd person, with the exception of Distorted Mind. Thanks!

Any more? :smallbiggrin:

Qwertystop
2014-01-02, 06:42 PM
There will be more - I'll try to get some done tomorrow. Bit-by-bit, that's all.

On the note of sizes: The main issue is that normally, the system doesn't differentiate between the size category of individual body parts. I mean, it might, for some exceptionally massive creatures, but not as far as I'm aware, at least.

Also, while natural weapons are not typically given sizes (the size category in that chart is for the size of the creature), weapons are - and the size-as-object of a weapon is usually different from the size of the creature wielding it (Light weapons are two sizes smaller, one-handed are one size smaller, and two-handed are the same size, I believe).

So all it needs is a bit of clarification, not necessarily removal.

Also, one other thing I forgot: You still need to explain Bio (pool size, regeneration rate/method, what it is, etc.) somewhere - as-is, you have assorted mentions of it but no explanation beyond what can be inferred from said mentions.

Hanuman
2014-01-02, 10:09 PM
There will be more - I'll try to get some done tomorrow. Bit-by-bit, that's all.

On the note of sizes: The main issue is that normally, the system doesn't differentiate between the size category of individual body parts. I mean, it might, for some exceptionally massive creatures, but not as far as I'm aware, at least.

Also, while natural weapons are not typically given sizes (the size category in that chart is for the size of the creature), weapons are - and the size-as-object of a weapon is usually different from the size of the creature wielding it (Light weapons are two sizes smaller, one-handed are one size smaller, and two-handed are the same size, I believe).

So all it needs is a bit of clarification, not necessarily removal.

Also, one other thing I forgot: You still need to explain Bio (pool size, regeneration rate/method, what it is, etc.) somewhere - as-is, you have assorted mentions of it but no explanation beyond what can be inferred from said mentions.

@Sizes

Splitting the size of a feature and an attack seems to be way too complicated, instead I think the best way to expand upon multi-sizes is to put features of different sizes on others and call it a day, this will help complications in the long run.
I think the whole size features/attacks needs to be explained and should be simple (feature size = it's largest attack) or just have all attacks considered the same size for a feature.
I think it would be best to add something like "If your base size is Large, you may grant (like 3 or 4 or something per size increase) different features an increased size without augmenting them." Either that or adding the that number of augments. The difference being between limiting features to their size hard-cap and essentially granting a larger creature more FP to work with while maintaining the same maximim damage per features or just giving the larger creature bigger numbers. The only issue with the augmentation add is that if you had a gargantuan creature with low ozodrin levels you probably couldn't get above colossal features, which is ok but the ozodrin is kinda built for pushing the envelope at times... I'll consider the options and think on it for a few days -- I would really like some input in the meantime though! :smallsmile:

@Bio
Agreed fully, I was planning to write a digestion sidebar but I can't really decide where to put Bio. Digestion seems to happen with Devour, Primary Stomach and Organ.
An organ's main use is to store and use Bio.
The ozodrin can use her 1 innate bio pool to heal herself 2HP.
Primary Stomach is designed to convert digestible matter into Bio, I'm not quite sure where to put everything.
If you have a suggestion on placement please let me know, otherwise I'll likely just write another sidebar just for Bio and Digestion.
I'll think on it, let me know!

@Digesting Valuables
I also wanted to put in sort of an absorption or subsumption system for magic items.
Being able to swallow magic items and then become yourself magic is always something I've enjoyed the concept of.
Perhaps a feat that allows you to absorb your magic items and wear them as if it was yours, and also gain an ability similar to the Teramach (https://www.youtube.com/watch?v=s28VGuPpsfc) to destroy such items after a set time period to gain permanent FP.
Let me know what you think of this feat as a concept!

@Bit-By-Bit
Looking forward to it!:smallsmile:

Qwertystop
2014-01-03, 06:12 PM
@Sizes

Splitting the size of a feature and an attack seems to be way too complicated, instead I think the best way to expand upon multi-sizes is to put features of different sizes on others and call it a day, this will help complications in the long run.

...
@Bio
If you have a suggestion on placement please let me know, otherwise I'll likely just write another sidebar just for Bio and Digestion.
I'll think on it, let me know!


I'm just saying that normally, body parts (which Features effectively are) do not have their own size categories, and neither do attacks.

The only thing size has to do with attacks is that the damage die scales with size, and that only cares about number of increments, not where you start or end. Thus, you don't need a size on the attack.
The only reason size matters for features is an unusual one - the grappling/swallowing situation, for most creatures, is based on creature size, but that obviously wouldn't work for the Ozodrin. Also, without using any FP to modify the size of a feature, an Ozodrin is disadvantaged relative to a no ordinary creature of the same size with the normal Swallow Whole. This is because:


A Mouth feature is, by default, one size smaller than the Ozodrin producing it.
The Ozodrin's Swallow Whole can only be used on a creature at least one size smaller than the mouth. Thus, without modification, the creature being swallowed must be two or more sizes smaller than the Ozodrin.
The normal Swallow Whole can only be used on a creature one size smaller than the swallower.





If you did not intend this difference, it can be fixed by saying that the Mouth feature (or all features, for consistency) is, by default, the size category of the Ozodrin, and that the damage die for a Medium mouth is 1d4 (other features can get similar modifications). This fixes the what-can-they-swallow disparity while keeping damage at the one-size-smaller level required (to balance for the large number of natural attacks).

I'm still not entirely clear on how one feature gets multiple attacks. Nothing else gets this in the system as far as I'm aware, actually. The archetypal example, a Dragon, has one bite, two claws, two wing slaps, and a tail slap - one attack per weaponizable body part. That's the difference between natural and manufactured weapons: Natural weapons get a lot of attacks at a stable attack bonus, but only one attack per sharp-or-heavy body part (making magical enhancement less effective), and don't scale to give more attacks with more BAB; manufactured weapons get to give more attacks with BAB and give more returns off enchantments, but the attack bonus falls off the more attacks you make. This is really a core part of the natural-weapons rules: you get more attacks for more weapons, they don't fall off in attack bonus beyond maybe being secondary, and they don't get iteratives.

Bio: Just make it a class feature gained at level 1.
1
EDIT: Why change the normal damage formula of Swallow Whole (1/10 of max HP)?


Twisted Mind: First off, Bulletpoints Two through Four can be replaced with "The Ozodrin can use False Sensory Input as an extraordinary ability with a range of 60'(save DC 10 + Ozodrin level + Charisma). Second, it's way overpowered. The standard save DC is 10 + 1/2 class level + CHA modifier. Even assuming that's a mistake, though, it's still kind of crazy, because of the ability to completely override the normal limits with an opposed skill check where you get a large boost to the skill. Effectively, if you beat their Perception with your Bluff, you've completely negated all of their senses. And then you make it Extraordinary, shutting down every possible way to stop you other than, by blind luck (or friendly intervention), leaving the range or hitting you hard enough to break Concentration. This goes well beyond the typical sort of thing (Ex) abilities do - it should be (Su) at least, if not (Psi). That goes even if you remove the ability to break the limits with a skill check.

Hanuman
2014-01-04, 05:57 AM
I'm just saying that normally, body parts (which Features effectively are) do not have their own size categories, and neither do attacks.

The only thing size has to do with attacks is that the damage die scales with size, and that only cares about number of increments, not where you start or end. Thus, you don't need a size on the attack.
The only reason size matters for features is an unusual one - the grappling/swallowing situation, for most creatures, is based on creature size, but that obviously wouldn't work for the Ozodrin. Also, without using any FP to modify the size of a feature, an Ozodrin is disadvantaged relative to a no ordinary creature of the same size with the normal Swallow Whole. This is because:
A Mouth feature is, by default, one size smaller than the Ozodrin producing it.
The Ozodrin's Swallow Whole can only be used on a creature at least one size smaller than the mouth. Thus, without modification, the creature being swallowed must be two or more sizes smaller than the Ozodrin.
The normal Swallow Whole can only be used on a creature one size smaller than the swallower.


If you did not intend this difference, it can be fixed by saying that the Mouth feature (or all features, for consistency) is, by default, the size category of the Ozodrin, and that the damage die for a Medium mouth is 1d4 (other features can get similar modifications). This fixes the what-can-they-swallow disparity while keeping damage at the one-size-smaller level required (to balance for the large number of natural attacks).

I'm still not entirely clear on how one feature gets multiple attacks. Nothing else gets this in the system as far as I'm aware, actually. The archetypal example, a Dragon, has one bite, two claws, two wing slaps, and a tail slap - one attack per weaponizable body part. That's the difference between natural and manufactured weapons: Natural weapons get a lot of attacks at a stable attack bonus, but only one attack per sharp-or-heavy body part (making magical enhancement less effective), and don't scale to give more attacks with more BAB; manufactured weapons get to give more attacks with BAB and give more returns off enchantments, but the attack bonus falls off the more attacks you make. This is really a core part of the natural-weapons rules: you get more attacks for more weapons, they don't fall off in attack bonus beyond maybe being secondary, and they don't get iteratives.

Bio: Just make it a class feature gained at level 1.
EDIT: Why change the normal damage formula of Swallow Whole (1/10 of max HP)?


Twisted Mind: First off, Bulletpoints Two through Four can be replaced with "The Ozodrin can use False Sensory Input as an extraordinary ability with a range of 60'(save DC 10 + Ozodrin level + Charisma). Second, it's way overpowered. The standard save DC is 10 + 1/2 class level + CHA modifier. Even assuming that's a mistake, though, it's still kind of crazy, because of the ability to completely override the normal limits with an opposed skill check where you get a large boost to the skill. Effectively, if you beat their Perception with your Bluff, you've completely negated all of their senses. And then you make it Extraordinary, shutting down every possible way to stop you other than, by blind luck (or friendly intervention), leaving the range or hitting you hard enough to break Concentration. This goes well beyond the typical sort of thing (Ex) abilities do - it should be (Su) at least, if not (Psi). That goes even if you remove the ability to break the limits with a skill check.

My computer blipped off near the end of my response, so I'll give a brief response instead as I have to sleep soon. Please don't take the briefness of my answers as a lack of thoughfulness, I spent a while thinking about the changes.

@Bite Damage
I'm wanting to maintain this: http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Table:-Natural-Attacks-by-Size

@Swallow Size
I changed it to same-size swallow instead, great catch.

@Multiple Attacks
Check the Multi and Strike augments.

@Bio Pool
Great Idea, I made a level 2 class feature for it and will work over the next week filling it in.
Level 1 shouldn't necessarily have Organ bio effects anyway, the ozodrin is complicated as it is.

@Swallow Whole
Swallow whole has a damage and is used on monsters that scale differently and against players who generally don't deal much damage.
The purposes for the stomach feature are different than those in a monster, it's supposed to have the ability to simulate a location without pinning the creature inside, nor necessarily being hostile to them.
Changing it to the default swallow whole would make the special attack only viable against creatures who are easily pinned and deal no damage in that state. The main advantage I can see is that it's only effected by piercing and slashing damage
I will certainly think on how to tune it up and would really enjoy some input!

@Twisted Mind
Changed to psi, makes a lot more sense.
I've removed the charisma mod added to the DC for faster scaling.
I've made additional changes a full round action.
The idea behind the ability is a reliable mindfrack illusion, changing what they see in a variety of ways. This was the most creative mechanic I could think of to accomish it, as it allows a large amount of customization in the effect with minimal rules.
Any suggestions on replacement mechanics? :smallsmile:

Qwertystop
2014-01-04, 12:50 PM
My computer blipped off near the end of my response, so I'll give a brief response instead as I have to sleep soon. Please don't take the briefness of my answers as a lack of thoughfulness, I spent a while thinking about the changes.


@Bite Damage
I'm wanting to maintain this: http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Table:-Natural-Attacks-by-SizeNatural weapons don't have size categories, though - that table is for the size of the creature. While it is necessary, in the Ozodrin's case, to have sizes for natural weapons, making the size smaller than the character by default has odd effects. First, it requires that you modify the Swallow Whole as you did to keep the same relative swallowing ability. This, in turn, means that any Ozodrin who has a bite attack by other means can swallow creatures of their own size using that bite attack. Also, all features the Ozodrin makes will have a different size modifier to attack rolls than the Ozodrin has to AC - while this is going to happen anyway when you start changing sizes, making it true by default without modification is just weird. For example, a Large ozodrin would have -1 to AC for being Large, but no penalty with a bite from their unmodified Mouth feature because that feature is Medium. This is, admittedly, carried over from the original Ozodrin, but that's not really a reason to keep it unless it's a good thing.


@Swallow Size
I changed it to same-size swallow instead, great catch.
See above.

@Multiple Attacks
Check the Multi and Strike augments.
Yes, that's what I'm saying doesn't make sense. Getting multiple natural attacks with the same natural weapon is something that Does Not Happen, so why have you made augments to do that? Incidentally, they still can't be separate sizes, which you implied. Also, it's just done oddly - Many Mouths/Tentacles doesn't actually give all the things that just forming another mouth or tentacle does, it just gives a bonus to the original one. Strike then gives that conglomerate feature an extra natural attack. At that point, you're spending 12 FP total on the feature. This feature then has two Bite attacks (worth 3 FP each), both with +2 to attack and +1 damage. So, is +2 attack and +1 damage worth the 9 extra FP? No. While you don't have existing augments to do that, you can do better fairly easily. For a Tentacle, Serrated costs 2 FP and does +1 damage every round until they have time for a Heal check or healing magic. Hooked costs 7 FP and gives a bonus to grapple, which is frankly what you'd be using the attack bonus for most of the time anyway, and even adds some extra damage if they break out. That's 9 FP. For a mouth, Hooked gives almost the same combo for only 4 FP - it requires you to be able to start a Devour without the bonus, but 1 Con damage is far better than 1 damage as long as you're not fighting Constructs or undead.


@Bio Pool
Great Idea, I made a level 2 class feature for it and will work over the next week filling it in.
Level 1 shouldn't necessarily have Organ bio effects anyway, the ozodrin is complicated as it is.
I don't quite see why complicated is a problem in this specific case? It's a natural-attack class and a grappler. Any class which gives you the ability to make your own weapons is either going to be fairly simple (and give you a preset list of options) or very complicated (by way of actually giving you the ability to make your own weapons). The only exception is if it refers everything to the existing magic-weapon rules, in which case it's not so much simple as outsourcing the complexity to something that's already written up elsewhere. And that method doesn't work for natural attacks or grapplers.

@Swallow Whole
Swallow whole has a damage and is used on monsters that scale differently and against players who generally don't deal much damage.
The purposes for the stomach feature are different than those in a monster, it's supposed to have the ability to simulate a location without pinning the creature inside, nor necessarily being hostile to them.
Changing it to the default swallow whole would make the special attack only viable against creatures who are easily pinned and deal no damage in that state. The main advantage I can see is that it's only effected by piercing and slashing damage
I will certainly think on how to tune it up and would really enjoy some input!Not quite clear what you're aiming for here. Unless you use the feat-accessed (therefore, not present for most) Chamber augment to make it a chamber, it doesn't simulate a location, it only pins them. As written, it does do damage (actually, it does damage even with Chamber, but that's probably an oversight. It does require pinning them, and does keep them pinned, and removing that would be kind of crazy. It does need them to be able to do piercing or slashing damage while pinned. It seems you're assuming that you've made a lot of changes to the original Swallow Whole that you haven't actually made, but at the same time, I can't quite see why the changes need making.


@Twisted Mind
Changed to psi, makes a lot more sense.
I've removed the charisma mod added to the DC for faster scaling.
I've made additional changes a full round action.
The idea behind the ability is a reliable mindfrack illusion, changing what they see in a variety of ways. This was the most creative mechanic I could think of to accomish it, as it allows a large amount of customization in the effect with minimal rules.
Any suggestions on replacement mechanics? :smallsmile:

See, the problem here is that with a Bluff check, which has a pretty good shot of beating the enemy Perception check, and a full-round action, you can make them think they're in whatever situation you want - and that situation has absolutely nothing in common with reality. It completely removes someone from any effectiveness not based on the blind luck of running around randomly and swinging weapons wildly, and you can make them think there's nothing to even try to aim for. Honestly, removing the ability to ignore limits would probably balance it out. As-is, you can put them in complete sensory deprivation; you can make it seem that they're floating deep underwater; you can just put them tied up in a box being stabbed from every direction by spikes on the inside. And if you play it right, you can give them a perfectly good reason to expect it to be real.

Hanuman
2014-01-08, 04:40 PM
Natural weapons don't have size categories, though - that table is for the size of the creature. While it is necessary, in the Ozodrin's case, to have sizes for natural weapons, making the size smaller than the character by default has odd effects. First, it requires that you modify the Swallow Whole as you did to keep the same relative swallowing ability. This, in turn, means that any Ozodrin who has a bite attack by other means can swallow creatures of their own size using that bite attack. Also, all features the Ozodrin makes will have a different size modifier to attack rolls than the Ozodrin has to AC - while this is going to happen anyway when you start changing sizes, making it true by default without modification is just weird. For example, a Large ozodrin would have -1 to AC for being Large, but no penalty with a bite from their unmodified Mouth feature because that feature is Medium. This is, admittedly, carried over from the original Ozodrin, but that's not really a reason to keep it unless it's a good thing.

See above.

Yes, that's what I'm saying doesn't make sense. Getting multiple natural attacks with the same natural weapon is something that Does Not Happen, so why have you made augments to do that? Incidentally, they still can't be separate sizes, which you implied. Also, it's just done oddly - Many Mouths/Tentacles doesn't actually give all the things that just forming another mouth or tentacle does, it just gives a bonus to the original one. Strike then gives that conglomerate feature an extra natural attack. At that point, you're spending 12 FP total on the feature. This feature then has two Bite attacks (worth 3 FP each), both with +2 to attack and +1 damage. So, is +2 attack and +1 damage worth the 9 extra FP? No. While you don't have existing augments to do that, you can do better fairly easily. For a Tentacle, Serrated costs 2 FP and does +1 damage every round until they have time for a Heal check or healing magic. Hooked costs 7 FP and gives a bonus to grapple, which is frankly what you'd be using the attack bonus for most of the time anyway, and even adds some extra damage if they break out. That's 9 FP. For a mouth, Hooked gives almost the same combo for only 4 FP - it requires you to be able to start a Devour without the bonus, but 1 Con damage is far better than 1 damage as long as you're not fighting Constructs or undead.

I don't quite see why complicated is a problem in this specific case? It's a natural-attack class and a grappler. Any class which gives you the ability to make your own weapons is either going to be fairly simple (and give you a preset list of options) or very complicated (by way of actually giving you the ability to make your own weapons). The only exception is if it refers everything to the existing magic-weapon rules, in which case it's not so much simple as outsourcing the complexity to something that's already written up elsewhere. And that method doesn't work for natural attacks or grapplers.
Not quite clear what you're aiming for here. Unless you use the feat-accessed (therefore, not present for most) Chamber augment to make it a chamber, it doesn't simulate a location, it only pins them. As written, it does do damage (actually, it does damage even with Chamber, but that's probably an oversight. It does require pinning them, and does keep them pinned, and removing that would be kind of crazy. It does need them to be able to do piercing or slashing damage while pinned. It seems you're assuming that you've made a lot of changes to the original Swallow Whole that you haven't actually made, but at the same time, I can't quite see why the changes need making.



See, the problem here is that with a Bluff check, which has a pretty good shot of beating the enemy Perception check, and a full-round action, you can make them think they're in whatever situation you want - and that situation has absolutely nothing in common with reality. It completely removes someone from any effectiveness not based on the blind luck of running around randomly and swinging weapons wildly, and you can make them think there's nothing to even try to aim for. Honestly, removing the ability to ignore limits would probably balance it out. As-is, you can put them in complete sensory deprivation; you can make it seem that they're floating deep underwater; you can just put them tied up in a box being stabbed from every direction by spikes on the inside. And if you play it right, you can give them a perfectly good reason to expect it to be real.


Also, all features the Ozodrin makes will have a different size modifier to attack rolls than the Ozodrin has to AC - while this is going to happen anyway when you start changing sizes, making it true by default without modification is just weird. For example, a Large ozodrin would have -1 to AC for being Large, but no penalty with a bite from their unmodified Mouth feature because that feature is Medium. This is, admittedly, carried over from the original Ozodrin, but that's not really a reason to keep it unless it's a good thing.

I admittedly don't understand why this is, why should a small feature on a medium creature have a bonus to attack where as a small short sword on a medium creature does not?

@Feature Sizes

The whole concept of treating features and sizes as hard-linked is frankly unappealing.
I've changed Mouth so it's always small.
I've added a line in the natural weapons sidebar to clarify how creature size is separate from feature size.
Really basic wording but I've added a line in Form Points where you gain a bonus or penalty to form points based on your racial size. This should make it so ozodrin of equal level can all have the same size features, but a small creature will have to size a feature down to gain the FP back. This works as a small tweak to balance and reward racial size options.
The form point tweak should be worded better, thoughts?
Any other holes in said rules?


@Multi / Strike
Well, it's giving another attack with a weapon, and it's contextualizing it that it may or may not be just another tentacle, limb or whatever amongst a sea of them.
If you rolled Tentacle + Hooked + Long7 you'd get 40'. (24fp)
x2 Would be 48
If you rolled Tentacle + Hooked + Multi + Strike (emulating x2) + Long7 you'd get 33FP
x3 36
x4 39
The usage should be clear :smallsmile:

@Complexity
Making a lego-block grappler is a really complex thing to try and make more elegant (or simple), but it's one of the premises of the remake.

@Chamber - Stomach Augment
Totally incomplete, but yes the Chamber augment is intended to turn the normally contouring space of the stomach into a location that could be represented on a combat grid.

@Twisted Mind
Agreed!
I think it needs a major flaw, a FRA to change the effects is fair in terms of action economy but it still needs a chink such as a perception effect ends allows the target to realize the illusion isn't real, allowing it to ignore it. Or it only applying to creatures that are shaken and doubling with applying the ozodrin's manifest fear effect if it was not already used. Thoughts on how to make this ability functional yet still creatively powerful?


Starting work on Machine Archetype.

Qwertystop
2014-01-08, 05:36 PM
I admittedly don't understand why this is, why should a small feature on a medium creature have a bonus to attack where as a small short sword on a medium creature does not?My stupid misunderstanding, then. The size of a weapon is typically not mentioned, so when it was I just looked at the size rules.


@Multi / Strike
Well, it's giving another attack with a weapon, and it's contextualizing it that it may or may not be just another tentacle, limb or whatever amongst a sea of them.
If you rolled Tentacle + Hooked + Long7 you'd get 40'. (24fp)
x2 Would be 48
If you rolled Tentacle + Hooked + Multi + Strike (emulating x2) + Long7 you'd get 33FP
x3 36
x4 39
The usage should be clear :smallsmile: So your point is that it multiplies enhancements. That's actually what I was trying to say before the example bit. Manufactured weapons get multiple attacks scaling by BAB, but the attack bonus falls off the more you make. The only way to increase the number of attacks is TWF (or MWF for creatures with more than two weapon-wielding limbs). This decreases the bonus even more. That's how manufactured weapons work: More attacks means it's harder to hit with them, but increased training can get you more, and it's easy to boost them with magic and stuff because every hit gets it.

Natural weapons are different. The number of attacks doesn't scale by BAB - it's fixed at one per weapon - but you don't need to wait for high BAB to get them, and multiple attacks (by using multiple weapons) have a stable attack bonus. This increased chance of hitting is balanced out partially by the fact that any boosts you get on them (which typically is a more involved process than for manufactured weapons - Magic Fang is only for Druids (and Rangers) instead of Magic Weapon for the more common Wizards, Sorcerers, and Clerics (and Paladins); permanent boosting requires the Amulet of Mighty Fists or Necklace of Natural Weapons. The former only gives +Numbers bonuses and costs triple what they'd cost on a manufactured weapon, but does give them for all weapons; the latter can give any enchantments but has a +600 gp surcharge and doesn't get more efficient if you have more natural weapons (the cost multiplies). As for getting multiple attacks with one natural weapon, the only way is with Rapidstrike and Improved Rapidstrike. These have harsher prerequisites than TWF and barely bring you past someone trying to TWF (or MWF) without the feat. Also, they are monster feats, so the default is not that they're allowed.

So overall, the game system does not encourage getting multiple attacks with a single natural weapon (only allows it with difficulty, even) - and that works fine for most natural-weapon builds.



@Chamber - Stomach Augment
Totally incomplete, but yes the Chamber augment is intended to turn the normally contouring space of the stomach into a location that could be represented on a combat grid.
What about the rest of my comment?

@Twisted Mind
Agreed!
I think it needs a major flaw, a FRA to change the effects is fair in terms of action economy but it still needs a chink such as a perception effect ends allows the target to realize the illusion isn't real, allowing it to ignore it. Or it only applying to creatures that are shaken and doubling with applying the ozodrin's manifest fear effect if it was not already used. Thoughts on how to make this ability functional yet still creatively powerful?
I'd say just remove all ability to break through the normal rules. The power is crazy-good already in any combat where there's something the same size as you that isn't you, or you have something that needs hiding, or infiltrations where you never run into more guards than you can concentrate on (usually one, but there are tricks). Or any other situation where there's two things the same size and you want them mixed up (your enemies, your allies, you and a rock behind someone who's trying to punch you...). Or if you just want to make it look like you can do things you can't (any stunt or special effect that can be vaguely mimed). Or just wave your arms and make it look like you turned a nearby tree to glass or stone or something as a warning shot.

Hanuman
2014-01-09, 12:20 AM
I'm going on a hiatus for 2 months for intensive physical therapy training and weapon dance IRL, please post in the meantime and I will address and update the class for every idea, issue and little scrap of content added!
Much Love,
-Hanuman

Qwertystop
2014-01-12, 06:34 PM
Where did I leave off... Ah!

Still not sure what you're going with for pronouns. You said you were scrubbing it all to third-person, but use second-person just as much. Also, one "the creature" in Strange Movement.

Uncertain Shape: The different parts don't seem to fit together well with either each other or the main idea of the class ("lego-block grappler," you called it?). Also, Bulletpoint 2 is inconsistent: "When making stealth checks you also blur yourself, granting +4 to disguise." While I'm not going to comment on the balance of the magnitude of the skill bonus (because I'm not a balance expert by any stretch), that needs fixing. If it was meant as +4 Disguise, that doesn't really fit the class or the fluff (if I saw someone and they were blurry, that doesn't make me trust that they are who they look like - it makes me think something's wrong with either them or my eyes). Stealth checks fit both of those better. Also, +1 dodge bonus to AC at level 12? That's tiny enough to honestly be more annoying to track than helpful for defense. Increase it or remove it. Personally, I'd say remove - you're already getting +2 CMD, +4 Disguise (or Stealth, depending on which you go with), and a scaling Acrobatics bonus. As-is, the Ozodrin is not a defensive class, and especially not a dodging one - the closest it's got is slowly healing (by jumping on someone and eating their face), the Enchanted augment on natural weapons for some healing-based property (requires jumping on people and mauling them or eating their faces), or boosting its Con (and getting extra temporary HP equal to the real HP it gets) with the Adrenal organ (side effects: Urge to jump on people and eat their faces).

Rapid Form: Really needs rephrasing. Try
With preparation, an ozodrin can group several features together to grow them more quickly. She may have one such "quick form" per point of Intelligence bonus, plus one per five Ozodrin levels. These forms consist of any assortment of features (which may be augmented) the Ozodrin can already use, but cannot cost more than half of the Ozodrin's maximum FP. Any time the Ozodrin could add features to their true form, they may add all the features contained in a single quick form, even if this exceeds the normal FP-per-action limit, as long as they have enough FP to support all of the features.

Otherworldly Guise: The first line has lots of rules-implications that it seems unlikely you intended - for example, that it costs FP to leave your true form (to make the puppet), that the only difference between being in your true form and being in your guise is whether or not there's a puppet next to you, that if you want it to look like it used to you have to spend 15' of Strange Movement to hide (and it breaks if your puppet does anything combative)... Just wipe out the first line. Apart from all that, there's another problem: Since you've "simplified" the ability, it actually just gives you a second True Form with a few very small disadvantages - the slow modification and the lack of a fear effect when entering it (you get it when leaving instead). The original wasn't complicated anyway, just a bit wordy (and that's just because Owrtho was being thorough) - it was just "figure out the FP that you'd need to make your guise as a puppet. You can now use those FP differently and squeeze in a little bit extra."

I've said it before and I'll say it again: This class is inherently complex, and almost everything you've done to simplify it just strips out options, which are the entire point of a modular system.

Shifting Shape: Works, but... you've already got augments that are the same across multiple features, and you've got level-based prerequisites on some augments. Making this a class ability just spreads out where people have to look to figure out what they can do - opposite of simplifying. Just move it in as an augment to all features with Requirement: Level 17.

Flowing Shape: Attacking defensively is not a thing.

Sinister Image: "Depictions count as a puppet for what features may go on them." Well, let's look at Puppets. Oh, any feature can go on a puppet. So, what's the point of this line?

Infinite Horror: As written, this gives exponential bonuses: (60 * 1.5^L), where L is the number of levels after 20. If you actually wanted it to be linear (+90 FP per level after 20), just say so - it's simpler. If not, sorry. Also, you might want to make it say "Ozodrin level."

Epic Ozodrin: The table goes a bit long - do you really need 20 levels for an every-other-level pattern? A two-level table would be enough to show it, and even the official 3.5 tables (can't find the PF ones) only go to 30.

Saidoro
2014-01-14, 12:49 AM
Neat, always liked the Ozodrin.

Class features really, really should list the level they are gained in their description. Scrolling back up to the table every three features is annoying in a concise class, in one which uses as much space as the Ozodrin it's borderline ridiculous.

Much of the formatting seems rather over-designed for what it accomplishes. Prime offender:

Class Benefits

Hit Die: D8

Starting Gold: 3d4x10 (75gp)

Skillpoints: 4

Class Skills:

Acrobatics (Dex)
Bluff (Cha)
Climb (Str)
Craft (Int)
Disguise (Cha)
Escape Artist (Dex)
Stealth (Dex)
Intimidate (Cha)
Knowledge (dungeoneering) (Int)
Knowledge (the planes) (Int)
Perception (Wis)
Survival (Wis)
Swim (Str)



The change list states that the basic augments are gained across the first 5 levels while the actual class feature grants them all at level 1.

Innate Horror is kind of weird, and I'm not quite sure what you're trying to do with it. As things stand, a character with a few aberrant feats already loses power by taking levels in Ozodrin. Is the point to cap the scaling bonuses from those feats? Because that would be better done with a rules sidebar. Is it to provide a minimum power level for the feats? Because that should be taken care of by the bonus feats.

Devour plays into the old Bag O' Rats trick. Maybe cap the life/Bio that can be gained per day or the targets who can grant them? Then again, I don't know what sort of recharge rate you intend for Bio.

From Budding Body:
"You may also use a true limb as if it were a tentacle for the purposes of carrying features."
What is the advantage of doing so over putting the features on your body? Why can't they put features on their limbs from the start? Seriously, this doesn't change reach or anything, it's purely fluff.

From Strange Physiology:
"When you successfully resist one of the above effects roll a D% and gain a 5%/Level chance to ignore a resisted effect from effecting you again for 24 hours."
I don't see the point of the roll, this isn't all that great of an ability, why not just give them the immunity without slowing things down by forcing another roll?

From Twisted Mind:
The save should be 10+1/2 level+cha. 10+level has some odd effects.
Also, the added bluff check really overpowers this. You can practically use it as a better dominate monster, albeit one with a shorter duration.

Is the Maximum Augments column in the feature tables per augment or per augments of that type?

Azdoine
2014-02-17, 03:31 PM
I don't know if this is intentional or not, but the 'Infinite Horror' isn't nearly as useful as it seems to be. Even though your form point count will grow exponentially and rocket into the thousands after just a few level ups, your number of usable feature attacks per round and your ability to apply augmentations still scales linearly.

It's still a mind-blowingly good ability, mind, but not THAT good.

Hanuman
2014-02-22, 05:47 PM
Alright guys I'm off hiatus (My dance training has settled into 5 months of choreography and my RMT is all sorted and I'm finding a way to save up for it).
I've begun work on polishing the ozodrin again and have the help of Selinia to try and improve my spawn feature.

@Strange Movement
I think I was contemplating how it would effect puppet when I was writing that, it's really nice to have a clear perspective just looking at the words rather than how they interconnect conceptually. Thanks!

@Uncertain Shape
Philosophically I believe that a lego class should have a guiding theme but should be able to try a bunch of other concepts as the player wants, this keeps the player happy but also maintains the happiness of the table, as you don't want a player being great at every role. Classic example is Druid vs. Fighter, where the animal companion fits almost the same role. The ozodrin is not meant to be a stealth character, but it is supposed to have a deceptive element to it.
The blur effect is from this (http://www.dandwiki.com/wiki/SRD:Shadow_%28Armor_Enhancement%29), and while an ozodrin is not intended to be a primary stealth combatant they are intended to be a disguise artist mixed with a big monstrous surprise. The two factors here are that an ozodrin's guise allows their specifics not to be noticed (in the situation where you are trying to work with the observer's perception), and that an ozodrin's true form allows a surprise psychological factor by not being discernible right away and then coming at them from an odd angle. While this perhaps does not fit a tactics game playstyle it fits the ozodrin from a cinematography playstyle.

Changed the wording, it might have been confused with the blur spell.
Increased AC bonus to +2
Disguise bonus increased to (=Cha)
Added an extra bonus to fool true-seeing and the like for 1 round.


@Rapid Form
Rephrased, let me know if there's a problem with the new phrasing!

@OW Guise
I've changed it to your suggestion because apart from a vague back-of-the-mind feeling I honestly don't remember where I was going with that.

@Shifting
The initial reasoning was that one class feature could take out 10 lines of tables and letting the player know they could shift around.
I don't see any reasoning to not add it to the tables instead as it's likely that if they are going to be playing this class they will be doing it from a laptop and the spoiler system should manage the lines anyway.
I'll do that when I have the time. Thanks.

@Flowing Shape
Fighting defensively.* Fixed.

@Sinister Image
That's a good point, I'll change it for not until there's reason to change it. Perhaps there was a point, I'll have to think on it.

@Infinite Horror
This is just the Ozodrin's way of scaling FP into epic levels, this has less than +90/L for the first 5 levels and more than +90/L for all levels after that.

@Epic Ozodrin
It's work-in-progress currently, don't expect it to be filled-in before the features start to come together a bit better. :smallsmile:
The intent is for the ozodrin to double somewhat as an elder evil at level 35-40.

-----

@Feature/Level Listing
That's an interesting concept actually, I had thought several times about putting levels on each one of the class features but every time I look at the class features I can't figure out where to put it and why it's needed.

The reason why I have a small want but see no need is that while I understand PEACHing and a DM's need to cross-reference, the goal is really to have a playable class, and playable classes are cross-referenced by sheet.
Example: Player asks ECL or starting level, DM says 3 so player writes down those class features from the top table then details the CF's from the list.

I am interested to hear your feedback though, I know it's common to have them there so there's probably a few reasons for it.

@Class Benefits
Second spoiler removed until further notice, thanks.

@Innate Horror
Technically speaking this is more like a sidebar in a class feature.
The mentality behind it has several functions:

To mitigate aberrant feat stacking to a smaller cap.
To lower the early level bonus gains by aberrant feat stacks.
To invent a use for Int/Wis on the ozodrin, the mentality is that an ozodrin should have a small bit of wisdom or intelligence to have some depth of character, though both are not required.


@Devour/Bio
Bag of rats is totally viable, but I should think about how to explain more odd eating habits in action equivalents for sure.
Bio's max is intended to be so small normally that a character has to invest in bio max improvement with FP/feats or will have to recharge it during combat to make more use of it.
Think of this more like a tome of battle maneuvers gained through an organ and then you have something like the pathfinder gunslinger's grit system to use it. The cap is intended to recharge through combat, if you need to burn your action economy to do this then I think that's ok.

@Budding Body
If I need to add that a character's limbs are USUALLY true limbs I'm not sure where to do that, but I'm open to suggestions.

A true limb just means a limb that can carry, use and attack with items and such, not one granted by a feat or an insectile template, ect. You could use conservative form on a set of true limbs (-9FP) then use a minor limb and long x2 (7fp) then put a tentacle on that. This would break the balance a smidge as you'd ignore the limb's length for the purpose of the tentacle's attack modifier. (Total 15'-20' (DM's interp.) reach and +0 Atk)

@Strange Physiology
Sounds good, I'll add the old rule here if I ever need to add it back!
Strange Physiology (Ex): Your physiological processes become increasingly redundant.

Gain a +4 bonus vs. Poisons, Diseases, Drugs, Ravages, Parasites and other things of similar nature.
When you successfully resist one of the above effects roll a D% and gain a 5%/Level chance to ignore a resisted effect from effecting you again for 24 hours.
If the effect does not grant a save roll a D% before being effected, you then have a 2%/Level chance to become immune to this effect for 24 hours.
You may digest matter normally impossible to digest such as toxic food and non-organic objects, though you gain no Bio from these.


@Twisted Mind
I'll be doing a full overhaul of this and changing some of the effects to a feat or PrC. Consider it Work in Progress!

@Maximum Augments
Maximum augments refer to the amount of times you may add that augment to a single feature.

----

@Infinite Horror
Consider that fixed once I detail epic levels. :smallwink:


Any more questions, comments or suggestions? I'd love to get some input on additional options, powers you want the ozodrin to have, or just clever critique!

Magikeeper
2014-02-23, 03:06 PM
I have finally returned! Sort of. First round of critique:


1) The current write up suffers from unneeded references that cause more problems than they fix.
Most important:
>> Primary stomach is pretty well described. However, referring to Bag of Holding causes many issues; some covered in your description, others not. For example, as of right now any sharp object that pierces an Ozodrin’s stomach causes it to be ruined; the contents lost forever. The bag and stomach have nothing in common besides both of them being extradimensional spaces that don’t make you weigh mor... actually no, the bag even has its own weight chart that can’t be extrapolated to larger Ozodrin weights. So the only thing they have in common are that they are both extradimensional holding spaces. I suggest removing the reference, just calling it an extradimensional space, and adding rules for harming the stomach.
Please, please, please remove the bag reference.

Less important
> Strange Anatomy mentions “the construct trait”. That is could simply be removed. There are, after all, other creatures that just have an immunity chance. It's not a complicated concept that is described in more detail in the construct section (unless pathfinder is very different in this regard). By tying it to constructs you both confuse the flavor (why are we part construct?) and allow powers/items that specifically negate construct crit immunity to effect us.


OTHER STUFF:
Innate Horror
> Abberant affinity’s “Innate Horror” score being a stealth drawback is not intuitive – players don’t take the Ozodrin expecting to become LESS aberrant than before. At high levels it being a drawback is virtually certain outside of extreme stat givaways – the Ozodrin is already a melee class with cha-based powers (Str/Con/Cha at least, Dex helps) and its other ability promotes taking a large number of aberrant feats. If you want int and wis to matter, why not something like:
>> The ozodrin may add their int or wisdom modifier, whichever is higher, to the effective number of aberrant feats they possess when calculating the abilities of their aberrant feats. This ability cannot increase the effective number of aberrant feats beyond the Ozodrin’s class level.
>>> There. Int/wis becomes an option for the privileged few without nerfing anyone. Is the annoyance of being hit with a stealth nerf really worth preventing the corner situations where a player has a somewhat higher HP/AC/DV range than they otherwise would have?

Devour
>Right now Devour can be interpreted to not deal any damage, con or otherwise, if you choose to gain one bio. Changing “and heal 2…” to “and either heal 2” makes it clearer that the spilt is
[(Con) AND (Heal OR Bio)] instead of [(Con AND heal) OR (Bio) ]

Strange Movement
> The unlimited duration invisibility effect that ends if you do something besides move and speak doesn’t make much sense given how D&D views dimensional pockets. More fluff text would be needed at the very least. I also feel many DMs will make knee-jerk rulings regarding the ability's power level, even if it turns out to be okay in practice. Why was the ‘pop out of existence’ ability removed? I feel it makes more sense and has interesting uses without sounding off power level alarms.


Budding Body
> You mention “carrying features” in budding body but do not ever define the term “carrying”. The intent is rather clear – to me – but it is a good idea to be specific about these sort of things.
> Is it intended for each tentacle to have a 1-feature limit? It looks like it currently has that.

Aberrant Nature
> Why does aberrant nature cap the darkvision? Really, having 180+ foot darkvision doesn’t rain on anyone’s parade and there is an aberrant feat that grants extra dark vision. If someone has crazy amounts of darkvision they worked for it - let them enjoy this relatively minor bit of optimization. I’m fine with the darkvision eye augment being a set amount though.
>Note, the no longer aging bit at level 10 should specifically note you don’t die at the end of your lifespan. The first does not imply the second in D&D, or at least it is so common to still drop dead that DMs might assume it. EDIT: I just realized this is pathfinder. Might still be the case though.

Strange Physiology
> Strange Physiology uses ‘Your’ when it should use ‘You’.


Twisted Mind
> I would have the ‘sanity’ damage bit be an ‘If you are using the <blah> optional rules’ addition. Unless Sanity is not an optional rule in pathfinder? Otherwise this is a big turn off to DMs briefly scanning the class. It’s generally not a great idea to create homebrew that prompt DMs to take out a pen and start editing from the get-go.
> I personally liked the split of “stuff that only modifies yourself is extraordinary, because that is what you are” and “stuff the directly effects other people is supernatural”. Granted, manifest form was sorta in the middle but it felt extraordinary enough. Directly destroying other creatures' minds feels supernatural. The new twisted feels like two abilities stapled together anyway - I’d just split them.
> “Pull into nightmare” sound like a physical act and is going to confuse people.
> Healing at a rate of 1/Day is normal, no need to specify it. Unless pathfinder is different, I guess.

Rapid form
> This is the only ability that requires an Ozodrin rest for 8 hours, unless I missed something. This is not really an issue that needs to be fixed, but having it be an hour of meditation or something would still make it a plan-ahead sort of ability.

Otherworldly Guise
> This has been condensed far too much IMO. I know the original Owrtho version was kind of wordy, but this ability begs all sorts of questions.

Naught Morality
> Change ‘effects that help an alignment’ to ‘effects pertaining to alignment’ or some other description that covers ALL alignment-based effects. Right now Smite Evil has no idea what to do with the Ozodrin – it’s not an effect that ‘helps’ a certain alignment. Also, could you keep the option to use the orange-blue morality optional class feature? As an optional class feature, that is.

FEATURES – I don’t have the time right now to go into all of these, so just a few points:

> I like some of the changes, and making some of the features reasonable non-stacking effects is pretty nice. At least, I think that is the intent?

Organ
> So the Ozodrin can become bigger.. but not smaller?
> I liked pretending flesh and the ability to eat magic and the various energy types.
>> Actually, I liked flesh in general. And not just because I wrote most of the augments. :P
> +1 NA per 5 levels is sad. Unless pathfinder has greatly changed how high armor needs to be at high levels to matter, anyway.

Puppet
> The disguise check bonus for the puppets is far too low. Aberrant feats still give a disguise check penalty in pathfinder, right?

Stomach
>Stomach feature has been gutted. Some may not care, but this was probably my favorite feature. It was.. well, just really fun.

Epic
I have not checked the epic Ozodrin yet, so I don't know if it deals with what an epic PC needs. Nor do I know what epic pathfinder looks like, for that matter. I do think that this Ozodrin's version of Distorted Mind could stand to be quite a bit stronger. At the very least the nondetection effect needs to be higher than just +level IMO (unless pathfinder detection and +CL effects are very different than D&D). EDIT: Hrm, pathfinder nerfed nondetection? Interesting.

Saidoro
2014-02-23, 06:55 PM
@Feature/Level Listing
That's an interesting concept actually, I had thought several times about putting levels on each one of the class features but every time I look at the class features I can't figure out where to put it and why it's needed.

The reason why I have a small want but see no need is that while I understand PEACHing and a DM's need to cross-reference, the goal is really to have a playable class, and playable classes are cross-referenced by sheet.
Example: Player asks ECL or starting level, DM says 3 so player writes down those class features from the top table then details the CF's from the list.

I am interested to hear your feedback though, I know it's common to have them there so there's probably a few reasons for it.
You're looking at one condition under which people will read your class, but there are two more rather significant ones. The first is when the player is first learning the class, they will want to know what abilities are gained at what levels so as to get a feel for how the class plays and what it does and they will not want to scroll back up to the table after every ability to check when they've moved on to the next one. The second, which is particularly important since this is homebrew, is when the GM is reading through the class and deciding whether they want to allow it in their campaign. A GM could easily just decide that the thing is too much of a hassle to read, I've seen subsystems disallowed on that exact basis before.
The list format you're using to describe the features does make this a bit trickier. The best option would probably be to make sure each feature has a short introductory paragraph like manifest does and then put it there. Alternately, you could just include the number in your formatting somewhere. So

Manifest (Ex): You are a disguise for an ever-changing terror within.
Would become

3|Manifest (Ex): You are a disguise for an ever-changing terror within.
Or something like that.(It's kinda hard to make one of these that looks good. Which I suspect is why most classes do not use a pure list format for all of their features.)

@Innate Horror
Technically speaking this is more like a sidebar in a class feature.
If it's a sidebar make it a sidebar. Honestly, I'm not too fond of the Int/Wis dependence, the Ozodrin already needs good physical abilities and good charisma and even a generous point buy will probably be getting thin by that point. Also, I think the cap is too low. A score of 14 is really the best anyone will ever be able to afford for a tertiary ability score and that only gives you three effective feats to play with. And then there's the problem of Ozodrins being less effective at using aberrant feats than are other characters, which is rather odd. Here's what I'd do, implemented as a sidebar:
"Aberrant feats with benefits based on the number of aberrant feats their user possesses cannot give a benefit beyond that which would be gained by a character with a number of aberrant feats equal to the lower of the user's hit dice or their highest mental ability score."
Then add another line to the Ozodrin about bonus form points having the same limit.

@Devour/Bio
That's fine, I've just seen far more people create bag'o rats situations accidentally than on purpose. If you're going into it with your eyes open I predict no problems.(Besides which, an Ozodrin who chows down on vermin to sate their eternal hunger is far less silly than a crusader who beats up wildlife to heal their friends.)

@Budding Body
If I need to add that a character's limbs are USUALLY true limbs I'm not sure where to do that, but I'm open to suggestions.
I seem to have miscommunicated. I wasn't concerned about what counts as a true limb, the problem I'm having is that I'm not sure why someone would want to put a feature on the end of one of their limbs as opposed to somewhere else(their body, for example). It does not seem to offer much of any benefit and I don't see why an Ozodrin should have to wait until seventh level to have a mouth open up on their forearm instead of their stomach. It's a fluff ability which implicitly constrains the descriptive options of those who don't have it.

@Maximum Augments
Maximum augments refer to the amount of times you may add that augment to a single feature.
Alright, you should put that in the class description somewhere. Tables should not be left unexplained.

Qwertystop
2014-02-23, 07:30 PM
Budding Body is for reach purposes. A Mouth can only attack in the square it is in - without Budding Body, that means it can only attack when you're grappling, or when the enemy is a very different size from you. With it, it can attack adjacent squares like a normal weapon, or even go farther if you have reach on a limb or tentacle.

Amechra
2014-02-23, 07:40 PM
The best place to stick levels is at the beginning of the description of what it does.

For example:

Manifest (Ex): You are a disguise for an ever-changing terror within. At 3rd level, ...

Hanuman
2014-02-24, 09:35 AM
@Primary Stomach
Changed and provided a link to it's analogies!

@Strange Anatomy
Corrected and changed, also reverted it to 5% per level unless this is considered too high.

@Innate Horror
I've removed that concept and put in a flat nerf.
This stops UA and ozodrin bonus feats (as well as every other source of exploit) from effecting LoM's originally intended balancepoints! :smallsmile:

@Devour
Rephrased/Fixed!

@Strange Movement
I've played around with it a bit, it's a tad more wordy than my liking so I may rotate back to it, but it now has the original "time-out" effect it once had as well as a more balanced and reasonable invisibility effect that naturally excludes puppets.

@Budding Body
Changed to "Adding".

@Darkvision Cap
This is a courtesy to DM's in terms of grid management.

@Strange Physiology
Corrected, Thanks!

@Twisted Mind
Yeah that ability probably needs a full rework, don't worry about it for now.
Great points all the same :smallsmile:

@Rapid Form
The thought process behind this is to manage quickforms during longer periods of downtime when the rest of the party is preparing spells and such and the ozodrin can crunch her build rather than squeezing it in for a dungeon circumstance and being distracted from the game in the meantime.

@Otherworldly Guise
Quick rephrase! I think it's fairly straightforward.

@Naught Morality
Changed!

@Organ/features/epic

Smaller and Bigger are both great options! I will be sure to add those!
Magic is yummy, as is everything else :smallsmile:
Ozodrin should be able to be highly armored, that being said this stacks with beastial hide, spells, ect.
Puppet disguise is something to ponder, perhaps it is too low!
Stomach feature isn't developed! Features currently don't have anywhere near what the end product will have... but non-feat gained features are getting pretty close to done!
Epic is very far away from being done, I am really interested to hear what an epic ozodrin needs!


-----

@Level Tagging
I'll play around with different formatting options!

@Innate Horror
Removed!

@Bag-O-Rats
Here here! If you are born to eat then eat!

@Budding Body
Perfect response Qwerty!

----

@Sticking Levels
Perhaps there is a better way than a full line of text :vaarsuvius:


Great feedback guys! I'll continue working on the class!

Let me know what I can do to improve the class, flesh it out, ect!

Magikeeper
2014-02-24, 06:25 PM
@Feat Balance – This might not apply to pathfinder, since I don’t play it, but UA bonus feats and other shenanigans make feat combos better in general. I know from personal experience in a high-op feat shenanigan game that Mass Aberrant is not so amazing that other people feel the need to jump on the boat. It’s just pretty nice, and combos with the Ozodrin so it’s an obvious choice for them.

I suppose Mass Aberrant is certainly a more obvious feat combo and the class pushes you towards it. So if flaws and such are being used and no one knows what the better feat set ups (for them) are, the Ozodrin player will luck out on account of the most obvious choice being pretty great (for them).

I do think that the place to enforce this is in optional game rules rather than in the class itself – otherwise you end up with the Ozodrin getting hit with the nerf bat while the other players get to enjoy their own UA-enabled feat combos.

Let’s look at what scaling feats we are talking about:

Inhuman Vision – +1 spot and +5ft darkvision per aberrant feat. This combos well with the Ozodrin and makes their high spot checks even higher. Could be annoying if the player stumbled into this and the game as a whole is not ready for super amazing 24/7 high spot checks. Very strong when used with feat shenanigans. HOWEVER, how does this even work in pathfinder? Spot doesn’t exist anymore, so this feat would need to be rewritten anyway?

Beastial Hide - +1/2 number of aberrant feats to NA. +1 NA isn’t worth a feat – there is in fact a feat that grants it and I’ve never seen it taken (Outside maybe “highest AC ever” forum CO builds) – so we’re looking at needing at least 4 aberrant feats before this one hits ‘decent’. And I mean decent at low levels. Feat slots are a precious resource!

Durable Form - +2hp per aberrant feat. This one is great at low levels but quickly drops off in usefulness unless you have a LOT of aberrant feats. Also, there are versions of this for other combos. Why does the party psionic PC get to pile on the early feat-gained HPs and the Ozodrin can’t?

Farspawn – Are you keeping it in this version? If not, … well, I’ll need to see if the features are individually stronger in this version than in Owrtho’s before commenting further.

Warped Mind – I initially forgot this one existed. It is.. quite meh. It’s okay. In high-op it actually gets less useful as outright immunity to mind effecting effects is both highly valued and not that uncommon.

Summary
I don’t view players having more HP being a big issue for ‘Fun’, and the +NA and +MRes feats aren’t that hot, so that pretty much just leaves the +Spot feat as the one that might annoy DMs balance-wise.


@Darkvision Cap
I’m not sure what you mean by grid management. Why is 120ft more convenient?

@Puppet
I just noticed the “if cord is destroyed” rules. Are there called shots in pathfinder? If not, I would suggest removing this. Otherwise you would have to make up rules for attacking the cord and that really wouldn't be worth the hassle.

Note: The following assumes the PC is grabbing the puppet feat at around the same level the 3.5 Ozodrin grants it. Some claims obviously don't apply to early levels.
The hidden string merely becoming invisible in this version is pretty crippling. It basically sets a ceiling to your disguise check – unless you can’t use regular perception to beat invisibility in pathfinder (only +20 to the DC in 3.5 for a living moving creature). It also means you get owned by truesight (even if rest is mundane which.. is not very clear in this iteration of puppet), and have little hope of fooling any group that has access to it. Or see invisibility, which is pretty common at high levels.

Also, right now the disguise check is:
Roll + 10 - # of aberrant feats you have + ranks + Cha

and it is opposing:

Roll + Ranks + Wis + Misc

I don't know about pathfinder, but there are a lot of "Misc" +spot effects in 3.5. Some of which are not obscure at all. Several of which are common additions to run of the mill unoptimized monster manual stuff (who tend to max spot). On top of that, disguise by its nature is getting opposed by the highest spot check of any allied group it is brought against. So if only one enemy has a +8 racial bonus or something that will still foil your plan. Unless raising perception is much, much harder than raising spot in 3.5 this is not going to work very well.

The old puppets ignored aberrant feat and racial penalties, which I feel is a good idea. (It also gave a higher bonus unless imitating a specific individual you are not very familiar with)


@Distorted Mind
If nothing else, the Ozodrin should be able to suppress the constant nondetection. They might want to spring sinister image on someone, after all.

@Epic
It does not look like pathfinder has set epic rules? So I guess I’ll go with D&D experience. Now, I would guess that what happens is that most games become increasingly like high level high-op as you continue on. Is this correct? If so, I can paint a fairly vivid picture of what it is like.

I feel the original Distorted Mind was a good preparation for epic though. It provides a very much needed immunity if you don’t already have it and gives you a boost action-economy wise if you do have that immunity (or need to let someone scry on you).

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

I’ll note something else though – the 3.5 Ozodrin is a very good support PC at later levels. Infiltration, sneaking around, scouting, serving as the team bus, etc. In general I found it to be a PC that is very melee-centric during the early levels and then increasingly caster-like as you head towards epic (although you could stay melee focused if you built for it). I personally liked the transition although that is just my opinion.

Hanuman
2014-02-25, 01:41 AM
@Feat Balance
Great points!

LoM's balancepoint on feat stacking is that a player will have an ab. feat whenever they would normally get one in level progression.
Ozodrin2.0 has 5 bonus feats by level 15, and has a mechanic to dismiss the extra stacking effect caused by it, and as a byproduct balances every other form of feat gain for the purposes of stacking.

@Pathfinder
Ozodrin Remix is 3.P (3.0/3.5/Pathfinder) Pathfinder is DnD3.75, the differences are not immense and the only noted changes linked to this homebrew are subtle improvements.

@Specific Feats
(Using Cap @ Level 15)

Inhuman Vision
Capped = +6/+30DV, Uncapped = +13/+60' DV

Beastial Hide
Capped = +3AC, Uncapped = +6AC

Durable Form
Capped +12HP, Uncapped +26HP

Farspawn
Capped 5/4/3 FP, Uncapped = 12/11/10/9 FP

Warped Mind
Capped +3 Saves +6PP, Uncapped +6 Saves +13PP

Are any of these feats underpowered (relative to existing feats) when capped, and which cannot be supplemented with possible features?

If the feats need a slight tweak in favor of power perhaps adding that the ozodrin considers each feat to count towards their own scaling?

Another option is to redo the feats adding a minimum stack on them, perhaps 3 feats-ish worth just to make sure an early investment is always worth it?

@Farspawn
I think the balancepoint is roughly 3FP/Feat.
When added it will have +1FP/2feat and +3FP minimum, each time you take it again it adds just +3FP.
Sound about right?

@Darkvision Cap
It's about how far encounters start from, with 120' you are 24 squares and at 180' you are 32 squares. 24x30 is a standard flipmat so 120' DV is considered around the maximum out of courtesy rather than mechanics.

@Puppet
Penalties fixed!
I think also adding some augments to make them more realistic would be a good idea, let me know if anything crosses your mind!

@Distorted Mind
I think that would be a great addition in the epic ozodrin.
Do you think mind-blank and schism are needed at level 20 or would they be a fine pickup later into epic?

@Role Transition
I happen to agree with this sentiment, but rather I see it as the ozodrin gaining more utility and role flexibility, not necessarily losing that original role.


Edit- Updates

+Feat

Farspawn - [ Aberrant ]
Requires: Ozodrin Level 1

You gain 1 Form Point for Aberrant feat you have, including Farspawn.
This grants a minimum of 2FP and a maximum of 5FP
You may take Farspawn multiple times, gaining only 3FP each time it is taken past the first.



*Clarified wording on Organ feature.

+Class Feature
Added Mind-Blank Immunity to the epic ozodrin (no level reference yet).

-Augment
Removed Control Organ Augment

+Augment
Added Compress Organ Augment (aka Shrink)
Added 3 Bio Effects to Compress

*Completed description section for all organ augments. (May need polish!)

*Added shifting augment and removed it from the ozodrin's class features.

*Overhaul of thread layout, allowing needed space for more text characters per section.

*Altered Twisted Mind to not apply the extended sensory input option mechanically and added a DM note for sanity damage.

*Fixed Grapple Sidebar Image

That's all for now! More updates in the next 3 days!

Magikeeper
2014-02-25, 05:16 PM
@Feat Stacking (minus farspawn)
I contest the claim that the cap rule balances every other form of feat stacking. 'Balance' is relative; the more obscure a source of stacking is the more we can assume the group using it is highly optimized*. If the group is highly optimized, the comparisons change and I can start saying stuff like "the capped versions are definitely on the weak side". But is +3AC at level 15 that bad if people are just taking whatever? It's passable.

The real issue, IMO, is that 3.P Ozodrin makes feat stacking too easy. I initially had a much larger write up before I thought of a pretty simple solution to this:

> Have the extra features work like rogue special abilities. In other words, take Puppet and other such powerful class-specific feats that are too strong (to be feeding the stacking feats on top of what they grant) and make them optional class abilities chosen from a list. You can even have 'take a bonus aberrant feat' be one of the options. If a player wants to pass up on several nifty class features to feed the stack I'd say they've earned it.
>> Have special ability choice levels instead of all the extra feats 3.P Ozodrin gained over the old version.
>> Then you can remove the caps.
>> You can turn some of the old Ozodrin feats that really granted a lot for a single feat and/or mini-trees that could be turned into a single feature into new specials.
>> If you separate the specials into "basic" (Before level 10?) and "advanced" (After level 10?) you could dump Limbs and Organs into the special ability pile as well. Maybe bring flesh back as there are just so many things that made sense with it.
>> I would keep all the options besides "grab a feat" as new features. Although some features, like spawn, might have other requirements.

I will admit Inhuman Vision was already really strong uncapped so the added boost from pathfinder combining spot and listen may push it too far. But the others are fine.

*"What if only the Ozodrin player is using these sources?"
If only one player is heavily optimized the issue is that only one player is heavily optimized. They should work with their group.. although if someone is going to out-optimize their fellows +HP and (just pretty good) +AC is one of the more benign ways to do it.


@Farspawn

If you want to nerf farspawn I suggest giving the Ozodrin more FP per level. Unless the power-to-fp ratio was greatly increased from that of the 3.5 ozodrin (still haven't had time to study the current augments, sorry) my playtesting* suggests something more like.. 5/level would be appropriate? Maybe 4/level with a weaker farspawn.
> Please do not have farspawn include itself. I pushed very hard for the doesn't-include self version because of the simple reason that some players would feel pressured to take 100% farspawn. Granted, unlike the old +1/2 farspawn massing your suggestion wouldn't be optimal.

Actually, if you really want to nerf farspawn you could remove the ability to take it multiple times, have it give +1fp per HD, and give the Ozodrin class itself a base of 4fp/Level. Ozodrin already grants +1fp per aberrant feat, that's incentive enough.

*My primary ozodrin PC would have been okay with 6-7 per level but that game was insanely high-op. 4-5 is my assessment based on a much shorter game. Only mentioning this in case anyone that remembers my previous statements about my game was wondering.
------------------------------------------------------

@Darkvision
Is that a standard in premade modules? I had not heard of that before this discussion. I am willing to accept that the groups I have played with in the past were not using standard encounter distances, although I am confused how there even is such a standard in the first place. Most grids I've seen were larger than that as well.

But even assuming that, I don't see how this helps. What if it is daytime? Or someone has low-light vision and a torch? Or the area just happens to be lit? As far as I can tell, this only even comes into play as a courtesy when:
A) There is something interesting more than 120' away.
B) You are in the dark.
C) The DM would want to put whatever is 120+ feet away from you on the grid as soon as you see it.
D) The grid is standard size.
E) There is nothing important behind you - once you move forward the DM will be able to place you at one edge of the grid and the seen thing on the other.

This seems to be a lot of assumptions? How often does this come up? I mean, I can give a counter situation where more darkvision is better: What if the DM would like to not keep track of vision range in general? I.E., if you can see in the dark he'd like to just assume you see stuff. "Oh, bob can see forever. No need to count out the spaces in this room to see if there are any corners he can't see."


@Distorted mind: When you need it changes wildly from group to group - it really depends. For many groups level 20 is a little late for mindblank, but we are talking about a non-magical non-dispellable immunity. That's pretty nice. I think 20 is good because it is:
A) Possibly the final level this PC plays. In that case you want to feel pretty awesome. Twisted Mind and Naught Morality were leading up to.. a nondetection effect? And the awesome lying thing, true. I think the old version flowed better though - blanking the mind and partitioning it felt like the belonged in the same ability that give super lying. Nondetection... not so much.
B) Possibly just the final level before Epic. Players could well be multiclassing out after this. Or prestige classing. Not sure I'd want the epic levels to be more of the same.
C) A level where these powers are definitely not overpowered. Mind blank has been available for several levels already. Schism IS pretty strong but the Ozodrin is not really set up to make the most of it so I think it is fine as well. The lying stuff might well be the strongest of the granted abilities but it is really, really flavorful.

@Naught Morality
I recently noticed the old fluff text is gone. I highly suggest that fluff text make a comeback. How to RP having no alignment is unclear, and not in a good way. The way the old write up hands the player an excuse to keep acting like they used to (should they so desire) was very much intentional. I have a larger write up on this somewhere, I'll quote it when I have the time.

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

@More General Note
I just wanted to mention that I like your update notes! They feel professional. I think the overall format of the class itself went too far in that direction, but I like how your other posts are formatted in general.

Hanuman
2014-02-27, 05:28 AM
I accept your challenge!

@Feat Stacking
-@Features
The point of having features as feats is that it gives the player the option to grab another aberrant feat instead of a feature in the scenario that they do not want any, it also allows players to buy early access to feat acquired features by sacrificing their early feats.

To change it to a pathfinderesque table-granted bonus (your rogue point) I would want/need to put aberrant feat as an option on that table making the whole system arbitrary, and personally I'm really not a fan of this option.

If a feature is too strong you simply make it's feat requisite a higher level.

-@Optimization
Q: If you feel that the Ozodrin's cap is too low to deal with optimized parties why not just add a DM note saying that the cap can be scaled up for that purpose?
Q: Why does the basic loadout (choosing what looks good from lord of madness feats) have to go toe to toe with optimized players?

-@Balancepoints/References
If you think the cap should be adjusted then tell me what it should be adjusted to and what references support this.
I have owrtho's reference which is +3Feat by level 15 (3 over cap) but that's +4.5NAC for 1 feat.
Balancepoint For NACFeats (Using Cryst--BLEEEEEP, ignoring things like Vow of Peace)
Improved Natural Armor +1NAC
Heavy Lithoderms +1NAC
Draconic Skin +1NAC
Photosynthetic Skin +2NAC (Conditional x2)
Stone Rage +1NAC While Rage (Rage) (Conditional)
Beasthide +2NAC (Race-Granted Bonus Feat)
Beasthide Elite +2NAC (Upgrade to Above)
Dragon Rage +2NAC While Rage (Mid-Low level) (Rage)
Earth's Warding +2NAC (Duration) (Conditional) (Resource)
Elephant's Hide +7NAC (Duration) (Nonstacking) (Resource) (Midlevel)
Stone Form +4NAC (Replaces Base NAC) (Resource) (Instead of Being a Wildshape)

Granted the Ozodrin should be rewarded for using Ab. feats, and they are, Ozodrin has a class feature that grants +1FP per Ab. feat.

Personally, I think the ozodrin does nicely without that extra stack abuse, let me know what you think after reviewing this data.

@Farspawn/Power Adjustments
o.o

Well, yes the power of each feature and augment were altered across the board both up and down. If you're looking for a total "trend" I'd say it's probably more expensive to play lower level and mid level and less expensive to play higher level just because of how the Many augment allows augment stacking and such.

As far as changing it...

You are suggesting 1FP/Level for 1 feat (15FP by Level 15)
It's currently 3.2FP/Level for 10 feats (32FP by Level 15)

Each feat is worth ROUGHLY 3FP (by this I mean what you can buy with 3FP is worth ROUGHLY 1 feat), so by maximizing it you actually lower the feat's initial power and you're missing out on all 5 of the feat unlock features.

As it stands Farspawn does not make an ozodrin more powerful compared to other feats, it just gives them more play with the tools they have. (Option for those who want more FP and don't care about the other options as much.)

As far as how much FP the Ozodrin actually gets, that depends on how many of her level acquired feats she spends on aberrant feats.
Assuming all of them are spent on ab. feats you have 4/Level or higher
(3/Level Base + (11 Feats By Clvl15 = +11 ) + (CHA18 = +4))

But roughly it's going to be 3.4FP to 4.1FP per level for the first 15 levels, and if the ozodrin lacks that FP it's most likely going to be useful in another way. (Like Touch of Golden Ice (BoED) -hint-hint-)

I'd really like to see your feature builds/playtests though to see how the ozodrin may need tweaks!

@Darkvision
Problem is I probably learned about this courtesy from Fear The Boot (http://www.feartheboot.com/ftb/index.php/archives/category/podcasts) (Outstanding podcast for DMs and often for players too) and it would take likely 50 hours of searching.
I've removed the cap because I don't have a reference as such, and because I think you're fundamentally correct in the long run, especially for the epic ozodrin.

@Distorted Mind
Super-lying sounds pretty cool, what is your interp. of the effect? I may just change it to clarify.

@Naught Morality
Added a line to give the players more knowledge of their options.

@Update Notes
Thank you kindly, the reason for the stylization is because it's more like a DnD book. I rather flavor the image of the information than turn the information into walls of text. I'll reserve that for when a fluff section is ready to be filled. If anyone wants to get started on some writing for the ozodrin's fluff just post it and I'll try and use what I can.

Edit- Updates

*Changed Jaws feat to require aberrant blood.

+Feat (Added some elemental for ya.)
Warmth - [ Aberrant ]
Requires: Ozodrin Level 1 or Machine Level 1

You gain cold resistance 5 or improve your cold resistance by 3.
You may spend 1 Bio and deal 2 fire damage to any creature you successfully bite or are grappling with.
You may spend 1 Bio and heal 2 Dexterity damage caused by a Cold descriptor effect.
Once per hour you may spend 1 Bio and raise the temperature within a 15' radius around you by 10c/15f degrees for one hour.



*Tweaked Warmth Feat

*Updated introduction quote, music list (temporarily, may need grooveshark playlist) and resized image.

+Feat

Alterable Form - [ Aberrant ]
Requires: Aberrant Blood, Form Points

You may modify your true form's body further.
You may not alter your features with this feat and these changes do not effect your Guise.
All changes take 1 move action to alter or undo and you may only make these changes whenever you'd normally be able to add features.
You may remove any bodypart which grants a bonus or mechanical benefit, you then gain 1FP per bodypart (or set of body parts if they come in pairs or are granted by the same source) removed in this way.
You may improve non-feature bodyparts as follows:
Turn any bodypart into a feature it mechanically qualifies or over-qualifies for for 0FP.
Turn any bodypart into a feature that causes a non-replaced loss of mechanical benefit for 1FP less than the feature cost.
Turn any bodypart into a feature with similar mechanical benefit for 1FP.
If one of your natural attacks deals less than 1D6 you may upgrade it's damage by 1 die stage for 1FP per upgrade.



Note: Alterable Form is a remix of Conservative Form, it has some very notable changes, please tell me if there's any major loopholes that can be abused!

Magikeeper
2014-02-27, 08:36 PM
@Farspawn – You have a point. I’ve been dancing around the real issue instead of addressing it directly. High level Ozodrins did not have enough FP in the 3.5 version. At least not if the party was at least a little optimized. I am fairly certain I was not the only playtester to note this. But we never fixed the issue because farspawn was a workable bandaid. Need another 20-40fp? No problem! Farspawn has you covered. It WAS really strong for a single feat, so much so that the does-not-include-self version was made to forcibly prevent people from taking 100% farspawn because why wouldn’t you? Farspawn was basically a minor feat tax for high-level mid/high-op ozodrin. It was not an option for those who don’t care about the other options – it was the option for those that wanted their class abilities to stay up to snuff whether they liked the other stuff or not.

So, yes, my suggestion was a feat that was weaker at low levels (when Ozodrins don’t need it) and very strong at high levels (when ozodrins do need it). But that’s a roundabout way of addressing the issue.

You say that the Ozodrin needs less FP at the higher levels in this version. If this is ‘because the ozodrin can actually keep up without it now’ instead of ‘because the Ozodrin can’t spend more FP in this version anyway’, then maybe it is okay. Otherwise, the Ozodrin needs more FP at high levels. I don’t think they should have to spend all of their feats on this weaker farspawn just to keep up. But you are right that the solution shouldn’t be a stronger farspawn – we should just build it into the class this time.

…I really need to read all the augments at some point…

A different issue is that the current farspawn is too complicated for a feat that grants 3-5 FP each time you take it. Those two extra points add how many more words to the description? I also think 3 fp =/= non-tax feats*, but that doesn’t matter – if the Ozodrin’s high level fp starvation was fixed farspawn wouldn’t need to be a highly competitive feat. Just make it 3fp each time and call it a day.

* Is 3fp equal to Robliar’s gambit? Extend Spell? Leap of the heavens? Overchannel? Boost Construct? Combat Reflexes? Improved Initiative? At least if you assume those feats are being taken by PCs that are making the most of them? Better question: Is 3x farspawn worth what you can do with 3 not-farspawn feats? That’s 9fp vs all kinds of strong combinations.

@Optimization
> On 'just add a note': The hypothetical player is already requesting their DM allow a fairly complex homebrew class that uses a new system. Sometimes homebrew needs a few fixes, but this would be requiring the player to outright ask for more power. Not to fix a miswording or something, to outright ask to edit several parts of the class (assuming this trend continues) to grant them additional power. They’re already asking to play complicated homebrew! My DM is fairly easy-going about homebrew but I would feel embarrassed begging him to edit the class in that way. I imagine many DMs wouldn’t be willing to do it at all.

I feel the main goal of homebrew is to be played. But it is not official – always be aware that there is a hill our creations must climb to enter any game. In some groups that hill is a mountain, in others a small bump. But there is always a hill. We sadly do not have the luxury of expecting playgroups to do anything besides allow our creations as-is.

> As noted above, this class is homebrew. By the nature of its existence the only people who will play this class are in groups that
A) Allow homebrew
B) Delve into this forum OR had this class recommended to them by their friend(s).

This is only a small subsection of all D&D players. Alienating optimized groups, who IMO are far more likely to stumble across and allow this class in the first place, hurts this class’s chance to be played. Does specifically capping 3 feats matter that much to them? Not really, no. The initial bad taste it puts in their mouth* might stop them from reading the rest of the class but if they keep going it should be fine. However, I haven’t read all the augments yet – if this is a stance that is being taken on the class in general I feel “alienating” is the correct term.
*I mean, look at the comments on this thread. Virtually none of them had a good first impression of that nerf. And many of us already know we like the Ozodrin!

So, who IS being helped by the caps? Thanks to the problems caused by adding a bunch more aberrant bonus feats, most unoptimized and <maybe> mid-op parties. If this issue was fixed then the caps would instead only be helping parties that are using bonus feat shenanigans but aren’t actually picking good feats with them. That would be pandering to a much smaller group than optimized players, I think. Not to mention any group using those shenanigans is likely transforming into an optimized group if they aren’t already one.

> This isn’t saying you should pander solely to the optimized crowd. But it’s possible to please (nearly) everyone here. I question if what the class gains from heavy cap use is worth what it might be giving up.

> On arbitrariness – Rogues actually give ‘bonus feat’ as one of their options. It’s sort of a catch-all to ensure the player gets a choice they like, even if it isn’t as strong. Isn’t making a group of feats that are so far beyond the power level of the average feat that they are only balanced by being heavily tied to the upper levels of a specific class that packs a nerf just to justify their existence kinda arbitrary anyway? I feel this isn’t a big change – and if you have the first choice be low level enough you still get the option to speedily acquire a specific ability. The class will still function the same either way – all that changes is that you no longer have to make a sweeping nerf to official material to keep this homebrew class balanced.

I admit I often find homebrew to be superior to WoTC’s base classes and what not, but I am pretty sure that isn’t the standard impression.


@On feats that increase NA
Alright. I’ve seen high-AC builds in extreme high-op. I’ve DM’d for a high-AC build in a more mid-op sort of group. I’ve played high-level PCs, low levels PCs, etc. So my impression of that data is below. Still, my evidence is anecdotal. I’m not really that fond of bestial hide in the first place – I often had something better to do with my feats. :P
(Hitting durable form is much more painful IMO, and that’s the one with an identical psionic version)


> Feats that grant conditional +1 NA: I would rather have Toughness at any level. Regular Toughness. Granted, reg. toughness is actually pretty nice levels 1-3. But the point still stands.

> Feats that grant +1 NA: At low levels these feats are not good. At high levels +1NA is almost annoying – it isn’t even worth the time spent calculating it (usually). In most situations I’d still choose toughness over them. Pretty sure I’ve never seen these taken. No one takes dodge for its own sake - it’s just a stepping stone for much better feats/classes. The +NA feats aren’t even stepping stones!

>Feats the grant +2NA: Okay, these can be useful at low levels. Better than toughness for some low-level PCs. Stacking them is worthwhile as well - +4AC for two feats is not bad ~lvl5, and quite strong ~lvl3. At high levels their usefulness drops off, but the truly obsessive AC optimizer might snag some. I think the guy I was DMing for might have had photosynthetic skin or something similar.

> Hypothetical feats that grant unconditional +4 NA: Overpowered at low levels, maybe okay in high-op groups. Reasonable at high levels unless it feeds into a feat chain. Totally fine if it IS a later feat in a chain.

>Feat that gives +1 NA in low level low-op games, +2-3NA at low levels in mid/high-op, +4NA at high levels or mid levels depending on optimization level, and +6 or more NA in high-level very high-op groups: I find this to be ideal. A feat that is always relevant. Well, it’s still bad if you’re only getting +1 out of it, but you know what I mean.

>Feats that grant large amounts of NA but have some sort of extra cost – I’d have to read them in more detail. May or may not be useful. The wildshape one is meh unless you can use it while IN wildshape. In which case it is a decent pick. High level druids have a lot of wildshapes to burn and +4 is quite nice at lower levels.

@Builds
I am unfortunately out of time today. I’ll give a summary of the Ozodrins I have played though:

NPC: Back before the group entered crazy high-op land I was running a game that had an Ozodrin NPC in it. She was level.. 15, I think, and wasn’t doing crazy extra feat shenanigans. Farspawn was still responsible for giving her a much needed boost. Dunno where I put her stats, unfortunately.

LowLevelGuy: A CN Ozodrin I play in an off-again on-again game that is not very optimized. He had reached level 2, might be level three now. His build is as follows:
Race: Human
Feats: Durable Form, Inhuman Vision, aberrant blood(B)
He goes all-eyes with one mouth in combat, using a longspear to get draw his foe's attention and his large HP total to tank them (I think he has 16 str, 18 Con, 16 Cha). Devour is currently out-of-combat healing via unconscious foes but it’ll be in combat soon. He might take power attack at level 3, maybe pick up the fighter-feats-count-as-aberrant-ones at level 6. He’ll have to star farspawning up at somepoint.

Primary: A CG Ozodrin I played from level 2 to level 19 over the course of a few years. The campaign should start up again in the summer. Unfortunately, the game is extremely high-op so I have to de-crazify it glean useful info. Granted, some stuff that comes up (like ‘holy cow O3.5 budding body is complicated’) can clearly be applied to general gaming. The pcs also became gestalt around level 13 thanks to some plot events. So yeah, level 19 gestalt Ozodrin/PileOfClasses with 28 feats [17 of which are aberrant], Cha 47, and ~128fp. Most party members have similar feat totals, but none of them are going aberrant. Well, I guess our living airship has aberrant feats. But it really just needed aberrant monstrosity to qualify for the [dragon] racial feats – gotta maximize that flight speed.

I am pretty sure I've played more Ozodrins than this, but not in any long games. A oneshot here or there.

@Other stuff
I'll have to get back to you later.


--------------------------------------------------
Edit:

On caps and the adjustment of them: I realize I'm not really working with you on this, but it's because your current cap level mostly achieves the goal you set out to achieve with it.

I'm arguing that goal is better achieved in other ways. The middle ground is not always the best - if you raised the cap high enough to not rain on the optimized parade it would no longer be low enough meaningfully stop anything. And if it can't meaningfully stop anything why have the cap in the first place?

Also, there already was a cap of sorts on mass aberrant. A cap that raised or lowered itself depending on how optimized the group was. That cap was "how many feats your PC has". I honestly think it was doing a good job.

Hanuman
2014-02-28, 12:05 AM
@Farspawn
-@Balance W/ Optimization
Granted, Farspawn's functionality as an optimization bandaid has been removed, it was not intended to have such. It's intended as an alternative to putting feat strength in feat effect.
I agree, the mechanics are too complicated for such a slight variance.
Honestly I don't mind lowering the initial feat take as that's the balance anyway.
I've changed Farspawn to reflect this.
Farspawn - [ Aberrant ]
Requires: Ozodrin Level 1

You gain 1 Form Point Per Ozodrin Level To A Maximum of 3FP.
Alternative - With your DM's permission you may take this feat only once and remove it's maximum FP gain; The party must be optimized to allow this.

That should push the balance from 3.4FP to 5.1FP or so, pending DM approval in a case-by-case scenario and will inform the DM of the conditions where it is appropriate. Also is slimmer and reads better, thanks!

-@High Level Changes
One of the things I wanted to address is making features more vague.
Some features now state they are actually a lot of bodyparts represented as one feature, and those that may not be have the Many feature added for good measure.
This makes things read like [Feature][Many][Augments][Strike]
Let's say everything equals 1 and many equals 2, this is your normal loadout:
[Feature1][Augmentsx5]
[Feature1][Augmentsx5]
[Feature1][Augmentsx5]
[Feature1][Augmentsx5]
Total 24
OR
[Feature1][Many2][Augments5][Strike4]
Total 12

This is essentially the same thing, granted the totals are actually 72 and 36 but you can see how you wouldn't need 72FP to accomplish the same mechanics of the old loadout, nor would you need so many lines or mechanical objects to manage. All this (including quickforms) is to keep the player in the game, not in the book.



@Optimization & Balance Philosophy
While I agree with your points philosophically I think I addressed most of them in my last post, but I will rephrase.

Balancepoint, Reference, Referencepoint and such are terms for the homebrew adage "If you want to make a mechanic, find an existing reference and balance it to that." So, I challenge you to find feats that grant the same basic mechanics (HP gain, NAC, Saves, ECT) and measure up how weak the ozodrin's feats actually are because according to my research Ab. feats for the ozodrin are actually much more powerful than feats that do the same thing in generally BECAUSE they upgrade. +3NAC at level 15 is actually on-par with top other feats that do the same thing (see: last post) and it scales bonus with level for the ozodrin meaning a high power feat can be bought at level 1.
+1FP/Feat is icing on the cake.

I want to cater to optimized groups, but I don't want the ozodrin to be inherently optimized. That's called unbalanced.

-@Who is being helped by the caps
Anyone not intending to compete with other players or the campaign for more passive power.
Players are helped because it applies appropriate balance (unless ozodrins NEED those extra points in which case you need to say that directly and tell me how much (#) they need). (Leads into next point.)

-@Character "Hill"
Totally agree, but I find that DM's worth their salt are going to see the big picture of the class, they will (and have) commonly seen the stacking bonuses and have been concerned about them but it's hard to make a call when the class has so many moving parts. Putting a cap on it actually makes it appear more balanced to a DM, having a DM note on a feat saying that a player may ask for more power makes it more likely that a player will get it if the situation genuinely calls for it, and less likely they will get it if the situation does not. This keeps the DM and player happy unless one of the two are malfunctioning in a way that attempt to throw the balance.
Be open with your DM about the changes, if you need me to write your DM a note I'd be happy to. <3

@Feat Comparisons
+4 Unconditional NA does not exist and the only scenario where it is actually OK to be used is in a group that is too powerful for standard balance.
Why then should this be the default? :smallsmile:

Toughness is actually great in pathfinder http://www.d20pfsrd.com/feats/general-feats/toughness---final , but it's still not as good as durable form is while capped.

@NPC
Was this NPC a cohort or what? The extra abilities could have been written in or granted by a level or two ahead of the game.

@Alt
Sounds pretty neat, but why does he have to go down a certain path?

@Main
That's a pretty crazy mess there!
To be perfectly honest I hadn't even considered the scenario that players were playing heavily invested ozodrin as the main class in a gestalt game over level 17. You may want to consider every aspect of this class carefully and how it translates your ozodrin character because that's pretty intense.

I see now why you are pushing so hard to lift the cap, but I currently do not agree with your previously mentioned points. Your situation is VERY specific, you have more than double the amount of feats as a regular character and you are playing them in an entirely different style and method of play, something the cap does not account for.

Honestly you need to make a call whether that rule benefits your balance in the group or not, or you need to make a detailed layout of how that all works in your group and we can come to some sort of strategy for handling slightly pre-epic gestalt.

Perhaps have a level 20 ability that removes the cap? :smallsmile:

Would you mind posting your characters via Mythweavers or another method so I can see the application? It would help with the class.

@Other Method
Can you cite or link the rule that better handled feat stacking?

@Other Stuff
Thanks so much for the feedback, looking forward to it!


Edit- Updates

*I've gone ahead and edited Infinite Horror to remove the aberrant feat stacking limitation leading into epic ozodrin.

+Feat (x5) (Basic feature unlocks)


Spike - [ Aberrant ]
Requires: Ozodrin Level 1

You gain access to the Ozodrin's Spike feature.


Fin - [ Aberrant ]
Requires: Ozodrin Level 1

You gain access to the Ozodrin's Fin feature.


Spawn - [ Aberrant ]
Requires: Ozodrin Level 3

You gain access to the Ozodrin's Spawn feature.


Stomach - [ Aberrant ]
Requires: Ozodrin Level 3

You gain access to the Ozodrin's Stomach feature.


Puppet - [ Aberrant ]
Requires: Ozodrin Level 6

You gain access to the Ozodrin's Puppet feature.

Magikeeper
2014-02-28, 04:19 AM
@Those three feats

Comparison feats: Well, first off, a human that takes aberrant feats and doesn’t take Ozodrin levels already has a leg up. Moreso if they take classes that grant open-ended bonus feats – although those are pretty rare, true. But on the other hand, most aberrant feats worth taking in the long run were the ones on the Ozodrin thread.

But let’s look for something specific:

Durable Form: Psionic Body. A psionic feat that does the exact same thing, only for [Psionic] feats. +2 HP per feat. Morever, there are many classes that give free psionic feats. Even classes that give 5 of ‘em.

Beastial Hide: No real comparison. It’s telling when my search actually brought up a thread on this very forum where asking what feats to take to raise AC prompts everyone convincing the person to use something besides feats. Most of high AC builds use some combination of spells/class features/items/high stats. Sometimes templates. I was kinda expecting at least one absurdly obscure super feat, but I guess I would already know about it if it existed. Anyway, it’s still just decent. +3 AC at level 15 is not a high-powered feat. It just isn’t. Power attack is a high powered feat. If there was a feat that gave +5 Craft(Basket Weaving), it would be the best feat for basket weaving in the game (I think?). But that wouldn’t make it high-powered.

Inhuman Vision: For people already taking aberrant feats, this probably the best +Spot feat in the game. Next best one is probably the one that lets you make an active spot check as a free action once per round. Keen Intellect might be better for high-op PCs with very high int and very low wisdom. There are a lot of magic items that boost spot though. A number of low-level spells as well.

It’s interesting the focus appears to be on bestial hide. Inhuman vision could well deserve it, and Durable form is the feat whose nerfing I’m the most put out about. Hide is just sort of bland. It was fine for what it did. It wasn’t until this discussion that I realized it seriously might be the top dog of the AC feat world. Overachievers they are not. The only one of the three that makes something possible that might otherwise not be possible for the Ozodrin (low level tanking) is durable form, IMO. Ozodrin already had the power to make really high spot checks, I mostly grab inhuman just so the party can continue to count on me rather than find ourselves in a bind when the low-level ozodrin starts shifting away from mass-eye set ups.

@Who is being helped
Yes, because of the extra feat flood! I keep noting that a problem currently exists, and that the cap solves it. I also keep noting the cap solution has consequences that could be avoided with a different solution. Then you counter by restating the problem.

@On desires to raise the cap
Eh, the level 19 PC only recently retrained in beastial hide. Not a big loss – as one would expect the vast majority of her AC comes froms items, buffs, and a couple levels from her non-ozodrin side. 87 - 8 is still 79, and touch AC is way more important anyway. Losing 34HP would be sad, and the hit to spot checks would hurt as well since no one else in the party can reliably make the checks we encounter. Her darkvision range is already massive due to templates so that’s not a big issue. The changes to various features would be a much bigger concern, cap is almost a non-issue in comparison.

The PC that would be hit the hardest from the cap would actually be the low level guy that just used a human bonus feat – going from +6hp to +2 hp would be a big deal. Not to mention eyes would no longer give a low level AC bonus anymore.

Overall though, I mostly view the cap discussion as a staging ground to debate the design philosophy behind the cap's existence. This is important since it will presumably direct the course of the entire class. I care about the cap, just not quite as much as my pages and pages of text would imply.

SOME EARLY COMMENTS ON FEATURES:

@Infinity Mouths & Tentacles
I just noticed that fine sized mouths are currently free and fine sized tentacles are a net gain of +1FP. I suspect that is… unintended.

@So much invisibility
I’ve noticed a lot of augments replace ‘is mysteriously non-existent with ‘is invisible’. The former feels more far realmian and doesn’t clash with a desire to wear serapes. The latter is like a ghost that’s really a guy with a sheet over his head.

This is also a serious issue for puppet – just making the string invisible is not good enough VS high level npcs with magic access. Doesn’t even need to be high op for that to be true. Missing string + counting as mundane was what made fooling people a legitimate possibility.

@Fin
I liked the Many “Blah” augments. Fin should have one as well!

@Spikes
So, detached spikes lose all abilities.. then the throwing spike augment doesn’t actually work. Because no spike you can throw has it. It also losses the charm of shooting spikes at people.
It looks like anything involving poison is gone, which could be its own feat/organ, but still.

@Eye
>The eyes were the catch-all for all remaining FP you didn’t know what to do with. Just dump it into eyes. There is now no low-level 1fp feature that does something in multiples of 1fp. Without a cap, anyway.
>Why does insightful eye have a cap? As written it doesn’t stack with itself. There is no benefit to
applying it more than once.

@Spawn
> Do you command them telepathically?
> How much damage do they deal?
> Can you communicate with them? They have senses, after all.
> An augment to remove the distance limit would be nice.
> What do they look like? Can you decide?
> Why does removing any spawn feature kill all spawns, even those created from different instances of the feature?
>It would probably be simpler to just give spawn str/dex/con - / int - / wis / cha. (13/10/-/-/10/10). Makes interacting with spells and buffs and stat-effecting abilities so much easier.

@Other Features
Stomach is still mostly empty
There is a noticeable lack of the old magic-eating/energy-eating/etc flesh.
Pretending Flesh is still gone as well.


@Other stuff
I'll eventually respond to the other queries.

Hanuman
2014-02-28, 07:30 AM
@Comparison to Humans
Disagreed.
+1FP/Feat incentive and Ozo grants the throwaway prereq. The human could take another non-ab feat anyway and not miss any stacking efficiency, let's say, touch of golden ice.

@Durable Form [Psionic]
5 bonus feats at +0LA with no HD?
Sounds cheese.

@Beastial Hide
Valid argument, but +3NA for 1 feat with no prereqs is actually still good.
I'm not saying regular NA feats are good, I'm saying beastial hide is more powerful than them when stacked, even with cap.

@Feats in General
It's homebrew, why don't you just make some aberrant feats if you don't like LoM's selection? :smallconfused:

@Cap
At this point, if the feats are underpowered compared to the feat comparisons available that are not broken or abusive please say so. Ozodrin is already quite strong but not old chedda strong.

@Low Level AC
It used to cost 6FP for +2AC, now it costs 5FP.
Humans can get toughness for 3HP then 1HP/Level after 3 anyway.
Non-issue.

@Mouth/Tentacle Small Augment
Not intended, good catch! Still had some copypaste errors on it too heh.
Fixed fully with some flavor options as well.
As for how many tentacles you have with the Many augment, I'm not discounting the possibility of infinity tentacles.

@Ghost Sheet
:smallbiggrin:
Flavored and crunched to your suggestion and humor.

@Fin
Changed it so Fin counts as a Many augmented feature with no mechanical bonus or cost (as per original intent) and added strike with a prereq of Razor for now just to balance out strike.

@Spike
That's due to very bad wording, I left it a bit open-ended so I could expand it later. I think this should patch it up for now.

@Eye
I'd like to hear your feedback on what would make the best feat dump.
Perhaps something that grants HP or something.
Insightful eye fixed to stack.

@Spawn
-@Telepathic
Any way you want, takes an action, has a set range and you aren't aware what they are aware of. Go nuts :smallsmile:
-@Damage
1 + Con or Int
-@Communication
They don't act unless you make them act, so it's one-way.
-@Range
Range is set for now, I shall defer to Selinia for that call.
-@Appearance
Yes, totally up to the player.
-@Kill
It's a hard reset to prevent carry-over in any way.
-@Stats
They really aren't supposed to be that deep, more like tokens on a grid with a few numbers attached.

@Stomach
Still working on it!

@Other Stuff
Looking forward to it!

Because I feel I never properly addressed this point:

I don't know if this is intentional or not, but the 'Infinite Horror' isn't nearly as useful as it seems to be. Even though your form point count will grow exponentially and rocket into the thousands after just a few level ups, your number of usable feature attacks per round and your ability to apply augmentations still scales linearly.

It's still a mind-blowingly good ability, mind, but not THAT good.
60FP boost is to lead into epic features and augments (in progress), and the scaling of 60FP is equivalent to about 20 feats worth of power. The ozodrin simply does not need a single boost like this until epic levels where the ozodrin becomes more unto a demigod or a lesser elder evil.


Edit- Updates

+Augment
Added Hive augment to Spawn feature, allowing the ozodrin to provide some minor battlefield control and some interesting flavor options.

+Feat
Mask - [ Aberrant ]
Requires: Ozodrin Level 1

As a free action you may gain or dismiss a nonmagical Disguise Self (http://www.d20pfsrd.com/magic/all-spells/d/disguise-self) effect.
Instead of gaining +10 Disguise you take a -5 penalty.


+Feat
Heavyweight - [ Aberrant ]
Requires: Ozodrin Level 1

For the purposes of calculating carrying capacity (http://www.d20pfsrd.com/alignment-description/carrying-capacity) you are treated as having a +3 bonus to strength for every 2 aberrant feats you possess.
If you take this feat a second time, in place of the feat's normal effect you may use your Hit Die instead of your Base Attack Bonus for calculating your CMD (Pathfinder).


*Tweaked introduction flavortext.

*Balance tweaked Alterable Form, changing the damage die increase (last line) to cost 2FP instead of 1FP.

Alterable Form - [ Aberrant ]
Requires: Aberrant Blood, Form Points

You may modify your true form's body further.
You may not alter your features with this feat and these changes do not effect your Guise.
All changes take 1 move action to alter or undo and you may only make these changes whenever you'd normally be able to add features.
You may remove any bodypart which grants a bonus or mechanical benefit, you then gain 1FP per bodypart (or set of body parts if they come in pairs or are granted by the same source) removed in this way.
You may improve non-feature bodyparts as follows:
Turn any bodypart into a feature it mechanically qualifies or over-qualifies for for 0FP.
Turn any bodypart into a feature that causes a non-replaced loss of mechanical benefit for 1FP less than the feature cost.
Turn any bodypart into a feature with similar mechanical benefit for 1FP.
If one of your natural attacks deals less than 1D6 you may upgrade it's damage by 1 die stage for 2FP per upgrade.


+Class Feature
Bio Pool (Ex): You store energy with special properties.

"Bio" is a Far Realms energy that has Magic, Psionic, Spiritual and Biological properties. Despite this it is never detected nor enhanced by effects that would normally interact with these sources.

Ozodrins gain a Bio Pool with a maximum capacity of 1.

Ozodrins acquire Bio from devouring digestible matter, done in two ways:
Normal - Consume 1 Bio worth of material and gain 1 Bio in 10 minutes. This "pending bio" has maximum of your Bio pool's lowest maximum at any point of digestion.
Instant - Consume 3 Bio worth of material and gain 1 Bio instantly.

Acquiring Bio:

Using the Devour class feature.
Gain 1 Bio from eating a creature with 2HD, or two creatures with 1HD, ect.
Gain 1 Bio from eating half of a creature with 4HD, or 1/3 of a creature with 6HD, ect.
Gain 1 Bio from eating 50lbs of any organic matter or 10lbs of competently prepared food.
Gain 1 Bio from eating 50g worth of anything you can digest that isn't organic matter.


Expending Bio
Whenever you rest your Bio is automatically converted into HP.

1 Bio - Move Action - Heal 2HP
2 Bio - Full Round Action - Heal 1 Point of Ability Damage
X Bio - Swift Action - Use Organ's Bio Effect




^Let me know how to better word this class feature, if you think having Bio Effects cost swift actions is a good idea any anything else that stands out, thanks!

*Wrote up some level tags, let me know if any one of these looks particularly better or worse.

--------
Manifest (Ex): [1] You are a disguise for an ever-changing terror within.

When a creature becomes an ozodrin...
--------
Manifest (Ex): [Lvl 1] You are a disguise for an ever-changing terror within.

When a creature becomes an ozodrin...
--------
Manifest (Ex): [Level 1] You are a disguise for an ever-changing terror within.

When a creature becomes an ozodrin...
--------
Manifest (Ex): You are a disguise for an ever-changing terror within. [1]

When a creature becomes an ozodrin...
--------
Manifest (Ex): You are a disguise for an ever-changing terror within. Level 1

When a creature becomes an ozodrin...
--------
1 | Manifest (Ex): You are a disguise for an ever-changing terror within.

When a creature becomes an ozodrin...
--------
Level 1 | Manifest (Ex): You are a disguise for an ever-changing terror within.

When a creature becomes an ozodrin...
--------
Manifest (Ex) | 1 You are a disguise for an ever-changing terror within.

When a creature becomes an ozodrin...
--------
Manifest (Ex) | [1] You are a disguise for an ever-changing terror within.

When a creature becomes an ozodrin...
--------
Manifest (Ex) | 1 - You are a disguise for an ever-changing terror within.

When a creature becomes an ozodrin...
--------
Manifest (Ex) | [1] - You are a disguise for an ever-changing terror within.

When a creature becomes an ozodrin...
--------
Manifest (Ex) | Level 1 - You are a disguise for an ever-changing terror within.

When a creature becomes an ozodrin...
--------
Manifest (Ex) | [Level 1] - You are a disguise for an ever-changing terror within.

When a creature becomes an ozodrin...
--------
Manifest (Ex) (Level 1): You are a disguise for an ever-changing terror within.

When a creature becomes an ozodrin...
--------
Manifest [Ex] - [Level 1] - You are a disguise for an ever-changing terror within.

When a creature becomes an ozodrin...
--------
Manifest [Ex] [ 1 ] - You are a disguise for an ever-changing terror within.

When a creature becomes an ozodrin...


I'm up to making more samplers or specific ones if requested, feel free to post whatever you think looks good too.


Because my update format is generally unlisted I'm adapting writing the content of the tags into the spoiler, as seen with Level Tag Sampler above.

+Feat
Growth - [ Aberrant ]
Requires: Ozodrin Level 1

You must take this feat at level 1.
You may consider yourself to have one more feat than Aberrant Affinity's scaling limitation would allow.
Every time you gain an aberrant feat you may choose to gain 1 Skill Point or 1 Hit Point.

^Growth is intended to address human players who start off with a bonus aberrant feat that does not count towards their scaling. Pathfinder humans already have +1SKP or +1HP per level so this should add a nice thematic bonus.

*Clarified "Optional Rules", and added colors to clarify DM notes and developer notes. (Shown in 1.0 Introduction)

(Currently working on expanding stomach and fin options and working the Esoteric PrCs into feat unlocked augments.)

(In addition I'm thinking of adding the entire Bio system as optional rules, including all bio effects. I think the ozodrin benefits heavily from this optionality but I would like it if the player didn't feel pressured to use it. I'll spend some time thinking on how best to implement it, please let me know if you guys can offer any advice.)

*Added a flavor-image (http://i.imgur.com/PhJBw89.jpg) for the Tether Archetype and did a touchup of it's introduction (likely small re-write later).

+Feats

These feats are intended to grant a strong lead-in for spawn oriented ozodrin at early level and to enhance the flavor of your spawn, giving them the ability to receive buffs, extra range and personalization.

Favorite Pet grants +3FP bonus due to it's not needing the feature and Evolved pet grants a free 2FP augment and command separation making it a VERY strong and versatile option.

Enjoy!

Favorite Pet - [ Aberrant ]
Requires: Ozodrin Level 1, Spawn Feature

Once one of your basic unaugmented spawn has lived for at least 24 hours you may give it a name and consider it a "Pet".
Your command range for a pet is 1 mile.
Pets do not die due to spawn feature removal, it is not needed for them to live and it remains even while the FP is refunded.
Pets are considered to have attributes: Str13, Dex10, Con-, Int-, Wis-, Cha-.
You may only ever have one pet at a time.


Evolved Pet - [ Aberrant ]
Requires: Ozodrin Level 1, Spawn Feature, Favorite Pet

As a swift action you may remove or add your pet to your Collective.
A free pet takes -2 to all rolls and saves, but it makes those attacks and saves separate from your other spawn.
When free your pet no longer needs actions to be commanded. It acts intuitively to the ozodrin's wishes and is not limited to the Spawn feature's command list.
Your pet gains the attributes: Str 13, Dex10, Con-, Int3, Wis10, Cha4
When a new pet is chosen it may have the Elite augment using the Brute or Sly options. After the 24 hour period the augment's FP is refunded. This does not allow you to have more than one elite spawn.





Hey guys!

Submit some pictures (any source) that clearly represents an augment, I'm going to start putting flavor pictures on things soon and I would love some fan input.

Private messaging is best but feel free to post it on the thread!

*Added an image (http://i.imgur.com/7jmnDeL.png) of a tentacle chart sampling different possible tentacles. Thanks!

+Tether Feature (No augments yet!)
Projection [4FP]
Appearance: Projections are forms of intangible aura, it must appear to be uniform, non-solid and cannot fool creatures into thinking the projection is something it visually duplicates.
Benefits: You gain a projection that inhabits all squares you and your features enter or occupy at any time, you may touch any object in those squares as a free action or you may make a touch attach against a creature as a standard action.
Special: You may effect anything that your projection touches as if effected by the spell Prestidigitation (http://www.d20pfsrd.com/magic/all-spells/p/prestidigitation).

The intention behind "Projections" will be to add specific utility an some neat flavoring, giving the tether the ability to apply some effects incorporeally.

To expand on this, a 10' animat could allow a 0' projection attack with a range of 10', the animat would need to enter the square but not physically touch the target. This is similar to affixing a mouth or other 0' range feature to another feature except the projection's augments are intended to increase it's range, opening options for potential party-buffs, AoE effects, and lots and lots of flavor options.

*Started filling in 8.3 Epic Ozodrin Paths, I've decided to not make just 1 epic ozodrin but instead make a few options that the player can pick and choose from.

*Added a flavor-image (http://i.imgur.com/PfNEMqf.jpg) for the Machine Archetype.

+Feat
Whispers - [ Aberrant ]
Requires: Ozodrin Level 10

When you have a spirit eye active you gain Mindsight (http://dndtools.eu/feats/lords-of-madness--72/mindsight--1960/) as the feat using the Spirit augment's range as telepathy range.




I'm rethinking the balancepoints for features/augments to a way more simplified version.
If I can get every feature/augment combo to equal 3/6/9's I can change it to 1/2/3's.
This will HEAVILY reduce the math needed to figure out builds, and by setting a minimal approach there will be no excess, solving "dump".
Ideally the cost of features and augments will all be the same, making the original system redundant.

The main issue here is that this would complicate adding FP from CHA and AB.FEATS, but I see this issue as minimal in comparison to how much it would improve how the system runs.

I've started a ratio remake and will be working on reformatting and rebalancing the ozodrin over the next week, in the meantime I've saved backups of the original balance datapoints in case the new ratios dead-end. Thanks for your patience!



Ratio Remake Notes (Work in Progress)

*Removed Form Point Gain from Aberrant Feats

Changed Charisma Bonus to 1/2 modifier (1FP/4cha over 10), this will maintain the new balance.

*Removed Aberrant Feat Cap

*Changed all class features to reflect the new FP ratio system remake.

*Changed Eye Feature to new FP ratio, granting multiple eyes for just one feature purchase and changing the bonuses accordingly.

*Lowered FP cost of eye augments and adjusted all of their augments and bonuses to be balanced with their new adjusted costs.

All eye augments check out, little concerned about the balance of Spirit Eye (maybe 20-30% more powerful than cost) but other than that we can do away with even having to record FP for augments, I'll work through all the features one at a time and see if this process can be repeated for all of them.

*Lowered FP cost of mouth augments and adjusted the bonuses to the new FP balance, temporary change on Small and Large, not quite sure how to balance them out properly for now.

*Adjusted FP costs on tentacle and limb augment/features and rebalanced their bonuses around, they will need some nudges here and there in the future but they're all within about 25% more or less (max) powerful than they previously were.






To simplify the changes:

Old System
3FP == Moderate CF or Feat Equivalent
3FP/Level
+1FP/ChaMod
+1FP/AbFeat
+1Ab.Feat/3Level Average

New System
1FP == Moderate CF or Feat Equivalent
1FP/Level
+1FP/per +2 ChaMod
+0FP/AbFeat (Ab. Feats moved to other bonuses.)
+1Ab.Feat Total, Unlocked Features will be made into a different system as per requested by Magikeeper

Old Balance [Level 1]
Level 1 - 3FP
Charisma 14 to 18 - 2FP to 4FP
Ab. Blood - 1FP
Ab. Feat Option - 0FP to 2FP
Average Exception Scenarios - 0FP to 2FP
Total Balance = 6FP to 12FP


New Balance [Level 1]
Level 1 - 1FP
Charisma 14-18 - 1FP to 2FP
Ab. Blood - NA
Ab. Feat Option - NA
Average Exception Scenarios - 0FP and Maybe 1FP
Total Balance = 2FP to 4FP

Features and augments will be adjusted around this concept, hopefully every augment and feature will equal 1FP in the new system.

ZamielVanWeber
2014-03-18, 05:49 PM
While you do all this hard work I will sneak in with the promised PEACH of this class:

So, this is certainly a very interesting class. I do love the Far Realm (and I do mean love :smallwink:). I also am a big fan of the free form shapeshifting that it offers (the only ones who can close in DnD proper are Thrall of Juiblex and Master Transmogrifist). Sadly, the first thing that strikes me when reading this is less "ooooh everything I ever wanted" and more "holy rules Batman."

With that in mind I need to point out the biggest problem with this class is the sheer value of rules hoisted upon the player early on. I understand that this is a new sub-system, but hot damn. I actually play tested this a little and feels like piloting a high level artificer without the T1 nonsense. The biggest offenders right now, for me, are the Bio Pool and the Primary Stomach.

I would recommend cleaning up the Bio Pool first. I would give it a it locked cap that resets every day. The methods of regaining bio should probably be simplified (use Devour, restart day, eat a freshly slain corpse of your size or greater.) Some other issues: You say you can gain bio from eating in-organic items of a value, and from eating creatures; golems are both.

For the primary stomach I would recommend making it more like a portable hole. It is functionally similar, but as written the primary stomach has a ton of fiddly rules, such as a constantly changing air supply based on the size of each creature swallowed, the massively large number of small creatures it can hold, and the fact a STOMACH does not injure the things inside of it is odd. Make air like a portable hole (a bit gets in when you open it and the amount if flat); I suggest making the stomach size(Level- mediums and making the size jump the normal X2 or /2 for each mod (this will make the stomach slightly larger); I will honestly let you decide on damage.

Your devour ability has two small issues: first is the fact you have to buy a bite attack, while this is one the ways you are clearly supposed to bet bio; secondly your bite attack does not damage undead/constructs while grappling. I would just regain bio (you can turn bio into health, so I am not 100% sure the extra mode is useful enough to add in there) to bites while grappling. The reason for dropping Con damage is the ability of a level 1 ozodrin to spam mouths, grapple, and unleash 3+ Con damage a round. Biting grapples should be rewarded, but they can trivialize some encounters, especially when the ozodrin has a substantial number of form points and can grapple very large creatures (think 10+ Con damage a round).

Drop the "DM" discretion line from Strange Anatomy about form altering attacks and just let them have the 5%/level immunity. At higher levels there are quite a few ways of avoiding those attacks anyways, so it isn't not a power level issue. Also make clear in Devour that artifacts are not destroyed (it makes no sense why a 2nd level character can simply destroy the Rod of Orcus when a 17th level wizard trying to do so is in incredible danger).

You may want to make unearthly power upgrade itself to Epic damage reduction at 17+, otherwise a player trying to get it would need to snag epic DR somehow to pay for a very redundant NoNA.

Swallow Whole: you did not list the multiplication for HP based on level but instead use one based on size. You will just need to clean that up.

There is a typo in features. "a list of features, by default" should be "a list of features; by default"

Edit: Blargh cut off. Lemme So fixes are above. I think there were more and a bit more nicely worded, but that is a bunch of stuff. Really at this point it is all about cleaning up the wording and a few odds and ends to streamline the core class.

Hanuman
2014-04-18, 06:33 AM
Ratio Remake (Ozodrin Version 2.1)


Important Changes


Form Point Ratio


Highly reduced math and bookkeeping.



Form Point Per Level Gain changed from 3FP to 1FP.
Bonus FP changed from [+1FP/ChaMod and +1FP/Ab.Feat] to [+(3:1)FP/2ChaMod]
Features and Augments adjusted and uniformed to cost 1FP each under the new ratio.


Rationale
This new balance gives incentive to high charisma ozodrins, and reduces optimization with aberrant feats.
It also makes FP dumping a non-issue, as there is no excess to be had.
It's now easier to gain maximum FP balance range but it does not require the previous complications of feat stacking and archetype funneling.



Organ Casting


The Bio system was intended to be a small utility and an overcharge, Organ Casting will replace that intention by introducting a modular and variable ability to cast limited spells.


"Bio" Pool has been removed.
Casting will first use the ozodrin's Strange Movement and when that runs out it will consume the ozodrin's hitpoints.
Most organ augments and all bio effects have been removed.
Each organ bought will improve the ozodrin's hitpoints by +3.
Each organ grants 1 spell, chosen from a list of spells. Spells and domains can be unlocked further with feats, and other such things.
Consuming a freshly slain corpse now regains 1HP per Hit Die of the creature, granting a scaling sustain mechanic to balance HP casting.
Spells used by the ozodrin are very limited, with a maximum spell level of 6 and range and target limitations to narrow the utility potential.


Rationale
Because the ozodrin now runs on hitpoints rather than Bio it has highly improved utility at the cost of a more risky combat experience. Fast healing and other sources of infinite healing potential grant amazing utility options to the ozodrin out of combat.



Fin Remake


I've done an overhaul on fin and it's working really well now.


Fin augment has been changed to grant +6 to swim. (Changing the ozodrin's profile to become more aquatic.)
Augment to give the ozodrin a swim speed equal to it's land speed.
Augment to give the ozodrin Sky Swim (http://www.d20pfsrd.com/magic/all-spells/s/sky-swim) nonmagically.


Rationale
"Fin" grants a general physical profile, one feature is enough to give as many fins or aquatic looking things to the ozodrin as she wishes, granting a cheap aesthetic flavoring.
The options to gain fly and swim are now cheaper to gain the minimal A to B effect.
Because of the way that these augments are worded it grants the DM the ability to resolve flight either by reflex save or fly checks, and it grants perfect maneuverability which takes a lot of the pain out of aerial combat.


Smaller Changes


A few of the countless changes:


Some of the class feature changes:

Some class feature names have changed.
Aberration type has been removed, opening the ozodrin's flavor options a bit.
Primary Stomach has been changed to Portable Hole physics.
Ozodrin bonus feats have been switched to the Unlock system.
Twisted Mind now allows the ozodrin to grapple with gaze attacks.
Sinister Image now has increased flavor options utilizing Enter Image.
Infinite Horror replaced by Awakening, solving the unitilized FP issue and adding a tonne of flavor.
"Super lying" removed and replaced by Unspeakable Presence, and while this does not have the same flavor potential it better advances the twisted mind intention at an appropriate level.



Feature/Augment Changes:
Honestly there are too many to make it worth listing, please take a look.




Things Not Fixed (For this week):



The spells list (Level 2+) on organ casting are missing for the moment. (Accidental delete during forum software update.)
Everything to do with archetypes are currently totally broken (OUT OF ORDER)
Feats are not updated to the remake so know that they will be modified soon to reflect the new ratio and systems.
Epic Ozodrin is currently not updated.
PrC's have not been filled in.
Stomach augments have not been expanded, but they are slowly moving up in priority.

qazzquimby
2014-04-18, 10:38 AM
I actually like absurd amounts of bookkeeping, because I'm strange like that. What conversion would be necessary to port the new ozodrin's features into the old ozodrin?

Magikeeper
2014-04-18, 04:46 PM
On a like-old-ozodrin-but-with-some-new-stuff: I will eventually make an updated Ozodrin for 3.5 that includes some of the ideas in this class, 'cause it does have some very neat ideas. I'm assuming Owrtho isn't coming back at this point, and the table being all messed up makes me feel better about possibly just creating a new thread linking to the old one. It'll be much more like the old class, although I hope to at least reduce some of the needlessly complex stuff (budding body).

Comments:

@Portable Hole - I already mentioned the issues with directly referencing portable hole earlier in this thread, and you seemed convinced? Then another guy wanted it to be more like portable hole, but he didn't note any of the numerous issues with direct referencing.

@Great Old One - The issue with this is not balance, but rather the power of the name. Like 'God', Great Old One is something whose meaning likely varies wildly from campaign to campaign. At the very least I think you should add a line noting that, at the DM's discretion, this ability may not be enough to qualify you as a 'true' great old one.

I do feel super-lying to yourself felt more like becoming increasing far-realmian but that might just be me.

@No Creature Type - This is more of a weakness than a strength, and I don't see how this class doesn't fit the aberration type. Ozodrin has always been the most aberration-y class I've seen, to the extent that it makes the WotC prestige classes and what-not look like posers.

Save Bonus - This now effects aberrations using regular class powers like sorcerer spells, which is why the old save bonus only effected racial abilities.

Vanilla - Leaving flavor open can be nice, but flavor was a big selling point of the original class and each iteration of this new version makes everything increasingly vague - both mechanically and fluff-wise. Owrtho erred on the side of being way too simulationist (budding body et. al.), but I feel this is swinging too far in the other direction. We might reach a point where a player can represent anything by playing this class, but that also means that the player must come up with all of their flavor on their own.

Bunches of stuff - Building on the above issue, there are a number of things where I go "That sounds fun... but how exactly does it work in game?". Example: Grappling with gaze attacks. Among other things, how does moving the grappled foe work?

Holy Links Batman! - Linking to tables and such is helpful, but there are points where the descriptions force a look-up when adding a couple words would cover the most common situations. For example, the damage a small sized bite attack deals. The new bite doesn't even use the table! Also, rather than make someone look up which attacks are primary you could just state them. There are only 3, and the Ozodrin adds a fourth! Having the reader jump through more hoops to save a little space is not a good trade-off. Linking bite AND detailing its damage for the base size (1d4) would be ideal.


FEATURES

PlayChange - It should be noted that this system reduces before-combat bookkeeping, but greatly increases the need and ability to swap powers out mid-combat (Based on a first glance-through). I'm not sure this really saves table time. These changes need to be playtested, I have no idea what the numbers need to be.

General - Text does not appear to match the table. Currently working off features that have text entries.

Eye - Perception feels like it realizes the Ozodrin has less FP now, but most of the other eye augments do not. Hardened is bizarrely useless, and I have no idea what the +1 DMG means (But even if it is +1 to everything, it is still a sad augment). I have no idea why anything besides the perception eye still has an augment limit.
Well, Spirit eye doesn't sound stackable so its cap doesn't matter, although it is vastly weaker now. Insightful Eye is just sad (although it was never very strong).

Mouth - Currently grants infinite form points via 'Small'. New bonus damage change streamlines damage calculations, not sure if it is really worth a point (didn't really bother increasing damage with old Ozodrin either though)

Tentacle - 'Small' again. All enchanted augments cost too many FP now. Why does traveling have a cap? It's like that only exists to slam down the combination with Sinister Image. There was nothing wrong with the combination with Sinister Image. :/

Organs - I'm not sure how I feel about this casting stuff.

Hanuman
2014-04-18, 11:00 PM
Ozodrin 2.1 [Hotfix1]

Qazzquimby:

"What conversion would be necessary to port the new ozodrin's features into the old ozodrin?"

If you mean Owrtho's Ozodrin then the first method would be to assume all features cost 3FP.
The second would be to play the new ozodrin with more diversity options, that is, breaking down augments to cost 0.5 FP each (this can only apply to some features).
I have created a feat to more suit the larger book-keeping to support that niche, let me know what else I can do :smallsmile:


Fragment - [ Aberrant ]
Requires: Ozodrin Level 1

A Fragment is a piece of an augment. Having a fragment counts as having the augment itself.
Fragments have reduced stats, if the fragment does not list a concise bonus listed on the original augment then it does not grant it.
For 1FP you may select 2 fragments from the list below, these function the same as augments in any other way.
Gain 2 fragments for free.




Augment Name
New Augment Ability


Darkvision
+30' DV


Perceptive Eye
+2 Perception


Insightful Eye
+5' See Invisible


Large Mouth
+1Size +1Dmg


Hooked Mouth
Bleeding1


Deceptive Mouth
+2 Speech Disguise


Trail Tasting Mouth
+3 Survival


Large Tentacle
+1Size, +1Dmg


Tail Tentacle
+2 Acrobatics


Serrated Tentacle
+1 Bleeding


Long Tentacle
+5' Reach, -1 Attack


Large Limb
+1Size, +1Dmg


Long Limb
+5' Reach, -1 Attack


Leg Limb
+1 Bullrush/Overrun


Rapid Limb
+10' Speed


Horrifying Limb
Manifest with DC+1


Battery Organ
HP = 1/2 Con


Adrenal Organ
+1 Str or Dex or Con


Listening Organ
+3 Audio Percetion


Hide Organ
+1 Natural Armor


Elemental Organ
Resist = 1/2 Level


Rail Organ
+50% Bonus Range


Delicious Spawn
Eat to Regain 3HP


Large Spike
+1Size, +1Dmg


Longshot Spike
+50' Spike Range


Plating Spike
Armor AC +1


Large Fin
+1Size, +1Dmg


Grace Fin
+10'


String Puppet
Missing 15' Cord


Trap Puppet
Manifest Feat, +1D3


Many Stomach
Split


Chamber Stomach
+50% Volume



▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬

Magikeeper:

"Grappling with gaze attacks -- how does moving the grappled foe work?"

Added to Twisted Mind (Ex): You may also use your gaze to Drag (http://www.d20pfsrd.com/gamemastering/combat#TOC-Drag) a creature.


"Flavor was a big selling point of the original class."

Well that's certainly a valid point.
The issue is that the flavor is being pulled out of the mechanics.
The solution is to put this flavor in fluff instead.
The decision was made because Ozodrin is the core and the archetypes are more like templates, so it makes more sense to put the flavor in fluff even though the archetypes are currently not functional.


"Portable Hole -- note any of the numerous issues with direct referencing."

Modified Primary Stomach (Ex), let me know if this writeup is currently an issue.


"This ability may not be enough to qualify you as a 'true' great old one."

Ozodrin 2.1 does not have DMNotes.
I think if the DM finds that a great old one means something different to them that they will reach that conclusion on their own.
For now it's using Pathfinder's definition and reference.


"I do feel super-lying to yourself felt more like becoming increasing far-realmian but that might just be me."

I feel this should be a 6th level organ psi power, a feat, or an archetype ability.
I do really like the self-disguise thing but I don't think it needs to be core.


"This now effects aberrations using regular class powers like sorcerer spells, which is why the old save bonus only effected racial abilities".

Actually the orginal one implied abilities but RAW stated it recieved bonuses from both.
Added a line to Aberrant (Ex) saying: "This bonus does not effect abilities gained through class levels."


"Currently grants infinite form points via Small Augment."

Augment (1FP) + Small (1FP) grants +2 bonus FP = +0FP
This augment is to make the feature prerequisite free to utility options such as the Air Tasting augment.
I've added an extra line in the help section to clarify this. If anyone has a better way to word this let me know, I've worded it currently because the consice table reference is more simple.


"Linking bite AND detailing its damage for the base size (1d4) would be ideal."

Bite, Tentacle, Slam, Claw, Talon and Sting gained by features/augments now state their damages and damage types.
Added some damage choice options to Serrated Tentacle and Barbed Tentacle.


"This system reduces before-combat bookkeeping, but greatly increases the need and ability to swap powers out mid-combat."

I am not sure that I agree with this, and do not know what changes to make to facilitate your wishes.
If you have suggestions let me know and I'll try to work with them.


"Spirit eye doesn't sound stackable so its cap doesn't matter."

Changed Spirit Eyes to reflect what you assumed it does, that is, allow all of your eyes regardless of feature to gain this effect instead of just the bit of you with the augmented eye.
This is a buff, but it needed to be clearly worded.


"Hardened Eye Augment is bizarrely useless"

Changed +1AC to +1 Natural Armor.
Clarified wording to grant a feature's natural attacks +1 damage.
1FP is worth +2 damage or +2NAC, granting +1/+1 and allowing it to stack on other features is on-point for balance. It's strange, but it's put in to make your eyes more like beholder eyes, "hard as stone."


"I will eventually make an updated Ozodrin for 3.5 that includes some of the ideas in this class."

I'd love to work on that with you, let me know.


"Text does not appear to match the table."

Added Deceptive Mouth and Eldritch Fin augments to the tables.
Synced the list order with the tables.


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Next Update:

Ozoi Gallery
Feat Section Repair
PEACH Responses
Stomach Augments
General Improvements


Thanks for the feedback, keep it coming! :smallbiggrin:

qazzquimby
2014-04-19, 07:55 PM
You frequently use bodypart, when body part is correct. I don't know if that's deliberate, because it causes a lot of red squigglies.

Under Budding Body:
"You may put any feature on a tentacle with a maximum FP cost equal to 1/3 your level on any one tentacle," is confusingly worded, thinks I.

Maybe replace with:
"You may put features on a tentacles. Any one tentacle can have up to 1/3 your level in form points
of features and augments."
I don't know if that actually helps, or if I'm even interpreting correctly.

The Jaws feat, "you" should be "your".

Your style with all the bullet point is not as clear as it could be. In some places, headings and underlaying text would be easier to follow.

You may modify your true form's body further.
You may not alter your features with this feat and these changes do not effect your Guise.
All changes take 1 move action to alter or undo and you may only make these changes whenever you'd normally be able to add features.
You may remove any bodypart which grants a bonus or mechanical benefit, you then gain 1FP per bodypart (or set of body parts if they come in pairs or are granted by the same source) removed in this way.
You may improve non-feature bodyparts as follows:
Turn any bodypart into a feature it mechanically qualifies or over-qualifies for for 0FP.
Turn any bodypart into a feature that causes a non-replaced loss of mechanical benefit for 1FP less than the feature cost.
Turn any bodypart into a feature with similar mechanical benefit for 1FP.
If one of your natural attacks deals less than 1D6 you may upgrade it's damage by 1 die stage for 2FP per upgrade.

"You may improve non-feature bodyparts as follows:" is an important transition, but it's listed the same way as additional information from the last section.

Note that I'm being nit-picky.

How I might write it.
You may modify your true form's body further. Whenever you would normally be able to add features, you may spend a move action to:

Remove a non-feature body parts from you true form which grant a bonus or mechanical benefit, and gain 1FP per body part removed this way. If multiple body parts give the same function (such as having two ears which allow you to hear), all must be removed to gain 1FP. You may immediately spend that form point to grow a new feature in the removed body part's location.

Turn a non-feature body part into any feature that the body part can function as mechanically (such as turning an eye into an eye feature). This costs 0FP.

Increase the damage of one of your natural attacks that deal less than 1d6 damage by 1 die stage for 2FP.

That's assuming I interpreted everything correctly, which I may not have.

Not important, but why are there no longer benefits for having a billion eyes? If you stick enough eyes on, you should become immune to flanking, but here a single protruding eye does it, and a billion does nothing but +2,000,000,000 on your perception checks and lowlight vision.

Small mouths are effectively free, so you can have infinite mouths. I don't mind.

Absent limbs are strangely.. absent. I like absent limbs.


If you like, I can rewrite things when they're confusing. I don't know if anyone else has a problem with them. I could go through and tweak wording whenever it looks like it could use it, and have you look over the new version to ensure the meaning hasn't changed.

I'd also like to help with The Machine.

Hanuman
2014-04-21, 04:57 AM
Ozodrin 2.1 [Hotfix2]

Ozoi Gallery (86 Images!) (https://imgur.com/a/cP76R#0)
(See: 1.2 Introduction for gallery link)
Suggestions of where the gallery should be located are welcome.

Qazzquimby:

"Why are there no longer benefits for having a billion eyes?"


The Eye feature is not a singular eye anymore, it's easy to miss for veteran players but the amount of eyes the eye feature grants has no limit. (And why would it? What would be the point?)
Eye feature has been changed in this hotfix to grant the effects of Protruding eye, and considering the usage of hair-eyes of ozoi this is pretty intuitive.
Protruding eye has been removed.
This also limits the stacking potential of eye features, which promotes a more streamlined build.


"How I might write it."


Not only is rewording appreciated, suggestions in any form are going to improve this project. I'll try and work in anything you guys want into the class.
Budding Body reworded and improved, more True-Limb emphasis made.
Feats section has been repaired and formatted to the ratio remake:
All requirements slimmed down and made interchangible with future archetypes.
Feats are now more rewarding and easier to use.
Alterable form highly modified, it was given a flat +2 Fortitude Save bonus, is easier to use and has a better array of options available despite it's slimmer profile.


"Absent limbs are strangely.. absent. I like absent limbs."


Absent augment was replaced by the Horrifying augment, this was done to expand the flavor options of the feature.


"I'd also like to help with The Machine."


I would love help with the machine archetype, any flavor, crunch or fluff you suggest or work on is appreciated and I'll try my best to encorperate it.


Stomach Feature


Added an array of augments I'm happy with releasing for now, more to come.
Stomach changed so that it can have the Hide, Iron Flesh and Elemental organ augments applied to it, and made the clear distinction that it does not gain the ozodrin's NA, DR or Resistances.
Made general improvements to streamline the stomach and how it works.


Puppet Feature


The maximum augments for the trap feature has been improved drastically (from 1/8 Levels to 1/3 Levels), this is a damage increase to give huge incentive for puppet play.


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Next Update:

Archetype Gallery
Archetype Section Repair
PEACH Responses
Ozodrin Organ Spells
General Improvements


Thanks guys, things are looking good thanks to your feedback! :smallsmile:

qazzquimby
2014-04-21, 11:14 PM
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2.1 Class Features

Manifest (Ex) ι 1 ι You are a disguise for an ever-changing terror within.
When a creature becomes an ozodrin, their former shape becomes a form known as a "Guise", which is a disguise that contains her true self.

An ozodrin's true self can be reformed and enhanced by using a pool of "Form Points" to create "Features".

As a swift action an ozodrin may Manifest or suppress her true nature. While her true nature is manifested, all of her features are revealed and can be used.

When manifesting her true form, all creatures the ozodrin wants to affect that have a line of sight to her must make a Will save (DC 10 + 1/2 class level + Charisma modifier) or become Shaken until the end of the encounter or longer at the DM's discretion.
If a creature succeeds their save, they become immune to the effect for 24 hours.

An ozodrin may choose to suppress any visual effect of an aberrant feat, bloodline or feature, but doing so also disables it's mechanical effect.


Features (Ex) ι 1 ι You may change your physical components.
An ozodrin has a number of form points (FP)equal to it's ozodrin class level plus half it's Charisma modifier rounded down. Ozodrin that are racially larger than medium gain a bonus to maximum FP equal to it's special size modifier (http://www.d20pfsrd.com/gamemastering/combat/space-reach-threatened-area-templates).

While in your guise, you may spend spend a move action to allocate a number of form points up to 1 + 1/4 your total FP towards features or augments, and/or refund any number of features or augments.

The ozodrin gains a list of features to use, which includes the Eye, Mouth, Tentacle, Limb and Organ features by default.

All non-epic features and augments cost 1 FP each.


Natural Attacks Sidebar

The ozodrin uses the following rules for Natural Attacks:
Pathfinder Natural Attacks (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Natural-Attacks)

Natural Attacks follow special rules for an Ozodrin:

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.
If a feature grants a natural attack that is considered Primary on this table (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Table:-Natural-Attacks-by-Size) she may always treat it as Primary.
Tentacles are always considered Primary for the ozodrin.
If the ozodrin has natural attacks from sources other than its Ozodrin class levels, she may choose to use natural attacks from that source as primary natural attacks instead.
If an ozodrin makes natural attacks and attacks with a weapon, the natural attacks are considered secondary.
Feature sizes are always independent of the ozodrin who created it, when a feature is added it is given a set size to determine damage and other ozodrin class features.



Unnerving Grace (Ex) ι 1 ι You inspire abstract beauty as well as subtle anxiety.
You gain a bonus to both intimidate and diplomacy checks equal to half your ozodrin levels.


Aberrant (Ex) ι 1 ι You can feel yourself becoming a monster.
Gain the Shapechanger (http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-shapechanger) subtype and a bonus to Will Saves against Aberrations equal to your Class Level. This bonus does not effect abilities gained through class levels.


Unlock (Ex) ι 1 ι Choose your destiny.
Gain one Unlock feature.

Every time you gain an Unlock you may choose between one option listed in 4.0 Unlocks (http://www.giantitp.com/forums/showsinglepost.php?p=16630205&postcount=4).

Devour (Ex) ι 2 ι Viciously consume pinned foes.
When using bite attacks on a pinned opponent you may ignore the attack roll penalty, the limitation on weapon number, and the limitation on attacking that all arise from pinning an opponent.

Whenever you successfully bite a pinned opponent you may deal 1 point of con damage and regain 2 hitpoints, instead of doing the bite's normal damage.

Whenever you consume a freshly slain corpse you gain 1HP per hit die of the creature.

Grappling Sidebar

When playing an ozodrin please reference the Pathfinder (aka DnD3.75e) Grapple Rules (http://www.d20pfsrd.com/gamemastering/combat#TOC-Grapple), the Grappled Condition (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Grappled) and the Pinned Condition (http://www.d20pfsrd.com/gamemastering/conditions#TOC-Pinned).

http://i.imgur.com/feWPQnq.png
Full Size Chart (http://i.imgur.com/HieQgAq.png)

Primary Stomach (Ex) ι 2 ι Your stomach is a living plane.
An ozodrin's stomach functions as an extra-dimensional space (http://www.d20pfsrd.com/magic#TOC-Extradimensional-Spaces) with a maximum volume of 20 cubic feet per level. The stomach is never significantly larger than its contents; it shrinks to minimize empty space.

Any number of an ozodrin's mouths can be considered an opening.

While the ozodrin is in her guise, or has no mouths, the oxygen is cut off. After this, there is enough air to support a creature for 1 minute for every creature of it's size that could fit in the stomach, after which point suffocation begins.

An ozodrin must put an eye inside her stomach to see creatures inside. Creatures touching walls gain only partial concealment.

An ozodrin's stomach counts as separate from her body and has it's own AC, DR and Resistances but she may add any feature to it as if it were her body.

A stomach may be augmented with the Stomach feature augments or the Hide, Iron Flesh or Elemental Organ feature augments.

Any object holding a semiplane or extradimensional space put into the ozodrin's stomach takes on the physics of a stomach, but cannot be augmented. This object can be removed as a full round action.

Strange Anatomy (Ex) ι 3 ι Your body no longer works like it used to.
The Ozodrin gains a 5% chance per ozodrin level to ignore critical hits, sneak attacks damage, effects that target your anatomy (such as decapitation, bone subsumption, blood drain, ect), and falling damage. Roll to determine upon each instance or attack.

She may ignore size requirements when gaining feats, but only gain their benefits when the size requirements are met.


Bizarre Grappler (Ex) ι 4 ι You are adept at grappling with creatures of any size.

You gain the Improved Grapple and Snatch feats, even if you do not have the prerequisites.
If you already had Improved Grapple, you instead gain a bonus Aberrant feat.
If you already had Snatch, you instead gain a +2 untyped bonus to grapple checks.
Your Snatch feat works, regardless of your size, for attacks made with any feature of Large or larger size.
You ignore your negative size modifiers to grapple checks.


Unearthly Power (Ex) ι 5 ι Your body holds a strength from the far realms.
Natural weapons granted by your features gain an enchantment bonus to attack rolls equal to 1/2 your class level and bypass damage reduction as though they were magic weapons.

Strange Movement (Ex) ι 7 ι You may disappear one place and re-appear another.
As a standard action while in your true form, you may non-magically teleport to a location you can see.

You can move 5' per level total with strange movement per day, but you may split this distance over multiple uses.

When teleporting you may choose to disappear into an extra-dimensional space, using of 5' of movement per round you remain there.

If you try to teleport to a location already occupied by a solid object or creature, you are shunted automatically to the nearest open space. This uses Strange Movement distance as normal, and deals 1d4 damage per 5' beyond your daily limit.

At level 10: Effects that block teleportation do not prevent strange movement.

Swallow Whole (Ex) ι 8 ι You may consume a creature of any size.

You gain the Swallow Whole (http://www.d20pfsrd.com/bestiary/rules-for-monsters/universal-monster-rules#TOC-Swallow-Whole-Ex-) special attack, following these rules:

A mouth needs to be the same size or larger than the creature you are attempting to swallow.
Your stomach walls gains a bonus to AC equal to your charisma modifier.
In order to create an opening for escape damage must be dealt equal to [ 5 * Ozodrin Level * Creature's Special Size Modifier (http://www.d20pfsrd.com/gamemastering/combat/space-reach-threatened-area-templates) ], these wounds close 1d4 rounds after no damage is dealt to the stomach.
A creature may choose to escape by climbing out, this requires two successful opposed grapple checks using the creature's CMD and then a DC20 climb check.


Budding Body (Ex) ι 9 ι Your tentacles may blossom into features.
You may put features on a Tentacles and True Limbs

Any one Tentacle or True Limb can have up to 1/3 your level in form points of features and augments.
[/list]

Hanuman
2014-06-01, 06:40 PM
Ozodrin 2.2

Machine Gallery (17 Images) (https://imgur.com/a/AW5Uo)

Dreamer Gallery (2 Images) (https://imgur.com/a/4PNVp)


Important Changes


Feature Size Fix


Bodyparts do not have sizes, creatures have sizes.


Features no longer are considered to have sizes, instead augments and class abilities have been changed to treat you as if you were larger than you are for certain purposes.


Rationale
I've been working on removing feature sizes for a while, it adds a layer of mechanical complexity to every feature, now that layer of complexity is only present when the ozodrin makes changes that specifically interact with it.
Additionally, it no longer "hard-sets" the flavor of larger features, they now can be any size and still accomplish the same mechanical effect, so more freedom is left to the player.



Natural Weapon Type, Spell Unity


Easier spell/power integration.

Strange Anatomy now grants the additional effect:


All of your natural weapons may be treated as any other type of natural weapon for the purposes of being effected by beneficial spells or powers.

Rationale
A lot of spells and powers target one or two types of natural weapons where as the ozodrin uses several. This is intended as a fix to that issue but also has a lot of 'quality of life' improvements for friendly spells and powers and generally improves the utility of buffs from all sources regardless of the ozodrin's feature choices.



Class Feature Changes


Better flavor adaption.


Naught Morality changed to Beyond Morality and cut the description by putting in a link.
Aberrant (Ex) changed to Nightmare (Ex), changing the bonus against aberrations to a bonus against fear effects.
Twisted Mind now grants immunity to fear.


Rationale
Beyond Morality was already an effect, so I linked it and changed the name accordingly, making it more simple and concise.

Removing aberrant flavor from the ozodrin is something I do often but this one was tricky, I really like the kind of "strange friends" type flavor ozodrin get. That being said, I looked at what is most destructive to the ozodrin's archetype. I feel that fear effects humanize the ozodrin far more than any aberrant effect that makes it past it's resistance to biological effects. Confusion, insanity and other things should be welcome to the ozodrin, but why fear? It has no place in the character flavor so it was removed, honestly I would have kept the save vs. aberrations if the balance were correct.
Keep in mind the optionality is still there and an aberrant flavor archetype will be added to the Ozodrin at a later time. For now feel free not to change the effect if it doesn't suit you.



Organ Spell List


Finally functional!

The ozodrin spell/power list is functional, it contains a variety of fun things to play with.

Rationale
A lot of the ozodrin's functionality from owrtho's version has been upgraded with the spell list, augments such as Luminous have been replaced by the Light spell, with plenty of interesting yet simple solutions built in. Enjoy!



Added

Warning Eye Augment - Grants +4 Initiative
Precise Eye Augment - Grants Weapon Finesse and +1 to Attack Rolls with manufactured weapons.
Armory Limb Augment - Emulate or Graft a weapon.
Harpoon Spike Augment - Creates a tethered harpoon.
Conversion Organ Augment - Change Elemental damage to Hellfire, Positive, Negative or Force damage.
Whisper Skilltrick - Allows secret communication.
Selective Invisibility - Allow creatures to see you aka mess with their heads.
Mindscent Skilltrick - Track creatures by their thoughts.
Innate Energies Feat - Allows improved psionic casting and grants a bigger pool for your strange movement.
Subjective Invisibility Spell - Acts like a combination between selective invisibility skill trick and greater invisibility spell.



Changed

Elemental Organ Augment - Now may allow untyped damage to deal elemental damage (gaze, spit, ect).
Uncertain Shape (Ex) - Grants Greater Grapple, Removed CMD bonus.
Snatch Feat, Large Augment, ect - Clarified to reflect feature size removal.
Powerful Augment - Highly simplified to it's intended effect.
Altar Stomach Augment - Now grants Graft Armor and Graft Weapon abilities to it's items.
Haunting Organ Augment - Radically changed to reflect it's intended effect.
Aberrant Blood - Moved to the Feat Section.



Archetypes and Current Projects

We have people working off-forums on improving the ozodrin and specifically working on the Machine and the Dreamer, I'll detail a few facts below:


Machine, Dreamer and other radical variations will be made into Base Classes.
Base Classes will be posted in their own threads.
The archetype section will be left work-in-progress as a sort of draft for these projects for now, after a project is ready to move the archetype section will be cleaned.
Once the archetype section is repaired then I'll start adding small variations to the ozodrin, including purely aberrant flavor, ozodrin that don't distort space at all, and other projects we have going.
Tether has been renamed to Dreamer and will be reworked, it's sanctuary will be in the Dream and it will warp reality to accomplish it's varied effects.
Currently the Machine class is the focus, it's worked on a few times a week and we have over 300 posts of feedback to sift through and work into highly concise and balanced mechanics.
Epic paths and Mythic paths are still in the works, we're playing around with mythic ozodrins to see how it balances out in that sort of campaign. So far it's looking promising.



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Next Update:

Machine Base Class
General Improvements


Thanks for the patience on how messy the thread is, lots of progress to come! :smallwink:

Serania
2014-06-24, 07:41 PM
Do Ozodrin have any proficiencies with weapons or armor that they don't produce themselves? Pretty much everyone is proficient with light armor for example.

Anyway, I was screwing around thinking about equipment and Altars and stomachs and I had the coolest series of thoughts.

What happens if you activate a decanter of endless water in your primary stomach and just let it fill up then open a mouth at the bottom with it in Geyser mode? You can spray water everywhere at a stupid rate. "Squirtle, use Water Gun!" You could open ten mouths and just flood a dungeon with several hundred cubic feet of water even.

Not cool enough? Get an Eversmoking Bottle or whatever it's called and a Mask of Gog to let you see through the smoke. Dedicate one Form Point to keeping the bottle open in a secondary stomach, connect it to your primary mouth, and voila! You can spray 100' of smoke all over the place. Shout "Ash Beast Summoning", spew smoke all over the ground, then charge out as a Huge sized Shoggoth bristling with serrated tentacles and a hundred glowing red eyes and eat someone.

If you keep your primary stomach full of water, you can drown people who go into it... or you could pick up a bit of Acid Resistance and fill it with acid. Or if you have strange physiology, keep a secondary stomach full of incredibly lethal poisons and 'drink' them into your water-filled primary stomach when you eat someone for extra insult on top of their already absurd injury.

If you could pick up immunity to fire you could keep a stomach full of lava for the 20d6 immersion damage if you want to destroy things you've eaten more thoroughly. I think Great Old Ones are immune to cold, so if there existed an item like 'Decanter of Endless Liquid Nitrogen' I'm sure that would be hilariously good fun once you've got that particular capstone.

Finally, this last one is my favorite to think about so far for the amusement value. You get into an argument with someone. They give you this big Hannibal Lecture where they tear you apart verbally. You nod along, then open your mouth and say. "A well reasoned argument. My rebuttal is an oak tree." Activate a Feather Token of Tree in your primary stomach and open wide your primary mouth. Vomit a sixty foot oak tree in their face. Because screw that guy and his fancy 'words.' You're an eldritch horror and you don't have to put up with this crap.

Also works with swan boats and anchors. If you normally store your stuff in one of your stomachs and access it by spitting it out, you could probably make a running gag out of all the weird crap an Ozodrin can cough up.

Edit: Here's a question. Can Ozodrin get something other than Hit Points/Skill Points for their level up bonus?

Serania
2014-06-26, 12:46 AM
Alucard restores himself from a massive pool of souls, right? Why should not you too benefit from the eternal suffering of the damned?


How many Gnomes can you fit in a secondary stomach? 10 cubic feet could hold about four humans, but Gnomes are small sized so the square cube law suggests you might fit as many as 32 in a form fitted secondary stomach with no other augments, functioning indefinitely on their 'full life support.'

Get wounded in combat? Create some mouths in your secondary stomach, as many as you'd like to spend. The Gnomes are unconscious and pinned, with a racial average of 12 points of Constitution each. Being helpless and pinned in your secondary stomach, there is no limit on the number of bite attacks you can make upon them except the 'Class Level + Charisma Modifier' that caps the number of natural attacks an Ozodrin can make with its features in a turn. Use the second level Devour ability to eat a single point of constitution from each Gnome you attack. You deal no damage, and recover 2 hit points per mouth invested in this way, perhaps as many as 20 or 30.

You have a pool of 384 points of Constitution you can draw from. Dropping below 32 points means you will be killing some of the Gnomes, which will grant an immediate bonus of one hit point per HD, probably only one or two points, and also cost you a Gnome for every point below that threshold.

Whenever possible, attempt to rotate which Gnomes you are eating from, for every single of them will independently recover two points of Constitution per day because they spent the whole day resting. If you eat 128 hit points off them in one day and rotate properly, you'll have it all back tomorrow when they each recover two points of ability damage.

If you can make a DC 15 heal check, you can make as many as six of them heal an addition two points per day by tending to their injuries during the eight hours your fellow adventurers spend sleeping, assuming you don't have to sleep yourself by now.

If you can make a DC20 Use Magic Device check reliably or you have an extremely evil cleric or Paladin in your service or you have enough time to take 20 over and over because you do not lose a charge when failing to use a wand in Pathfinder, you can restore between 1 and 4 points of ability damage to a single Gnome with a Paladin's Wand of Lesser Restoration at a cost of 18 gold per use, or an average of 3.6 gold per hit point added back to your 'pool.' That's nearly three times as efficient in terms of gold-to-healing than a Potion of Cure Light Wounds by the way, and only barely less so than a Wand of Cure Light Wounds, while also being massively more efficient in terms of action economy.

By the way, unless you have Beyond Morality this trick is almost certainly one of the most unspeakably evil things you can ever do. An open-minded GM might let you 'hire' Gnomes for this purpose actually. A good-aligned Ozodrin might accomplish this trick just by flooding that stomach with a sedative substance that causes sweet dreams and purchasing the 'service' of Gnome commoners for a hundred gold a year per head and a contract to revive them from death if you eat one. Alternatively, a lenient GM might let you maintain neutrality just by only harvesting Gnome Death Row Inmates for this purpose. Given that you can keep unconscious subjects alive 'indefinitely' it's kind of up in the air whether they would even age during this process, in which case even twenty or thirty year contracts might be attractive to some citizens.

Mlmiii
2014-06-27, 05:28 PM
How many Gnomes can you fit in a secondary stomach? 10 cubic feet could hold about four humans, but Gnomes are small sized so the square cube law suggests you might fit as many as 32 in a form fitted secondary stomach with no other augments, functioning indefinitely on their 'full life support.'

Get wounded in combat? Create some mouths in your secondary stomach, as many as you'd like to spend. The Gnomes are unconscious and pinned, with a racial average of 12 points of Constitution each. Being helpless and pinned in your secondary stomach, there is no limit on the number of bite attacks you can make upon them except the 'Class Level + Charisma Modifier' that caps the number of natural attacks an Ozodrin can make with its features in a turn. Use the second level Devour ability to eat a single point of constitution from each Gnome you attack. You deal no damage, and recover 2 hit points per mouth invested in this way, perhaps as many as 20 or 30.

Whenever possible, attempt to rotate which Gnomes you are eating from, for every single of them will independently recover two points of Constitution per day because they spent the whole day resting. If you eat 128 hit points off them in one day and rotate properly, you'll have it all back tomorrow when they each recover two points of ability damage.

If you can make a DC 15 heal check, you can make as many as six of them heal an addition two points per day by tending to their injuries during the eight hours your fellow adventurers spend sleeping, assuming you don't have to sleep yourself by now.

You don't even need to target humanoids for this to work. In fact, it's more efficient not to.

If 32 small creatures can fit in a 10' cube, then 256 tiny creatures or 2048 diminutive creatures would as well, right?

32 gnomes * 12 CON/gnome = 384 total CON
256 giant isopods (https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/vermin/isopod-giant) * 14 CON/isopod = 3584 CON
2048 toads (https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/animals/toad) * 6 CON/toad = 12288 CON

Granted, it'd be far harder to find that many isopods/toads than Gnomes, but in the meantime you could just grab whatever high-health enemies you overcome. Plus, since toads and isopods are aquatic animals with short lifespans, you could conceivably set up another stomach as a spawning pool and have an endless supply of critters to feed on.

Edit: I'd like clarification on stomach augments: Mimic, in the 4.1 stomach table, says it covers 4 squares, but in the spoiler beneath, says " 20' x 20' x 20' ", which would be a 20'-tall area of 16 squares. Which is correct?

Also, with the Many augment for stomachs, is there a limit to how much volume you can move to a new sub-stomach? For example, let's say I had a secondary stomach with a chamber augment, giving me 20 feet cubed (4 layers of 16 squares). Could I separate that into two 20'x20'x10' rooms or would the stomach created by the Many augment be limited to 10' cubed?

Lastly, the Aperture augment seems to suggest that it needs Pockets in its description, but it is not listed as such in the table. Is this intentional?

Hanuman
2014-06-29, 06:36 PM
Ozodrin 2.2 [Hotfix1]

Machine Gallery Updated (+44 Images!) (https://imgur.com/a/AW5Uo)
(Lots more to come!)

Serania:

"Do Ozodrin have any proficiencies with weapons or armor that they don't produce themselves?"


Ozodrin do not have Light Armor Proficiency, this is intentional.
Generally LAP doesn't effect +1 and +2 armors, the balancepoint was really intending to apply to +3 and above (ones that have more than 0ACP for the lack of LAP to double).
To address this I reworded proficiencies and buffed Organic Outfit heavily for a huge quality-of-life improvement for armored ozodrins.


"What happens if..."


The possibilities of this augment are staggering, and honestly for the most part untapped in creativity, I love what I'm seeing.


"Shout "Ash Beast Summoning""


I like that effect too :smallsmile:
To address this I quickly strung together an organ augment called Exhaling, it's not elegant yet :smallwink:



"Can Ozodrin get something other than Hit Points/Skill Points for their level up bonus?"


The only thing I can see other than that is using Skillpoints to buy Skilltricks?
What did you have in mind?


"Why should not you too benefit from the eternal suffering of the damned?"


I was looking into somehow using a well of greed in sort of a FMA "Seeing the truth" way, but I haven't spent enough time thinking on how to adapt it into a nonmythic campaign.
Good suggestion, expect something in the next update.


"How many Gnomes can you fit in a secondary stomach?"


Treat squares in your stomach like squares on land, this is more of a question to hash out in the non-homebrew section.
That being said, for storage I recommend liquification or the petrification then powdering
As an added bonus, let me pull up my old enchantment optimized list <3


(+1) Forgetful (DR316 p43): On Crit - Fort DC20 or 1 Hour Memory Loss

(+1) Last Resort (CWar p135): When grappled, you do not have the standard -4 to attack. Gain +1D6 for every size category the grappler is larger than you.

(+1) Magebane (CArc p143) +2 Attack +2d6 to arcane casters/arcane spell like ability users.

(+1) Merciful (DMG p225) +1D6, Converts damage to nonlethal

(+1) Silent Strike (DR330 p67) On hit - DC15 Will Silences 4 rounds, additional hits resets count

(+1) Stealer (DR315 p46) +4 Disarm, Weapon sticks to disarmed object as a free action

(+1) Waterborn (Eb p266) No underwater fighting penalty, if you are on land and they are in water they lose their granted concealment, if you are both underwater you gain +2 to attack and damage rolls

(+2) Domineering (PGF p119) On hit - Will DC16 or Shaken

(+2) Explosive (CWar p134) On hit - Ref 1/2 DC15 5' Splash 2d4, Splash hits self

(+2) Paralyzing (BoED p113) On hit- Will DC17 or Held, new save per round, auto-end 10 rounds

(+2) Phasing (DR330 p67) Can ignore a single object of up to 5’ thick. The ammo ignores Cover, a Shield, or Armor (in that order and only one).

(+3) Clouting (CArc p143) On hit - Fort DC19 or [Trig another FortDC19 or Stun] Knockback 10' (Knocked prone if no space)

(+3) Explosive (Ranged) (CWar p134) Ref1/2 DC15 2d4 5' Splash

(+3) Spireshard (DR315 p46) On hit - Will DC19 or disable spellcasting and spell-like abilities for 1d4 rounds, additional hits do not reset count or stack

(+3) Stalactite (Und p69) On hit - Fort DC19 Turn to Stone

(+3) Superior Dispelling (DR312 p87) - Standard - Caster Level = ECL 5' radius Dispel Magic

(+4) Brilliant Energy (DMG p224) Passes through non-living matter, so Armor and Armor Enhancement AC bonuses don’t count against this weapon. Cannot harm Undead, Constructs, & Objects-- 20' Light radius

(+4) Dancing (DMG p224) Weapon/Feature can be "loosed" and continues to fight in the same square you occupy each round for 4 rounds using it's owners BAB

(+4) Tentacle (Und p69) On crit - Fort DC21 or brain extracted


"The Gnomes are unconscious and pinned..."


Adding in that flavor of having sort of a harvesting chamber was completely intentional, turning the ozodrin into a bag-o-rats however may be patched out later because the intention of the concept is not optimization, it's storytelling.
It has that far realms alien-like approach and I think it goes great contextually when the party finds it's friend or the NPC contact in the dark spongy room hung from the wall or ceiling and then realize that they are IN the dungeon boss.
The real question is: Is this mechanically abusive during combat or just a good sustain mechanic? Will DM's not treat animals as items that have a gold worth? What's the worth of a gnome?


Mlmiii:

"I'd like clarification on stomach augments: Mimic"


Ah I see, I cannot recall if that had a balancepoint so I'm tending towards 16 squares, let me know if you think this is too much but I think the point is to shape a good portion of the stomach, if you have found ways to use this mechanically or in combat and it needs to be lowered please let us know.


"With the Many augment for stomachs, is there a limit to how much volume you can move to a new sub-stomach?"


Yes, I've re-stated it to clarify that the intention is not to transfer space from one stomach to another but to make lots of little stomachs instead.
Is there something this disables that you wanted?


"Aperture augment seems to suggest that it needs Pockets"


Good catch, I've fixed the table :smallsmile:


Organic Outfit Feat


Added an armor swapping ability and the ability to wear and conceal existing clothing.


Exhalation Organ Augment


Allows a Smoke, Fog or Fire effect, granting a small damage utility buff and a bit of battlefield control (currently beta testing effect).


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Machine still under construction, thanks for your patience! :smallwink:

Serania
2014-06-30, 02:04 AM
I'm actually playing an Ozodrin in a game right now, and when I came up with the Gnome-in-a-bag abuse, the GM was actually okay with it. He ruled outright that I can only fit eight gnomes in an unexpanded stomach without overwhelming the 'keep **** alive forever' ability for balance reasons, but otherwise said I was free to do it.

I'm just ignoring the possibility of using animals or other really weak creatures as an abuse with the reasoning that my character would never sully herself by sustaining herself on the lowborn filth of the world. Gnome commoners are at least 'people.' Eating a sentient being is something that has a bit of dignity to it... just ask the guys in Vampire: The Requiem what they think of vampires who suck on rats.

For what it's worth, the GM is totally fine with the idea of me harvesting a ton of constitution points from something for an in-combat buff. Even if I can do it as part of a full attack, it means that in order to heal I have to commit to full attacking every single turn. It's a pretty high powered/unusual campaign though, so having a backup storage of HP isn't even remotely unbalancing given the circumstances. Hell, even if it was just 'heal to full hit points forever on a full attack' it wouldn't do squat to defend me against people who can whip out ridiculous nova attacks.

In terms of armor, I'm wearing +2 Mithril Field Plate of Comfort by keeping it on an Altar stomach (which is how I wear all my equipment.) It's expensive as hell obviously, but the end result is 9 Armor Class with 0 ACP.

The exhaling organ augment is a hilariously awesomely timed addition to my arsenal. I actually wound up buying the Decanter of Endless Water and not having enough cash left for the eversmoking bottle and the goggles that would let me see through its effects.

Here's a question for you: Is there any particular reason why a relatively human-shaped Ozodrin couldn't just walk around in their true form all the time and pass themselves off as a creepy human? Suppressing active abilities obviously.

And more questions I suppose. Is a creature kept swallowed in a stomach which is not a chamber (i.e., form fitting) considered pinned at all times unless they escape? That would make perfect sense to me, but I need to get that clarified before we get into a major combat encounter and I eat something which isn't dead yet.

Has anyone come up with any suggested/somewhat-optimized builds for an Ozodrin to put together with a given quantity of form points? I have 13 free without compromising my defenses or my altar, and I'm still trying to work out a feel for what an optimal arrangement of features would be. Do I want to just grow thirteen little limbs and try to swallow creatures whole by grappling with them? Do I want to grow a bunch of tentacles and attack in melee at like +15/+13/+13/+13/+13/+13/+13/+13/+13/+13/+13/+13/+13/+13 for 1d4+2d6+3?

Do Ozodrin need multiattack? If I grow ten tentacles, the way I understand it is that when I make a full attack I get any primary attack I want at full bonus to hit, and every single other natural attack I have that's capable of hitting as a secondary at -5? And MultiAttack reduces the penalty to -2. How does that interact with iteratives, do I get to make two attacks with my primary if my BaB allows for me to make two attacks? I'm sure this last one especially has been explained somewhere, but even looking at all the sidebars and such on it doesn't really help some of these points for me. I think it'd really benefit from a specific example like "An Ozodrin who has five form points buys these features and has the following options when attacking in combat."

Mlmiii
2014-07-01, 03:01 PM
"With the Many augment for stomachs, is there a limit to how much volume you can move to a new sub-stomach?"


Yes, I've re-stated it to clarify that the intention is not to transfer space from one stomach to another but to make lots of little stomachs instead.
Is there something this disables that you wanted?



It doesn't disable turning a Chambered stomach into a house, but it does make it slightly more inconvenient. Mimic is a good substitute for dividing a secondary stomach into multiple rooms, but is more FP-expensive.

Also, as a potential balancing feature for the bag-o-rats, perhaps the ozodrin who keeps the rats has to eat more to sustain their life-support? While food isn't exactly expensive (I think an entire cow costs ~10gp, despite weighing ~1000lbs.), the energy and nutrients for the imprisoned have to come from somewhere. If this ability becomes abused, the DM could just raise food prices until it's on-par with buying health potions.

Serania
2014-07-01, 05:32 PM
It doesn't disable turning a Chambered stomach into a house, but it does make it slightly more inconvenient. Mimic is a good substitute for dividing a secondary stomach into multiple rooms, but is more FP-expensive.

Also, as a potential balancing feature for the bag-o-rats, perhaps the ozodrin who keeps the rats has to eat more to sustain their life-support? While food isn't exactly expensive (I think an entire cow costs ~10gp, despite weighing ~1000lbs.), the energy and nutrients for the imprisoned have to come from somewhere. If this ability becomes abused, the DM could just raise food prices until it's on-par with buying health potions.

I think it just outright requires a fiat ruling that you can't use it on creatures that don't meet some standard. Small size, or modest intelligence or something. Maybe make it so that if an un-changed bite attack would kill something then eating it's Constitution slays it outright even if you only take one point.

The GM in the game I'm in allowed it either way, but I decided I simply wouldn't ever do the thing with the rats because it's so undignified. I don't care how optimal it is, no powerfully ancient and mysterious being should sustain itself off a 'sack full of rats.'

The thing with increasing the prices of food like that is that it's totally ridiculous on the face of it. And you then have to explain why everyone else who wants food has to pay exorbitant prices and how the economy doesn't utterly collapse. Or else explain why the Ozodrin alone has to pay prices three orders of magnitude too high for food.

Maybe you can't gain more hit points in a single day from eating a creature's Con score than its entire hit point total or else it dies. A normal nonmagical rat would have like... one. If you grew fish or something in a 'spawning pool' stomach, you'd probably need to eat a bunch of them with the Swarm template applied to get even one point of Con.

Qwertystop
2014-07-01, 08:22 PM
I think it just outright requires a fiat ruling that you can't use it on creatures that don't meet some standard. Small size, or modest intelligence or something. Maybe make it so that if an un-changed bite attack would kill something then eating it's Constitution slays it outright even if you only take one point.

The GM in the game I'm in allowed it either way, but I decided I simply wouldn't ever do the thing with the rats because it's so undignified. I don't care how optimal it is, no powerfully ancient and mysterious being should sustain itself off a 'sack full of rats.'

The thing with increasing the prices of food like that is that it's totally ridiculous on the face of it. And you then have to explain why everyone else who wants food has to pay exorbitant prices and how the economy doesn't utterly collapse. Or else explain why the Ozodrin alone has to pay prices three orders of magnitude too high for food.

Maybe you can't gain more hit points in a single day from eating a creature's Con score than its entire hit point total or else it dies. A normal nonmagical rat would have like... one. If you grew fish or something in a 'spawning pool' stomach, you'd probably need to eat a bunch of them with the Swarm template applied to get even one point of Con.

The price adjustment could be just because you're eating that much food - you're causing scarcity anywhere you stay for more than a few days.

Fibinachi
2014-07-02, 09:24 AM
Which makes a lot sense (For what "sense" is worth in relation to "I have to feed the sentients I have imprisoned in the fleshy chambers of endless horror that is my stomach").

It's not a significant decrease or even debuff, and given how the game works in general you can easily break it. I'm sure there's some item somewhere that generates enough broth to feed people, but whatever I don't want to deal with "magic item X".

Captured prey regenerates constitution so long as you maintain their nutrient input, which is one pound of fluids and one pound of a decent meal per day for a medium creature. Half that for smalls. If not, they begin starving, taking non-lethal damage until they take lethal damage and die. As a GM I would rule that you don't regenerate constitution damage while starving, but that's up to individuals I guess.

Let's go with 32 gnomes - that's 16 pounds of fluids / 16 pounds of broth a day, for a neat little 32 pounds of "meal upkeep" + plus whatever you consume as an endless fount of monstrous terror upon the whole. Probably just gnomes. In a week of adventuring that comes out to 224 pounds.

If nothing else, it'll raise the meal prices of the local area and certainly make tracking you down easier. A decanter of Endless Water ( 9000 gp ) takes care of the fluid requirement, so you only need to pay up 3 sp per ½ pound of "meat" ( 112*6=67,2 gp a week).

What I like about this mental picture is the skinny little spooky longhaired girl in the corner just shovelling in food and a very, very exasperated business owner desperately trying to find another couple of cows for tomorrow's meal. Add your own little charismatic bard-type trying to explain it all away as the consequence of a terrible curse of hunger and not, say, dreadful blemishes upon the natural world feeding upon the bones of the world.

"How does she do it?"
"Accident in the... dungeon, yeah. It's a terrible thing. We're trying to get it fixed"
"Well no worries, we'll just feed her enough for it to work out. If only my assistant was around to help"
"Is your assistant a gnome by any chance?"
"How'd you guess?"
"Just a hunch."

Serania
2014-07-02, 04:50 PM
I still insist that it only makes any sort of 'sense' from a purely balance standpoint, and only then if you consider being able to slowly regenerate from a pool of constitution you keep in your flesh garden stomach particularly broken. Given that it requires an investment of one form point per two hit points regenerated per round and you can't do anything but make full attacks to hit them with your internal mouths it doesn't seem like a big deal at all. It's much nicer as out of combat healing to keep yourself topped off, which can be accomplished by myriad other means.

One person who is eating for ~17 people (32 smalls and a medium Ozodrin) will not somehow raise the prices of food significantly in any but the absolute smallest villages. A small hamlet with only 200 people still naturally consumes ten times as much food on a daily basis. If you go to a town with a few thousand people, the rate at which the Ozodrin ingests food would be nothing more than a curiosity unless they were eating several hundred times what's normal, in which case they'd still be paying the people there plenty of money at whatever markup they think is appropriate and they could just send someone out to buy more food from a neighboring community. It's not like they sell food to customers at cost, you know? And if the town as a whole was in significant danger of going hungry if food kept being eaten, they'd just stop selling it to the innkeeper when the government imposed rationing.

Mind, rumors about a skinny girl who eats twelve steaks and eight gallons of water in one sitting will probably spread fairly quickly, but it's no more of a hardship on the place you're staying than if Bilbo Baggins showed up with his twelve dwarves and a wizard. Less, even. Unless food was already scarce to the point of price increases in the area you're going, you're not going to be eating enough to raise the prices more.

Although randomly, this does give me the idea that a sufficiently pissed Ozodrin could get revenge on a smaller township by devouring the entire grain silo or all the livestock given enough time to digest and free up room.


Oh, and on the topic of magic items, there are several yes. The Decanter works for fluids obviously, it can output more than you need for a day in one round. There's... like half a dozen or more answers to 'how do I get enough food for a whole bunch of people.' Even discounting bigger items that produce whole feasts every day, Everlasting Rations cost 350 GP and produce a pound each every day. 7000 gold on top of the 9000 for the Decanter would get you 20 pounds of food every day, which is more than enough.

Hanuman
2014-07-03, 04:29 AM
Ozodrin 2.2 [Hotfix2]

Serania:

"Is a creature kept swallowed in a stomach which is not a chamber (i.e., form fitting) considered pinned at all times unless they escape?"


No, it uses Swallow Whole special attack as it's ruling with a few exceptions.


"Is there any particular reason why a relatively human-shaped Ozodrin couldn't just walk around in their true form all the time and pass themselves off as a creepy human?"


As written you could, but it depends on what you wanted to do with that. Most people like to visually flavor their ozodrin's true form as it works well with Manifest (Ex).



"Do Ozodrin need multiattack? ... How does that interact with iteratives..?"


Ozodrin don't need Multiattack or Improved Multiattack but it does help immensely with making lots of attacks at once.
Natural Attacks do not have iteratives, they have one attack at full bonus and then they have one attack with all of their other natural weapons at their secondary bonus (normal -5), Ozodrin specifically can not make more than 1/2level + Cha attacks with natural weapons.



"The Gnomes"


Hopefully the patch I've included this time will make everyone happy!


Mlmiii:

"it does make it slightly more inconvenient"


I've changed it to be more suitable for that type of play, enjoy!


Fibinachi:

"What I like about this mental picture is the skinny little spooky longhaired girl in the corner just shovelling in food and a very, very exasperated business owner desperately trying to find another couple of cows for tomorrow's meal."


That is certainly a good way to play an ozodrin in any situation, they are slightly akin to living bags of holding that can eat everything.
Ozodrin however consume a wild variety of things (listed in section 1.2), and while I did dabble with food being a mechanic it will never be. Instead Hitpoints and Strange Movement are the ozodrin's energy pools, this is gained through devour and eating freshly slain corpses due to their non-apparent properties the ozodrin feeds off of, and defining those properties are up to the individual players.
There are no strict rules for digestion or metabolism.


Uncertain Shape (Ex)


The bonus has been changed from +[Acrobatics = 1/2 Level] and +[Disguise = Cha] to +[Acrobatics, Climb, Disguise and Perform = 1/2 Level]
The ability to disguise your identity has been completely redone with added flavor (at the cost of some wordiness).
Instead of "magical discernment" you instead fool divinitation and clairsentience effects.



Rapid Form (Ex)


Rapid Form requires only a move action instead of a standard action, this allows for highly improved usage.



Natural Attacks Sidebar


Added full article on how multiple attacks work with natural weapons.



Mask Feat


The Mask Feat no longer has a penalty attached to it.



Stomach Feature


Changed life support system as follows:
Creatures inside secondary stomachs cannot regain penalties or damage to their ability scores unless the ozodrin allows them to.
Each 5' square, to a maximum of one square per ozodrin level may sustain one helpless creature, providing food, treating the creature as comfortably resting and automatically stablizes it below 0 hitpoints.



Living Altar

Living Altar - [ Aberrant ]
Requires: Ozodrin Level 1, Stomach Feature

You gain the Altar stomach augment for free, with the following changes:
Living Altars can be moved to another secondary stomach as a Full-Round Action.
When a stomach containing an altar is removed the altar remains, though until it is put back into a secondary stomach you may not Add or Remove items from it nor can you consider any item Carried.
The center of a living altar can see, hear and speak within a 100' radius.
When not threatened an ozodrin may move any clothing or armor or any Carried items to her physical body as if she was already wearing or holding them.


Medicine Maker


Added Medicine Maker Organ Spell List in section 8.0.
Medicine Maker Feat and Sarcophagus augment ready to test.


Medicine Maker - [ Aberrant ]
Requires: Strange Anatomy (Ex)

You gain access to the Medicine Maker list of organ spells.
At fifth level and every four levels after your Strange Movement distance per day increases by 10'.
You gain Heal, Knowledge [Nature] and Profession [Doctor] as class skills and you are considered to have ranks in each of them equal to the skill with the most ranks.
You may perform heal checks on yourself as if you were another creature performing them on you, you may do this while otherwise unable to do so and you are not immune to your own heal checks.

Sarcophagus

One of your secondary stomachs holds a Sarcophagus, which fills a 5' square.
All creatures within a secondary stomach that has at least one sarcophagus are effected as if you were applying a heal check (http://www.d20pfsrd.com/skills/heal) to them, this may include such things as torture. If you wish to use a healer's kit to effect a patient you must be able to manipulate it in the square of the patient.
As a Full-Round-Action you may open or close any or all of your sarcophagi, each sarcophagus may hold one creature each.
A creature enclosed in a sarcophagus for at least an hour is effected by a nonmagical Mythic Breath of Life (http://www.d20pfsrd.com/magic/all-spells/b/breath-of-life) effect. Creatures who have been dead for up to 10 minutes before being enclosed in the sarcophagus may be revived in this way and are inflicted with a random madness (http://www.d20pfsrd.com/gamemastering/afflictions/madness), after recovering from this madness the patient's alignment takes one step towards Chaotic Evil to reflect the long term psychological damage.



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Thanks to all the solid feedback on and off forums, love the creativity :smallsmile:

Quarian Rex
2014-08-07, 10:45 AM
I want to start off by saying that I am a big fan of this class (both versions) and I'm really impressed with what you have done. In fact, I just got the go-ahead to play one in an upcoming game. To that end here is a partial PEACH/request for clarification. Not sure how my tone is for some of my comments, just be aware that I love what you're doing and I think I'm being helpful.

Features (Ex) 1
- "You may add a number of features equal to 1 + 1/4 Total FP each round." - Do you mean each round or each action? Each action spent seems to make more sense.
- "Removing Features/Augments can be done an unlimited amount of times whenever you would be able to use a Standard, Move or Swift physical action." - Does it actually require one of those actions to be spent?

Primary Stomach (Ex) 2
- "The stomach is never significantly larger than its contents; it shrinks to minimize empty space." - This would be a good place to say that the Ozodrin gets a free grapple check against creatures in the stomach. This is implied under the Chamber augment where is says, "The augmented stomach loses it's ability to maintain a grapple with a creature in it's stomach and may only make a single grapple attempt against creatures who attempt to exit, if this attempt fails the creature may climb out", but is never actually spelled out yet needs to be.
- "An ozodrin's stomach functions as an extra-dimensional space. Any or all of an ozodrin's mouths can be considered an opening." - Specify how item retrieval will work as this will be important. I suggest a variant of the Bag of Holding mechanics, something like "Retrieving a specific item from a stomach is a full-round action, unless the stomach has at least one Limb or Tentacle feature active within it, in which case retrieving a specific item is a move action."
- "Any object holding a semiplane or extradimensional space put into the ozodrin's stomach takes on the physics of a secondary stomach, but it may not be augmented. This object can be removed as a full round action." - Explain. All of this. I'm not sure what your intent here is and it has some disturbing implications. Does a Bag of Holding IV with a volume of 250 cubic ft. shrink to the 10 cubic ft. volume of an unaugmented secondary stomach, causing possible astral rupture? If the volume is to stay the same, is this just a convenient way to access Bags of Holding (and such) with Mouth features? I would suggest removing the line about removing the object and just let that fall under my previous point. As is it sounds like you can strip a magical backpack (and nothing else) off of an opponent without even a grapple check.

Rapid Form (Ex) 14
- RAW it seems that you are actually increasing the FP of the Ozodrin by up to 50% so long as those FP are chosen from a set number of predetermined options. I'm not sure if that was the intention, but if it was... I'm good with that. FP starvation seems to be a bit of an issue and this would be an interesting solution to it. In fact, earlier access to this feature might be an idea. Perhaps providing it at level 10 or 11 without the Int bonus (allowing for 2 configurations) while adding the Int bonus (min. +1) at a later level might be an idea.

Eye (Feature)
- Precise (Augment) - restricting Weapon Finesse to manufactured weapons seems somewhat senseless. Spending FP for a feat that cannot be used as a pre-requisite seems like a fair trade to me. Remove the restriction and it will be fine.

Mouth (Feature)
- This feature needs a range option, even a slight one. The need to grapple before chewing on someone breaks so many form ideas it is not even funny. I understand the intended synergy with Budding Body, but that class feature is a long way away. Even an augment available once/feature (Extended Maw?) allowing attacking out to the creatures normal reach would bring it up to par with every-single-other bite attack that exists in the game.

Tentacle (Feature)
- I would suggest removing the entire section under 'Special' about moving the tip of the tentacle. By default, a tentacle (or any limb/attack) can be anywhere within its reach. There is no reason to provoke AoO's with AC penalties for no reason. This has no precedent in the game and there is no mechanical reason for it being here. If this is an attempt to deal with situations where the Ozodrin tries sending a tentacle into the next room for the shennanigans, then make a note that this only applies when the tentacle is sent into an area that is beyond line of sight/effect of the main body. Perhaps with a note that targets in such situations have Total Concealment unless there is an Eye feature in the area (see the Blunt and Budding features, as well as the Budding body feature).
- Serrated (Augment) - I assume you meant Slashing damage.
- Blunt (Augment) - please remove references to feature size as this seems to be a hold-over from the old Ozodrin. This would result in a Tiny sized mouth (something you have no option for in the Mouth feature) for a Medium sized Ozodrin, and you have already established that a Small sized mouth loses the bite attack. Leave the size/damage as per normal. The extra FP cost to essentially change the damage type of a single natural attack is price enough for the additional options of having a bite at reach. No need for any further penalties.
- Traveling (Augment) - might I suggest that you specify that the Move action only provokes in the squares on either end of the tentacle. Seems more reasonable.

Limb (Feature)
- I was going to grouch about the extremely high cost of the Limbs feature (3 FP per True Limb) but I just noticed that you now get 2 limbs for the purchase of the feature. I like this. This is good. It adds something unique to the feature. The other augments just need to be adjusted to compensate. I would also suggest that you change 'Once/Limb' references to 'Once/Feature' to avoid confusion. If 'Once/Limb' was a deliberate choice I would urge you to reconsider as that pushes the FP cost into crazytown once again (5 FP for 2 True Limbs).
- Minor (Augment) - I think that the main Limbs (Minor and True) need to be balanced around Multiweapon Fighting as this is where most of the abuse can be found. To that end I suggest that you limit Minor Limbs to only using Light weapons, and say that only a single Minor Limb feature can attack with manufactured weapons in a round due to being underdeveloped and lacking co-ordination.
- True (Augment) - "Use two-handed weapons" should be changed to 'Can use all manufactured weapons as per normal for the Ozodrins size' or something like that. As is, it sounds like you might be able to wield a 2-handed weapon one-handed.
- "Use up to four hands to control a single two-handed weapon" - All of my wat. Why? What is the point? Either remove this completely or explain it fully. I would suggest removal. Try replacing with something saying that True Limbs may be used without restriction in Multiweapon Fighting (unlike Minor Limbs as per my suggestion above).
- "Gain one Medium Slam Attack [1D4 Bludgeoning Damage]" - I suggest changing this to 'Gain one Medium Slam Attack [1D4 Bludgeoning Damage] per effective limb of this feature (normally 2)'. True Limbs should be able to slam, no need for FP bloat.
- Strike (Augment) - "Gain an additional slam attack", should be changed to, 'Gains another effective limb', and leave the slam attack to be dependent completely on True Limb.
- Claw (Augment) - "Your limb grows a...", should be changed to 'The limbs of this feature grow a...'
- Powerful (Augment) - you might want to change this to 'Once/Feature' but note that it stacks with the Large augment. Same effect without looking silly.
- Armory (Augment) - I would advise to amend to include all of the desired limbs of the feature.

Organ (Feature)
- Iron Flesh (Augment) - just change "or improve your damage reduction by...", to, 'or improve your existing damage reduction by...", so that it is useful with whatever you happen to have.
- Engorge (Augment) - I think you should add a line specifying how damage will be handled. Will natural attacks damage dice be modified as per normal for expansion and then get +2/Large augment? You have set a precedent for how size changes affect this classes natural attacks. You need to say whether this is universal or just applies to the augments.
- Compress (Augment) - See Engorge above.
- Channeling (Augment) - I would note that the Gaze and/or Spit attacks should count against the max # of natural attacks that the Ozodrin can make.
- Harming (Augment) - This is both interesting and problematic. The damage increase is both needed as well as in line with the other features. The ability damage however... grrr. Putting the per round damage cap seems arbitraty and punitive. Either double the cost (so it would be available for 2 FP 1/8 levels) or give the ability damage a save [DC= 10+(Ozodrin levels/2)+Cha bonus as per normal, Fort. or Will. as you like] and let the chips fall where they may.
- Conversion (Augment) - This needs some love. Exotic damage types are good. A two-step change from the best exotic damage type (untyped damage) with no additional mechanical benefit is not. There don't have to be big mechanical benefits, but there has to be something. Possible ideas...
- Hellfire - as per Fiendish Codex II Hellfire damage is functionally untyped damage. How about just providing a little more of it? Say double the base damage dice of the attack? This would give you Gaze and Spit attacks that do 2d4+Cha and Pseudopod attacks that do 2d6+cha. Enough to be tempting, not enough to threaten balance.
- Positive - Giving a positive energy attack that cannot heal is just mean. Granted, you don't want to overshadow Medicine Maker or Delicious Spawn but we need something. How about spending a swift action to hold back the overpowering force of the positive damage. For the rest of the round your positive energy attacks do no damage and heal a living creature for one point of damage per hit. Not overpowering, out of combat utility, and thematically appropriate.
- Negative - Same as above just with undead. Same reasons.
- Force - Force already has its niche uses (against ethereal opponents, etc.) so no real change is necessary.
- Rail (Augment) - "...you may double the range or range incremenet of one of your ranged natural weapons", should be changed to, '...you may double the range or range incremenet of the ranged natural weapons of one of your features'. Useful feature but no need to bloat the FP cost.
- Pseudopodia (Augment) - This needs to be rephrased a bit. You are essentially adding a universal augment to the other features but with the additional FP tax of the Organ feature. Just say that the damage of the affected feature now becomes 1d6+Cha and is resolved as a touch attack. This way the augments and options of those features still apply. As is currently written it seems like it just adds an additional gooey nub to a feature that has nothing to do with the feature itself. No blazing Hellfire fists, no swarm of necrotic tendrils, and no bodies covered in mind-bending spatial folds making grapplers rethink their life choices. I hope it is clear why I want this tweaked.
- Exhaling (Augment) - I see what you're doing here but it seems a bit off. You have it essentially doing nothing and then *BAM* total concealment everywhere, with nothing in between. How about a more staged approach?
Free Action = Smoke (or what have you) fills your square and those adjacent granting concealment to those behind 5' or more of it. Concealment from ranged attackers, melee sees you fine.
Swift Action = Either small cloud gets denser (grants concealment, or Total concealment to those behind 5' or more of it), or spreads further (50' cloud centered on yourself granting concealment to those behind 5' or more of it).
Move Action = With tangible effort you can maintain a large, dense cloud (50' cloud centered on yourself granting concealment, or Total concealment to those behind 5' or more of it).

Spike (Feature)
- "This feature may be put on any other feature except spawn, allowing you to increase the normal damage of that feature by one stage", this needs to be clarified. Normally this would be increasing the die size as if the creature gained a size but you have already established that size increases on features give +2 damage, not a dice modifier. Whatever you want to have happen, you ned to spell out. Also, you need to figure out how many spikes can be lost before you need a refill. Otherwise the Swift action regrow and Quickfire augment have no meaning.
- Quickfire (Augment) - See above.
- Plating (Augment) - The AC bonus seems to be too low for the levels available to be of any real value. I would suggest raising the FP limit to 2+1/3 levels. Starting out it is at least as good as a chain shirt and at higher levels it is closer to +5 full plate.

Fin (Feature)
- Razor (Augment) - This is horribly weak and seems to be an utter waste of FP. How about bumping it up to 1d4 and having it apply to anyone you have attacked and anyone who has attacked you since the end of your last turn, double damage to thise who have grappled you, and this augment can only be applied to one feature at a time but does not count against your maximum natural attacks. At 1/4 levels you have a little extra damage and a nice grapple deterrent.
- Deadly (Augment) - This seems to need something to set it appart from the other options but not overlap the perks of other features. How about if you buy the same feature two or more times you get an additional option?
- Pincer - if purchased 2 or more times, your pincer attacks gain the Grab special ability.
- Talon - if purchased 2 or more times, your talon attacks can rend.
- Wing - if purchased 2 or more times, can create a hemispherical cloud as per the Hover monstrous feat without needing to be large sized.
Perhaps provide a -1 FP discount if any of these features are applied to an existing extremity (natural limb, Limb feature, or Tentacle feature), otherwise they provide their own.
- Eldritch (Augment) - "You may act as through on solid ground when in the air or in water", could use an additional, 'if you have an applicable movement rate'.
- Platform (Augment) - This is new and I quite like.

Spawn (Feature)
- You need to specify what happens to spawn when the Ozodrin takes on its guise. Do they die, disappear and then reappear when in true form, or remain active? I think it might be interesting to let them remain active but I'm not sure.
- We also need an effective HD for these guys. Doesn't have to have any real effect on things (like with a familiar) but we need to know whether they will be affected by a Sleep spell and such. I'd say they should count as half your level for the purpose of spells, abilities, and effects.
- They also need a CMB/CMD. I'd suggest something respectable.
- "When using your Con/Int modifier use 1/3 of your class level instead if it's lower", I understand the intention here but the limit is pretty ridiculous. Make it 1/2 of your class level and I think you'll have it about right.
- Slay - Does the attack roll benefit from Unearthly Power? I think it probably should but you need to say so.
- Consume - Define 'digestible'. Only organic matter? Wood, dirt, stone, prison cell walls? I say make it interesting and let them snack on anything with a hardness of your level or less (damage bypassing said objects hardness). That could be quite fun.
- Speed - Might want to make their speed equal to that of the Ozodrin. At least let the little guys keep up!
- Mortal - You already have a feeding mechanic under Consume. Just say that the Consume action must be performed at least once a day to keep them alive.
- Vicious (Augment) - This not good. As is, there is no reason to take this instead of just grabbing another Spawn. How about making this the general spawn-is-beefier augment? What about it giving +1 (or +2) to damage, +2 to base Hp (before multiplied by 1/2 level), and +2 to AC? I know that it sounds like a lot, but considering the FP investment, the inability to augment spawn with other features, and their innate fragility, I think this could work.
- Delicious (Augment) - You have no idea how much I like this augment. That is all.
- Elite (Augment) - Brute - Does the damage go up with the strength boost? It probably should.
- Sly - "...an automatic stealth skill of +4/Level when not moving", should be changed to '...an automatic stealth skill of +2/Level, doubled when not moving'. If they're going to be sneaky, let them sneak.
- Dredge - This has very good synergy with Delicious. I hope that was intended. Tis good. Also, you should mention that the four Dredge should count as a single spawn for the purposes of control limits in a 2 hour period.
- Disguised (Augment) - "Elite spawn may appear to be a medium sized object...", should probably be changed to, "Elite Brute spawn may appear to be a medium sized object...".
- Hive (Augment) - Don't dance around this one. Just add the Swarm Subtype for tiny creatures and specify that the damage is unchanged. Use the rules where they already exist. Makes things both easier and more interesting.
- Shifting (Augment) - I don't think this augment has a place here. If so, what?
- You seem to be missing an augment. You need a Strike type augment (call it Multitude?) to get additional spawn with the features' current augments. This is not only to get more bang for the FP buck, but to get some use out of the augments at all.

Stomach (Feature)
- I like that the secondary stomachs have this cryogenic/lifesupport thing going that the primary stomach does not. Nice hook for the feature. Might I suggest that the food/corpse preservation act as per the Gentle Repose spell to give more time for a raise/resurrection. Also, might want to specify that the life support aspect supplies water and air as well, even when in the Guise (don't want everyone dying every time you try to blend in).
- Altar (Augment) - I would add an additional option/augment that allows you to have additional 'carried' objects in the alter (+Cha bonus objects/FP?) so long as you have a limb that can use it. There just has to be a was to dual/multiweapon wield with this feature. There just has to.

Large (Augment) - Applicable to all feature that have it, CMB should be modified for size for any manuvers performed with said feature.
Enchanted (Augment) - Great option but mind-boggling cost. If you are going to make use of this it will have to be added to multiple features and at double the enchantment bonus that is crippling. Drop the FP cost to be equal to the enchantment bonus and you may have some viable options.

Feats
- I see you have added some new ones. I'll take a look and come back to these another day.

Magic and Psionics
- Despite having the chart, you never actually say that organ casting costs Hp (I remember somewhere that it might also cost Strange Movement, is that still a thing?). Clarification needed. Also, 5 Hp/spell level? Might that be a little high? What about 3/spell level. Still draining if used in combat but less immediately crippling.

I apologize for the eye-bleeding wall of text but you gave me a lot to go through. Again, great work so far. I would just urge you to keep in mind that the Ozodrin now has a very limited amount of FP with minimal means to get extra. This means that every feature and augment must provide a tangible benefit, not merely be a FP sink (I'm looking at you Enchanted and Vicious). If something costs 4 FP is it worth 4 levels of advancement?

I look forward to seeing what you think.

Yasahiro
2014-08-10, 11:07 PM
I have to say I am eagerly awaiting conversion of this Pathfinder Remix back to 3.5. Sadly, all I can do is wait, as my group does not want to play Pathfinder, while I wanted to enjoy new flavor of Ozodrin...

Hanuman
2014-09-19, 09:40 PM
Ozodrin 2.3

Quarian Rex:

"I want to start off by saying that I am a big fan of this class (both versions) and I'm really impressed with what you have done. In fact, I just got the go-ahead to play one in an upcoming game. To that end here is a partial PEACH/request for clarification. Not sure how my tone is for some of my comments, just be aware that I love what you're doing and I think I'm being helpful. "


Due to the length of your PEACH I have had to spoiler the full length response to it, I have worked with all of your suggestions and the changes will be evident in the patch notes.
I appreciate the feedback, I'm very receptive and any time you want to work on the class we have a small offline team slowly working on it, let me know if you're interested :smallsmile:




Features (Ex) 1

Adding Features - Do you mean each round or each action? Each action spent seems to make more sense.
Removing Features - Does it actually require one of those actions to be spent?




I've clarified the writing for adding features.
I've clarified removing features, it's a slight power increase due to some vague examples, but for the sake of clarity I felt it was important. Treat it as a Physical Free Action.



Primary Stomach (Ex) 2

Stomach Grapple - This would be a good place to say that the Ozodrin gets a free grapple check against creatures in the stomach.
Retrieving Items - Specify how item retrieval will work as this will be important.
Swallowing Extradimensional Objects - Explain. All of this.




I've added that creatures inside the stomach by default have the grappled condition, though I'm not sure about the balance for this yet, but I'm fairly certain it was my RAI regardless of how it needs to be rebalanced in the next patch.
Added a line to retrieve objects and worked in the extradimensional space object point in with it.
Swallowing an extradimensional object such as a bag of holding is supposed to be like adding a secondary stomach with the properties of the extradimensional object or semispace (gramarie), essentially if you had a Bag of Holding IV it would have an opening in the stomach wall as if it were a secondary stomach, you would be able to control it as if it were, and it would have the weight and cubic volume restrictions of the bag of holding. Think of this like blowing a bubble onto another bubble and having it join the outside, if the bubble is ruptured from the inside it's contents would pour into the stomach. Essentially this is to protect the ozodrin from imploding when they swallow extradimensional objects, or perhaps tethers for semispaces.



Rapid Form (Ex) 14

Rapid Form RAW vs RAI - I'm not sure if that was the intention, but if it was... I'm good with that.




No one's actually mentioned that so far, but that's probably because true RAW it grants a permanent bonus overtop of your actual FP, allowing a high int ozodrin to gain something like +400% FP which is uh, clearly not the intention.
The intentions (RAI) of the ability are a few things:
Speeding up the ability to change forms, going from 1 + 1/4FP per round to up to 1/1FP per round by using 2 quickforms.
Quickforms allow the ozodrin to spend the same time other players would be preparing spells and such on managing their own books, instead of having to do that round to round as a flat increase of change speed would do.
Wording clarified to avoid confusion :smallsmile:



Eye (Feature)

Precise (Augment) - restricting Weapon Finesse to manufactured weapons seems somewhat senseless.




This augment is a play off of Wrath (http://fma.wikia.com/wiki/Wrath) from FMA Brotherhood. (Spoilers) It's meant to allow good optionality for dex fighter flavored ozodrin.
Removed the "(not features)" bit as it could be confused with disallowing the Armory limb augment or the Altar stomach augment.
Added that the Armory Limb augment benefits from Unearthly Power's bonus, even though it's a manufactured weapon.
It may make sense to allow weapon finesse for features, but the difference between melee somatics and dexterity is a bit blurry, I'll def. think it over.



Mouth (Feature)

This feature needs a range option, even a slight one.




Done, I feel that this change is good and all the reasons to not allow it have been worked out long ago. Thanks! :smallsmile:



Tentacle (Feature)

I would suggest removing the entire section under 'Special' about moving the tip of the tentacle.
Serrated (Augment) - I assume you meant Slashing damage.
Blunt (Augment) - please remove references to feature size as this seems to be a hold-over from the old Ozodrin. This would result in a Tiny sized mouth (something you have no option for in the Mouth feature) for a Medium sized Ozodrin, and you have already established that a Small sized mouth loses the bite attack. Leave the size/damage as per normal. The extra FP cost to essentially change the damage type of a single natural attack is price enough for the additional options of having a bite at reach. No need for any further penalties.
Traveling (Augment) - might I suggest that you specify that the Move action only provokes in the squares on either end of the tentacle. Seems more reasonable.




Removed as suggested, thanks!
Slashing damage corrected!
Blunt Reworked!
Traveling Reworked!



Limb (Feature)

I just noticed that you now get 2 limbs for the purchase of the feature.
Minor (Augment) - I think that the main Limbs (Minor and True) need to be balanced around Multiweapon Fighting.
True (Augment) - "Use two-handed weapons" should be changed to 'Can use all manufactured weapons as per normal for the Ozodrins size' or something like that. As is, it sounds like you might be able to wield a 2-handed weapon one-handed. -- "Use up to four hands to control a single two-handed weapon"
"Gain one Medium Slam Attack [1D4 Bludgeoning Damage]" - I suggest changing this to 'Gain one Medium Slam Attack [1D4 Bludgeoning Damage] per effective limb of this feature (normally 2)'. True Limbs should be able to slam, no need for FP bloat.
Strike (Augment) - "Gain an additional slam attack", should be changed to, 'Gains another effective limb', and leave the slam attack to be dependent completely on True Limb.
Claw (Augment) - "Your limb grows a...", should be changed to 'The limbs of this feature grow a...'
Powerful (Augment) - you might want to change this to 'Once/Feature' but note that it stacks with the Large augment. Same effect without looking silly.
Armory (Augment) - I would advise to amend to include all of the desired limbs of the feature.




Limb was likely reworked as you were reading it actually, 2limb/feature is from this patch :smallsmile:
Multiweapon fighting is encouraged, essentially the ozodrin is balanced to multiweapon fighting, especially because they are not incredibly good at it when optimized. A gunslinger nova build will yield less optimization than a summoner, and that's probably it's best damage output build. Can you see abuses that overpower other classes?
True augment has been reworked and clarified to it's RAI, explicitly stating multi-limb weapons and a flat cap.
Changing strike augment for limb is a really good idea, thanks.
Claw nerfed to 1d6 and adjusted with the strike augment, this way your sea of limbs on your body can have working claws as well.
Armory reworked a bit, will have to clean it up a bit later but it's more in line with how I would like it to function and works with the limb remake.



Organ (Feature)

Iron Flesh (Augment) -- useful with whatever you happen to have --
Engorge/Compress (Augment) -- specifying how damage will be handled --
Channeling (Augment) -- max # of natural attacks that the Ozodrin can make --
Harming (Augment) -- This is both interesting and problematic. --
Conversion (Augment) -- This needs some love. --
Rail (Augment) -- ranged natural weapons of one of your features --
Pseudopodia (Augment) -- This needs to be rephrased a bit. --
Exhaling (Augment) -- You have it essentially doing nothing and then *BAM* total concealment everywhere, with nothing in between.






Iron Flesh Clarified
Engorge and Compress clarified to not effect features and form points.
Harming has been reworked to prevent obliterating situations with optimization (which is could do, easily), the damage per round is to allow it to work as a debuff, not an instant incapacitation without non-feature means that create teamwork or personal synergy.
Conversion now spreads it's damage type like fire :smallamused:
Good suggestion for Rail, nice feeling to load an entire feature into this. Buffed it to improve a couple types of attacks, which should improve it's utility substantially.
Pseudopodia added some fluff, is there a mechanical reason to change the crunch?
Exhaling is actually to provide optionality for those who would otherwise be using an eversmoking bottle (http://www.d20pfsrd.com/magic-items/wondrous-items/wondrous-items/a-b/bottle-eversmoking), such as within an Altar stomach augment. It's just set up in a more quality-of-life oriented way.


Spike (Feature)

Quickfire (Augment) -- how many spikes can be lost before you need a refill --
Plating (Augment) - The AC bonus seems to be too low for the levels available to be of any real value. I would suggest raising the FP limit to 2+1/3 levels. Starting out it is at least as good as a chain shirt and at higher levels it is closer to +5 full plate

.


Quickfire removed, at this time I don't think spikes actually need ammunition.
Improved Spike Plating AC per point, but level cap raised. I think 2AC/FP was far too small, even for no downsides considering how Jiopaba has been optimizing AC, it's just FP instead of GP in this case.



Fin (Feature)

Razor (Augment) -- This is horribly weak.. --
Deadly (Augment) -- This seems to need something to set it appart --
--Perhaps provide a -1 FP discount if any of these features are applied to an existing extremity --
Eldritch (Augment) -- 'if you have an applicable movement rate' --
Platform (Augment) - This is new and I quite like.




Razor remade into a crit option.
To maintain the flavor of Razor I've added Mobile augment.
Deadly augment's attacks all count under the Snatch feat, so they all are considered to have the Grab special attack.
Playing with existing racial form is more of the Alterable Form feat's realm.
Clarified Eldrich RAI to avoid movement speed replacements, but left it a bit odd..
Glad you like platform, becomes even better with Weight feat :smallwink:



Spawn (Feature)


Spawn feature is going into the workshop next for a complete overhaul, sorry I didn't have time to address it this patch. Expect it to come out very playable and enjoyable :)



Stomach (Feature)

-- Might I suggest that the food/corpse preservation act as per the Gentle Repose spell to give more time for a raise/resurrection. --
-- life support aspect supplies water and air as well --
Altar (Augment) -- additional 'carried' objects in the alter --




Made it a bit wordy, but added gentle repose per request. I think that having corpses that do not decay at all could get really disturbing really fast.
Added water and air to the provision list.
Altar is already incredibly good. This would have to be a feat per additional carried item, which I will consider.



Large (Augment)

Applicable to all feature that have it, CMB should be modified for size for any manuvers performed with said feature.
Enchanted (Augment) - Great option but mind-boggling cost. If you are going to make use of this it will have to be added to multiple features and at double the enchantment bonus that is crippling. Drop the FP cost to be equal to the enchantment bonus and you may have some viable options.




Large isn't balanced to add CMB... would you like an augment that does that?
Enchanted is indeed a great option, it's even good considering it's cost... you just have to know the right enchantments for the job.



Magic and Psionics

-- you never actually say that organ casting costs Hp
-- 5 Hp/spell level? Might that be a little high? What about 3/spell level. --




Put in cost and strange movement substitution.
Added a cost line for strange movement and hitpoints in regards to magic and psionics.



"I apologize for the eye-bleeding wall of text but you gave me a lot to go through. Again, great work so far. I would just urge you to keep in mind that the Ozodrin now has a very limited amount of FP with minimal means to get extra. This means that every feature and augment must provide a tangible benefit, not merely be a FP sink-- "


Sorry for my late response, you gave me a lot to go through as well :smallamused:
I agree, its pretty tricky balancing it all out but the end effect is pretty nice I think. Coming along :smallsmile:


Yasahiro:

"I have to say I am eagerly awaiting conversion of this Pathfinder Remix back to 3.5. Sadly, all I can do is wait, as my group does not want to play Pathfinder, while I wanted to enjoy new flavor of Ozodrin... "


I've created a full conversion guide, enjoy! (Ozodrin Remix 3.5 (http://www.giantitp.com/forums/showthread.php?362608&p=16630190#post16630318))


Important Changes


Puppet Feature Remake (Model II)


Puppets did not have effective functionality of being a decoy or a safe extension of the ozodrin's body.


The puppet feature has been remodeled to have somewhat similar mechanics to a Summoner's (http://www.d20pfsrd.com/classes/base-classes/summoner) eidolon, it acts as a decoy but may be maintained as a body part, this is a choice for the player.


Rationale
Puppets are designed to be decoys, a part of the ozodrin's body that acts like a creature so the ozodrin may pretend to be something else while in their true form.
We used the Summoner's Eidolon as a template and modified it, removing the need for a tether and adding in a large range cap, adding a hp threshold but allowing hp sacrificing, and generally improving the functionality of the puppet within reason.
We also added a small array of improved options to be expanded upon later.


Workshop


Version and Hotfixes are designed to illustrate changes.


The Workshop section of the thread now illustrates current and upcoming changes.


Rationale
I feel that the time between updates can be far longer than I would like, I tend to update content on the thread as changes need to be made, this creates a little bit of a gap between the stated changes and what changes are made, usually I post "Hotfixes" to illustrate the accumulation of smaller changes, the workshop however will do a better job of this between versions.


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Arachnid

Arachnid - [ Aberrant ]
Requires: Ozodrin Level 4

When casting the Spider's Thread (http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/s/spiders-thread) Organ Spell you may use it at a range equal to 10' per Ozodrin Class Level.
The duration for Spider's Thread becomes 2 hours, the limit for the amount of threads you can maintain is 1 per Charisma Modifier, otherwise creating a thread destroys the oldest one.
Breaking the thread requires Strength DC 30 and can support weight up to your Push/Drag carrying capacity.
Your thread's HP and Hardness are equal to your Flat Foot Armorclass, fire no longer destroys it outright and it has the same resistances and immunities as you do.
As an Immediate Action you may produce the thread into your hands without the adhesive.
You are treated as having the Rope Equipment Trick (http://www.d20pfsrd.com/feats/combat-feats/equipment-trick-combat) feat.


Sniper

Sniper - [ Aberrant ]
Requires: Organ or Spike Feature, Ozodrin Level 5

As a swift action you may enter or exit Sniper mode, when in sniper mode you may not make more than one attack per round and you may designate one creature as your Mark at any time, you may only have one Mark at a time and may not have a mark outside of sniper mode.
You may use a full defense action to study you mark and gain a +2 bonus to ranged attack rolls against it, you may do this up to 3 times and the effects stack and last until you lose line of sight or until you change marks.
While in sniper mode your ranged attack deals additional damage equal to your dexterity modifier.
You may ignore penalties to attacking while prone.
By making a full-round action you may treat the max range of your weapon equal to 100' per Ozodrin level and you may ignore the penalties of the first 5 range increments.


Weight

Weight - [ Aberrant ]
Requires: None

As a swift action you may change your body's weight to be equal to your light, medium or heavy carrying capacity or reset your weight to normal.
For the purposes of calculating carrying capacity (http://www.d20pfsrd.com/alignment-description/carrying-capacity) you are treated as having a +2 bonus or -2 penalty to strength for every aberrant feats you possess to a maximum of +10 or -10 strength and may switch between bonus or penalty as a Full-Round-Action, this stacks with the Platform augment and is calculated before multiplying it.
You may use your Hit Die instead of your Base Attack Bonus for the purposes of calculating CMD (Pathfinder) or opposed combat maneuver checks.


Control

Control - [ Combat ]
Requires: Base Attack Bonus +4, Bizarre Grappler (Ex)

If in control of a grapple with a creature the same size or smaller than you then you may silence that creature as an immediate action for as long as you stay in control of the grapple.
Gain a +4 bonus to CMD.
At level 12 this becomes +6 and at level 14 this becomes +8.


Palate

Palate
Requires: Ozodrin Level 5, Suvival 5 Ranks (or) Perception 5 Ranks (or) Profession [Cook] 5 Ranks

You may make Knowledge [Taste] and Profession skill checks as if you had ranks in them equal to your Ozodrin Level.
Whenever you taste something (licking, eating, devouring or swallowing) you may make a Knowledge [Taste] (No Retry).
DC0 Reveals commonly known main components such as if you ate a chest you'd likely discern wood and metal.
DC10 Reveals smaller but still commonly known components such as the oil in an engine, a flower in a tuxedo or the type of food in a creature's stomach.
DC20 Reveals exact information about accessible components, you would be able to discern the saffron in a soup and tell that it's a spice and a flower.
DC20+ Reveals exact information with possibly inaccessible or excessively rare components, such as the blood of an outsider, ink made from the plane of shadow, or the golden ice ravage encrusting a creature.



[B]Food For Thought

Food For Thought
Requires: Devour (Ex), Suvival 8 Ranks (or) Profession [Cook] 8 Ranks

Whenever you taste an object or creature you may:
Detect it's magical properties as if while tasting it you were using a Detect Magic (http://www.d20pfsrd.com/magic/all-spells/d/detect-magic) effect on it.
You may make Knowledge skill checks as if you had ranks in them equal to your Ozodrin Level when attempting to identify things you have tasted.
You may make Spellcraft and Psicraft skill checks as if you had ranks in them equal to your Ozodrin Level when attempting to gain information on something you are currently tasting.
Instead of gaining hitpoints from a freshly slain corpse with your Devour (Ex) class feature you may instead learn the birth name of a freshly slain corpse and may know the answers of three questions similar to using a Speak with Dead (http://www.d20pfsrd.com/magic/all-spells/s/speak-with-dead) effect to ask the corpse.


Swinger

Swinger
Requires: Ozodrin Level 5, Climb 8 Ranks (or) Acrobatics 8 Ranks

You gain the Brachiation (https://sites.google.com/site/pathfinderogc/extras/community-creations/caedwyr-s-lab/noble-wild-species/noble-animal-feats/racial-feats/brachiation-racial) racial ability with the exception that instead of using your land speed you must make either a Climb or Acrobatics check and the distance in feet you may travel that round is equal to double your check's result, or double your climb speed if that's higher.
Your body does not physically have to travel through terrain that allows you to brachiate if a tentacle or limb could reach it.
You may replace the terrain requirements of Branchiation with any surface that is higher than you are and you could climb with a climb speed, you may do this by using a Spider's Thread Organ Spell (http://www.d20pfsrd.com/magic/3rd-party-spells/rite-publishing---3rd-party-spells/s/spiders-thread), Limbs or Tentacles if you have a climb speed, or a Spike Feature with the Harpoon augment at their respective ranges.
If you end your turn suspended by a thread, limb, tentacle or spike you are considered to be climbing. On your next turn you must either continue to brachiate, be suspended under your point of contact, or let go.


Distracting Sounds

Distracting Sounds
Requires: Ozodrin Level 3, Bluff 3 Ranks

The sound of any successful attack you make may be changed to another sound, allowing customized sound effects that do not grant a mechanical advantage.
Upon landing a critical hit or downing a creature you may create a mundane Ghost Sound (http://www.d20pfsrd.com/magic/all-spells/g/ghost-sound) effect for 5 rounds that grants helpful creatures within 100' a +1 moral bonus to attack rolls.


Flesh to Food

Flesh to Food

School Transmutation (http://www.d20pfsrd.com/magic#TOC-Transmutation); Level witch 5, bard 5

CASTING - V / S / M (any one thing related to food)

EFFECT:

Medium (100 ft. + 10 ft./level)
One Creature
Instantaneous
Saving Throw: Fortitude partial; see text
Spell Resistance: Yes

DESCRIPTION:

Deal 1d6 damage per 2 caster levels.
If the target takes more than half it's hitpoints in damage from this spell it must succeed a Fortitude save or become food.
The size and type of food is up to the caster as long as it is mundane and weighs equal or less than the effected creature and bears an abstract resemblance or depiction of the creature.
Food forms of creatures are not dead (though they are detected as if they were dead), and are aware of their surroundings but can take no action.
The spell Stone to Flesh returns a food form of a creature to normal, though any deformities suffered (such as a missing arm or head) carry over.
Willingly eating the food form of a creature grants the user Fast Healing 1 for a number of rounds equal to it's hit die (stacking in duration), this replaces any mechanical benefits from eating the creature. Unwilling creatures instead gain no benefit.


Added

[Mouth -Long] - Added ranged option.
[Spike -Slug] - Grants a large damage bonus for a single shot spike.
[Fin -Mobile] - Highly improved mobility, filling many flavor roles the fin was intended to have.
[Fin -Platform] - Added teamwork movement functionality and carrying options.
[Puppet Feature] - Completely redone.
[Puppet Feature] - Added the Spellward, Inhabit, Ghost, Strings, Big, Little and Disguise augments.
Arachnid Feat - Lots of flavorful uses of spider silk.
Control Feat - Highly improves staying in control of grapples.
Sniper Feat - Added optionality for single-shot ranged ozodrin.
Weight Feat - Replaced Heavyweight feat, improved functionality and flavor.
Added Skiltrick section with definition and rules.
Distracting Sounds Skilltrick - Create sound effects on your attacks.
Food For Though Skilltrick - Spell effects with taste.
Palate Skilltrick - Knowledge checks with taste.
Swinger Skilltrick - Spiderman, Tarzan and Attack on Titan rolled into one.
Flesh to Food Spell - Transform creatures into edible objects.
Hitpoints and Strange Movement cost descriptions added to the Magic and Psionics section.
Created a conversion guide to play Ozodrin in 3.5


Changed

Features (Ex) - Clarified wording for adding features.
Features (Ex) - Removing features now requires a Physical Free Action instead of No Action.
Nightmare (Ex) - Highly flavors True Form.
Primary Stomach (Ex) - Creatures inside your stomach have the Grappled Condition.
Primary Stomach (Ex) - Added wording for taking objects and extradimensional objects out of your stomachs.
Strange Physiology (Ex) - Modified to grant immunity to Afflictions except maddnesses.
Rapid Form (Ex) - Intelligence changed to Charisma, forms rebalanced and wording clarified.
[Eye -Precise] - Clarified to not disclude Armory or Altar augment weapons.
[Eye -Spirit] - Requires Level 8 as intended.
[Tentacle Feature] - Special reworked and clarified.
[Tentacle -Serated] - Typo fixed, deals slashing damage.
[Tentacle -Blunt] - Reworked and fixed.
[Tentacle -Budding] - Reworked and fixed.
[Tentacle -Traveling] - Reworked and buffed.
[Limb Feature/Augments] - Reworked and balanced around granting 2 limbs/feature.
[Limb Feature] - Automatically grants the multiweapon fighting feat.
[Limb Feature] - Treat racial limbs as limbs from your limb feature with no augments.
[Limb -Minor] - CMB bonus re-added.
[Limb -True] - Strength Bonus replaced with an additional Slam Attack.
[Limb -True] - Allows up to 4 hands on one weapon with a stacking strength multiplier.
[Limb -Strike] - Reworked to allow a large increase in options.
[Limb -Claw] - Claw damage nerfed to new Limb balance.
[Limb -Leg] - Merged with Rapid Leg augment (now removed).
[Limb -Crawling] - Table typo fixed, augment grants a 30' Crawl Speed.
[Limb -Armory] - Added functionality for ranged weapons and reworked slightly.
[Limb -Armory] - Worded to benefit from your Unearthly Power (Ex) bonus.
[Organ -Channeling] Reworked, allowing far more functionality while retaining balance.
[Organ -Harming] - Reworked, balance adjusted and improved.
[Organ -Harming] - Hitpoints are restored when constitution damage is restored.
[Organ -Conversion] - Damage now catches foes on "fire".
[Organ -Exhaling] - Changed to a 50' area that has a stacking damage effect.
[Organ -Iron Flesh] - Wording clarified, stacks with existing Damage Reduction.
[Organ -Insidious] - Wording clarified.
[Organ -Rail] - Improved functionality and general buff.
[Organ -Pseudopodia] - More fluff optionality.
[Organ -Engorge/Compress] - Clarified to not effect Features or Form Points.
[Spike -Quickfire] - Removed, spikes now have unlimited ammunition.
[Spike -Plating] - Balanced and generally buffed.
[Fin -Razor] - Remade into a critical striking option.
[Fin -Eldritch] - Reworded to avoid land speed working in air or sea.
[Spawn Feature] - Unlock requirement lowered to level 3.
[Stomach Feature] - Food and corpses no longer "decay" in closed stomachs.
[Stomach Feature] - Full life support granted, including food, water and air.
[Stomach -Sarcophagus] - Added mechanic to not allow alignment change from magic or psionics.
Index link functionality has been restored.
Cleaned up core features maximum augment formatting.
Alterable Form Feat - Grants +1FP instead of +2 Fortitude Saves.


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A big thanks to Jiopaba, Draken, Milo, Zale, Necroticplague, Qazz, Quarian Rex, Spike, Maroko, Dr. Orpheus and the rest of the offline team! :smallsmile:

Qwertystop
2014-09-19, 10:23 PM
Might call it "Gag" instead of "Control" - the only extra thing you're actually doing is making them shut up.

Milo v3
2014-09-19, 10:30 PM
Hey I got a mention :smallbiggrin:

I'm gonna have to reread this once I get a minute.

Milo v3
2014-09-25, 11:53 PM
Double post but, any chance of integrating akashic mysteries with this?

Mlmiii
2014-09-26, 07:06 PM
I really like the new additions. A couple things, though:

1) It seems the table for Fins didn't get updated past adding Platform. Razor still shows its effect as a tiny damage source and Mobile isn't even there. The spoiler beneath the table is updated, though.
2) The Unspeakable Presence class feature makes mention of an "Insanity(Ex)" ability, but it's not mentioned anywhere else on the page.
3) How does Multiweapon work with Ozodrins? What's stopping them from dumping all their FP into extra arms to swing swords with? Furthermore, how do these extra attacks interact with BAB increases allowing additional swings?

ocel
2014-09-26, 07:31 PM
First, I want to thank you, Hanuman, for updating Ozodrin, one of my favorite homebrewed classes from Dungeons & Dragons third edition. Second, I wish to ask, what else do you plan to make in the future?

Draconas1
2014-09-26, 10:58 PM
One question about gaining the Great Old one subtype.
The Immortality and Unspeakable Presence for them is stated to vary from Great Old One to Great Old One, so do you just work it out for your specific ozodrin, or is there a version of those features for all ozodrin?

Hanuman
2014-10-13, 10:36 PM
Ozodrin 2.3 [Hotfix1]

Qwertystop:

"Might call it "Gag" instead of "Control" - the only extra thing you're actually doing is making them shut up. "


The main point for the Control Feat is actually the +4CMD, the gag function was put in as more of a side-note.
CMB helps the ozodrin "tackle" an opponent, CMD helps the ozodrin lock down the opponent as a struggling opponent opposes the ozodrin's CMD. The feat was introduced to give the ozodrin more options for flat CMD bonuses to account for a "swingy" effect during grapple mechanics for a grapple build (thanks Jiopaba).
I'll consider changing the name in the future, but it likely will not be Gag as it's also meant to flavor choking and such.


Milo v3:

"Any chance of integrating akashic mysteries?"


I would love to know more about it, feel free to post the content and discuss how it could be worked in :smallsmile:


Mlmiii:

"1) It seems the table for Fins didn't get updated past adding Platform. Razor still shows its effect as a tiny damage source and Mobile isn't even there. The spoiler beneath the table is updated, though.
2) The Unspeakable Presence class feature makes mention of an "Insanity(Ex)" ability, but it's not mentioned anywhere else on the page.
3) How does Multiweapon work with Ozodrins? What's stopping them from dumping all their FP into extra arms to swing swords with? Furthermore, how do these extra attacks interact with BAB increases allowing additional swings?"


The table for fins is now fixed.
Unspeakable Presence (Ex) is actually just a detailed effect on the Great Old One subtype granted by the Awakening (Ex) class feature.
Multiweapon is supposed to be a viable option, though it would be far less efficient to use iterative attacks and such than natural attacks for the ozodrin. Currently the Summoner is more efficient at this especially in optimized builds, though the ozodrin is more adaptive.
Well, multiweapon usage works like any other class, you use iterative attacks just as you would with a commoner, however the ozodrin can blur the line between natural and manufactured weapons in multiple cases but as far as I've seen all these instances are balanced. If you are meaning how do manufactured (iterative) attacks work in conjunction with natural attacks please check the Natural Attack Sidebar located above the Unnerving Grace (Ex) class feature.


ocel:

"First, I want to thank you, Hanuman, for updating Ozodrin, one of my favorite homebrewed classes from Dungeons & Dragons third edition. Second, I wish to ask, what else do you plan to make in the future?"


Thanks for the feedback, feel free to suggest things and I'll figure out a way to throw them in :smallsmile:
I'm going to be using the form point system to create 2 base classes parallel to the ozodrin. The first (due to the amount of feedback) is the "Machine", which is a mechanical ozodrin with some elements of gramarie, minecraft, ect. The second has the working title "Dreamer" which is intended to be the Apex of my dnd homebrew and will likely be the last big project I work on for the game (due to the level of customization, fun and generally what character I'd want to play more than anything else for as long as I continue to play 3.X. There is also the possibility that I'll be moving things over to 5e along with other homebrewers. If this happens ozodrin will likely be butchered and simplified, making it much easier to build and play, but we will have to see as I have not got around to playing a 5e campaign yet.
Edit: I forgot to mention, I am working on a class based on the game Super Smash Brothers (https://www.youtube.com/watch?v=jbQ7uXZs2qE&list=PLweURmbsvp-QjqoPWvIHPQiMn8Dn12yQY), allowing play with characters and level advancement improves them in ways referencing improved skill for competitive play.


Draconas1:

"One question about gaining the Great Old one subtype.
The Immortality and Unspeakable Presence for them is stated to vary from Great Old One to Great Old One, so do you just work it out for your specific ozodrin, or is there a version of those features for all ozodrin?"


Unspeakable Presence is listed as a class feature unlocked at level 20, Immortality itself is DM fiat and is a social agreement between the player and DM that if an ozodrin isn't slain with the macguffin sword that they will eventually return in some way within the setting. It could even have a negative duration appearing in the past, you could even be AND not be your own reincarnation. Think non-linear.


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Unremarkable

Unremarkable - [ Aberrant ]
Requires: Manifest (Ex)

Upon gaining this feat you may gain access to one non-epic Unlock Feature and lose access to one non-epic Core Feature.
Gain a +2 bonus to Disguise checks and Perform [Acting] checks.
Your features are concealed in some way even while in your true form, and only lose this conceal when they extend from your body, effect your surroundings or otherwise mechanically effect other creatures.
Instead of your Manifest (Ex) applying the Shaken condition you instead apply an Aura of the Unremarkable (http://www.d20pfsrd.com/magic/all-spells/a/aura-of-the-unremarkable) effect with the following changes:
The only change this makes to a creature's perception is that the ozodrin never changed out of her guise, if the ozodrin does something impossible for this to happen the creature generalizes this event until it becomes possible.
For example, the ozodrin manifests and a creature fails their will save, the ozodrin proceeds to bite with a long mouth, knowing this is not possible the effected creature cannot think "ozodrin bites" and instead thinks "ozodrin attacks", and stubbornly fills in the blanks to protect the inconsistency.


Symbiotic Weaponry


Symbiotic Weaponry
Requires: Features (Ex)

While in your true form you may designate one of your natural attacks to "inhabit" one type of weapon, for the duration of the encounter whenever making an attack with that weapon you may choose to suppress all the mechanics of that weapon and substituting it with the mechanics of the designated natural attack.
Substituting natural attacks for weapon attacks does not change the aesthetic qualities of the action.
For instance you may designate "swords" and "slams": while holding a sword you may make a slam attack with the sword as if it were your slam attack, using your slam's range and damage. If the sword is enchanted you do not benefit from that enchantment as it's effects were suppressed during the attack.



Added

Unremarkable Feat - Allows you to conceal your nature even in your true form.
Symbiotic Weaponry Skilltrick - Allows you to put your natural attack mechanics into weaponry fluff, allowing interesting contextual mixups.


Changed

[Organ Feature] - When using Features (Ex) to add organs or organ augments it consumes an additional move action to do so. This does not add a move action for every organ or organ augment nor does it effect Rapid Form.
[Spike Feature] - Cleaned, simplified and clarified with minor changes.
[Spike -Impale] - Remade and made more elegant, useful and balanced. "Racking" is similar to this image. (http://eberron.wikia.com/wiki/Cadaver_Collector)
[Fin Feature] - Table Fixed.
[Puppet -Trap] - Clarified to avoid absurd damage stacking.
[Unlock (Ex)] - Listed level acquisition.
[Mask Feat] - Heavily buffed, allowing free-form usage and conditional bonuses.
[Distracting Sounds Skilltrick] - Balanced and touched up.
[General] - Added some simple sample images to illustrate style options.


Here's a few images quickly thrown together to illustrate possible table changes, feel free to PEACH them if you want something to be added to the class:

https://i.imgur.com/hkMHUKc.jpg

https://i.imgur.com/V6Vs8Ib.jpg

https://i.imgur.com/ecDGELc.jpg

https://i.imgur.com/D3JveuV.jpg


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Thanks for the input on and offline, feel free to PEACH. Check out the workshop section to see what we are working on!

Amechra
2014-10-14, 12:14 AM
I have to say, I like the second one the most.

What program do you use to make them?

Hanuman
2014-10-15, 11:43 PM
I have to say, I like the second one the most.

What program do you use to make them?

Noted! I'll play around with that image and see what I can do.

I use GIMP (http://www.gimp.org/) as I have a fairly low-end computer

Also, here's a song about a shark eating everything (https://www.youtube.com/watch?v=Sc1gJrXos5U).

Qwertystop
2014-10-27, 11:45 PM
Assorted things referencing stomach volume are broken (as in they don't work):

Ozodrin's primary stomachs are 20' long per level whether this be a cube or sphere and whenever the ozodrin enters it's guise the oxygen is cut off.
Length is not volume. A cube of side-length X is not the same volume as a sphere of radius (or should it be diameter, or circumference?) X.

Chamber:

Your stomach's walls no longer fit it's contents, it appears to be a spherical or cubic room with a diameter or width equal to it's volume.
Again - diameter/width equal to volume? What?

Also:
Thick:

You take 1 damage each time your stomach walls take 1 + 1 damage for each Thick augment you have.
This is unclear, but as written it's purely negative - spend one point, now you take damage whenever people attack your stomach walls. Whether you take more or less damage for taking more Thick augments is unclear, but without taking it there's no reason to assume you take any damage from your stomach being attacked, because:

An ozodrin's stomachs counts as separate from her body and have their own AC, DR and Resistances but she may add any feature to it as if it were her body.
(also, there is no mention of what that AC is)

Separately: I might be playing an Ozodrin. Sheet (http://www.myth-weavers.com/sheetview.php?sheetid=1044059).


EDIT: Another thing.
Channelling has a text/table disagreement. The table says +2 damage.

Hanuman
2014-11-03, 07:20 PM
Understood, those things will be fixed shortly.

For the meantime, to clarify:

X' long refers to the length of a cube or the diameter of a sphere or dome, they do have different volumes.

It's intended that the ozodrin take damage when a creature tries to cut their way out, thick was intended to provide a multiplicative universal DR but it's currently broken. Being separated is bad wording on my part.
The wording for primary stomach is to clarify that your stomach and body do not share defensive qualities as the stomach counts somewhat like it's own creature, having somewhat vague relationships between body parts is both a blessing and a curse for the ozodrin :smallsmile:

We've got some cool things up for the near future, we're pretty close to finishing off ozodrin 3.p and are considering the next steps!

Hanuman
2014-11-21, 11:21 PM
My computer melted a bit so writing has been slow, the process is still going though. For now I am using a touchscreen so expect minimal spellcheck and formatting.

The next big step with ozodrin is going to be tricky, we are making a new version of ozodrin. I assure you this version will remain, mostly because the next version isn't trying so hard to emulate.

A few key points.. first it will be 3.5 pf 5e compatible, it will be way more simple and the rules far more effective and elegant. A full list of acfs will replace any need for variance so this will include machine and dreamer/tether.

There are a number of flaws in the current system despite the huge amount of work that went into refinement. The remaining flaws are largely unfixable in this class system format.

There is no working title for the next ozodrin yet, but let me paint it a bit... first off it does not have features, only augments. Augments will make changes directly and features/augments will no longer chain in specific ways.

For example, new ozodrin will have one attack, it can always be treated as a 1d4 base dmg attack, you may choose any of your available damage types, starting with b/p/s on this attack, and it is always treated as both manufactured and natural, you may then add more attacks or modify your attacks, what those attacks are isn't important, this grants creative freedom to the player while reducing an estimated 30% of existing options in terms of redundant referencing, it also allows use of both na and iterative, allowing cross functionality with 5e. Instead of gaining bleed on an attack you can add bleed to an attack 1/round. The effect can be roleplayed as a static visual or a fluxuating one. Ultimately the ozodrin need not be limited by tables and points when determining form.

More focus will be put on party functionality, roleplay options and most importantlymaking sure all options are worth play, if there's one big thing I've le
aned about ozodrin from countless hours of editing and collecting feedback on and offline is what options people actually like and use, and there are certainly options that are neither useful nor used and those options will be set aside as additional options off of the new main lists.

Ozodrins true form and guise relation will go through a similar methodology change, allowing more freedom and creativity options, the standard flip will have more interplay, instead of 2 dimensional think nth dimensional.

To sum it up, a clean, fun, useful, creative ozodrin free of bloat. For those wanting a more option heavy hardfixed build Draken is working on a 5e shapechanger and ozodrin 3.p will remain :-)

Qwertystop
2014-11-22, 10:34 AM
I really don't think making a single class compatible with 3.P and 5e will work. So much of the system's changed between them.

AuraTwilight
2014-11-22, 04:58 PM
What Qwerty said. Frankly, I'd appreciate if you focused on a 5E Ozodrin first; people can always use this, or the original, for their 3.P games.

Extra Anchovies
2014-11-23, 04:34 AM
Just finished a readthrough. This looks awesome. This is now the new "class I wish I was in real life". Determine what that says about me however you will.

Regardless, a few questions and suggestions:

Unearthly Power makes all of your natural weapons +5 at level 10. That is tremendously steep. I think it should be level/4 or level/3, capping at 5 or 6, and letting the enhancement bonus apply to damage rolls in addition to attack rolls.


Putting a Hardened Eye on a feature grants all of it's natural attacks +1 damage.
A Hardened Eye can only be put on an eye, right? And eyes don't have any natural attacks. Unless the bonus applies to all attacks I make? Or do I have to choose where on my body the hardened eye is?


The eye feature usually looks like multiple strange looking eyes on various parts of the ozodrin's body or hair.

Shifting
As a move action you may move this feature from it's current location to anywhere else it could otherwise be placed.
Shifting does literally nothing for Eye. Unless I'm reading it wrong?

"Warning"'s bonus to Initiative seems a bit steep for an augment; it is, after all, equivalent to a feat, and quite a good feat at that. I think it should be changed to +3.

Milo v3
2014-11-23, 04:56 AM
Shifting does literally nothing for Eye. Unless I'm reading it wrong?
I think it's so you can move your eye to things like your tentacles or hand, and then stick your hand around the corner to see around the corner. Plus, it's creepy.

Extra Anchovies
2014-11-23, 05:10 PM
I think it's so you can move your eye to things like your tentacles or hand, and then stick your hand around the corner to see around the corner. Plus, it's creepy.

Having the Eye feature already lets you place any number of eyes pretty much wherever, gives you all-around vision, and does this:

Having the Eye feature on your natural body or a feature allows you to see from it and look around corners while maintaining cover.

But then, Shifting can be applied to all of the others so I guess it's there for completeness' sake.

Hanuman
2014-12-03, 01:21 AM
Until I can get my pc unmelted I'll be posting fairly informal responses. Fun Fact: The latest patch took 15 hours just to write the notes.. on a PC, let alone an android.

@Anchovies
First of all I'm glad you like Ozodrin, it's my favorite class and that is why I put so much work into it :smallsmile:

Hardened eye is something that may warrant removal, it's not a favorable augment and it's not especially well written, essentially it was intended to be kind of an eye as hard as stone beholder flavor, but I do not feel it really accomplishes this.

Shifting is available at such a high level to begin with because it's intended to be used in conjunction with Sinister Image, though I have asked and Shifting has not been proven to be breaking at a lower level than 17, I just don't think that was ever addressed properly. Shifting, despite being at the end of every list, is pretty niche.

---

Another methodology change with upcoming updates will be a full backlog of changed mechanics, I'm going to stop outright erasing mechanics when they are changed, instead old content will be spoilered in changenotes, and a full backlog will be loaded somehow, whether that be on titanpad or google docs or whatever it needs to be to make it readily available.

We are still working on Spawn, the idea currently is to use them somewhat like pikmin but I'll cover that in a later post! :smallsmile:

Hanuman
2014-12-03, 08:06 PM
To clarify unearthly power's balancepoint, it is measured to your BAB. If ozodrin was full bab it would be +3 at level 10, really what this is for is to counterbalance low levels, enchantment purchase, and combat scaling effectiveness.

Magikeeper
2014-12-04, 09:44 PM
To further explain the Unearthly power thing, the idea is that the Ozodrin is a 3/4ths bab class solely because.. well, actually Owrtho wanted to use what an aberration's bab is.. but the main mechanical benefit is that it slows access to martial feats / PRCs and that it doesn't give a bunch of iteratives to a class that isn't built around attacking with weapons normally (no, I don't consider making a ton of extra arms "normally" :P). In other words, it prevents the class from snagging all the besides-hitting full bab benefits in addition to its own wide variety of attacking styles.

Unearthly Power allows the class to not be full bab without crippling the class' ability to hit anything. When you factor out the lost bab that is being replaced that level 10 Ozodrin is netting +2 over a fighter, which is much more in line with the enhancement bonus PCs are expected to have at that level.

And it doesn't add to damage because that would heavily push Ozodrin to focus on mass attacking builds.

(What is the plural of Ozodrin? Is it 'Ozodrin'?)

If people are wondering I have indeed been working on that new 3.5 write up since last spring. I won't have any nice tables, I think, but it should be up by 2015.

Extra Anchovies
2014-12-04, 10:08 PM
To further explain the Unearthly power thing, the idea is that the Ozodrin is a 3/4ths bab class solely because.. well, actually Owrtho wanted to use what an aberration's bab is.. but the main mechanical benefit is that it slows access to martial feats / PRCs and that it doesn't give a bunch of iteratives to a class that isn't built around attacking with weapons normally (no, I don't consider making a ton of extra arms "normally" :P). In other words, it prevents the class from snagging all the besides-hitting full bab benefits in addition to its own wide variety of attacking styles.

Unearthly Power allows the class to not be full bab without crippling the class' ability to hit anything. When you factor out the lost bab that is being replaced that level 10 Ozodrin is netting +2 over a fighter, which is much more in line with the enhancement bonus PCs are expected to have at that level.

And it doesn't add to damage because that would heavily push Ozodrin to focus on mass attacking builds.

Hm. That's a very good point. Hadn't thought about it that way. It still puts them at +25 at 20th vs the fighter's +20, but at that point the fighter should have a +5 weapon...

And although that +5 weapon costs money, an Ozodrin will be spending their own cash on an Amulet of Mighty Fists to boost their damage...

Well. That's actually very nicely balanced. I retract my earlier statement.

Hanuman
2014-12-13, 07:32 AM
brought to you on a nintendo wii browser (will edit after repair)

new ozodrin has some offline bare bones, getting rid of MAD with cha>str>con where cha is ability stat, str is combat stat, and con is a defensive stat, specifically more emphasis on fort saves to key into more effects. we are playing with the concept of ''weakness'' which is to say a kind of freeform fairytale curse on the ozodrin, similar to pathfinder oracle but stronger and with role-playing mechanical aspects. manipulation of objects, movement, carry, ranged attacks, everything is made easier, stronger and more creative. we are considering playing with combat options.. ozodrin being a core grappler is not as important as keeping its optionality intact, changing it's role as a defender/striker with suppression to one in question. whatever the outcome ozodrin will have options :)

Qwertystop
2014-12-13, 11:49 AM
brought to you on a nintendo wii browser (will edit after repair)

new ozodrin has some offline bare bones, getting rid of MAD with cha>str>con where cha is ability stat, str is combat stat, and con is a defensive stat, specifically more emphasis on fort saves to key into more effects. we are playing with the concept of ''weakness'' which is to say a kind of freeform fairytale curse on the ozodrin, similar to pathfinder oracle but stronger and with role-playing mechanical aspects. manipulation of objects, movement, carry, ranged attacks, everything is made easier, stronger and more creative. we are considering playing with combat options.. ozodrin being a core grappler is not as important as keeping its optionality intact, changing it's role as a defender/striker with suppression to one in question. whatever the outcome ozodrin will have options :)

This is sounding like an increasingly massive change. You're not going to overwrite the current one, right? I (and probably others) have a character running the current version, and this is not a change that will make it easy to keep using them.

qazzquimby
2014-12-13, 01:23 PM
No, the new one is separate and is for 5e, I believe.
I agree, this one must stay standing :smallsmile:

Extra Anchovies
2014-12-13, 02:57 PM
No, the new one is separate and is for 5e, I believe.
I agree, this one must stay standing :smallsmile:

There's a 5e ozodrin incoming? I'm gonna be keeping an eye on this thread for sure...

Hanuman
2014-12-14, 10:38 PM
nintendo wii:
no rules, even outdated or fixed rules, will be overwritten. i will be quoting fixed rules so they can be used [for example, upcoming spawn feature revision] there will be both a 5e and a new pf ozodrin in new threads respectivly, or 5e might go w/ the new ozodrin if the balance can be made similar enough. regardless they wont change this thread.
i'd like to also hint the emphasis that will be put on acf in the new version, instead of unlocks we are going to present many different alternates to the [ex] and such gained, more play with manifest effect options ect.

the way its being made it will not need archetypes or prcs.
it's being made from scratch, a true remake :]

PrincessCupcake
2014-12-19, 08:49 AM
I gave access to this class to a pack of PCs as part of a campaign themed around extraplanar creatures and aberrations, as well as building a boss ozodrin. I shall let you know what happens!

qazzquimby
2014-12-22, 05:32 PM
Prestige Classes
All politely re-purposed without author's permission.

Currently skills are unchanged, so will be a mix of 3.5 and 3.P, and some classes may reference feats that do not exist in the remix.
And that I'm only a fraction done the second one.


Mindbreak Stalker
"Sanity is overrated. Rationality is a crutch for those weak of mind. In order to survive, to be able to stand in the face of unmitigated cosmic horror, you have to discard your mind and your sense of self."

Going insane is a highly subjective matter. The process manifests itself differently in different people. For many, it involves a slow descent into mindlessness, psychosis, or catatonia. But for a unique set of people, insanity takes a more devious form; that of a madness beast that nests itself deep into the psyche of the individual.

A madness beast is a being with a horrific form that has its origins in the Far Realms. Those who develop a madness beast will often lose the battle for the autonomy of their own mind. They try to preserve their own elements of logic and rationality, and are destroyed by the beast's psychic onslaught. But there are those who allow themselves to be devoured by the madness beast, and harness its power. One who has successfully discarded his or her mind in order to live with the madness beast is a mindbreak stalker.

Once he or she has bonded with the madness beast, a mindbreak stalker gains hightened powers of the mind and uses it to survive in situations that even the most powerful of adventurers would find perilous. A mindbreak stalker uses his or her powers in order to infiltrate the deepest, darkest labyrinths where unspeakable horrors lie. While most others would go insane or flee, the mindbreak stalker delves deeper and into realms where reality begins to break down from inside-out.

A mindbreak stalker is most definitely insane, but not in the typical sense. Because of their co-existence with the madness beast, they are able to act autonomously and with the agency of a sane person. However, their eyes are different from a normal person's. They exude an aura that seems altogether... inhuman. Their personalities, the risks they take, the quirks they exhibit all point to an all-devouring madness that engulfs them.

And they thrive in that madness.


BECOMING A MINDBREAK STALKER

The classes most suited to becoming mindbreak stalkers are factotums, psychic rogues, and soulknives; all of whom can easily meet the skill requirements and who benefit most from the mindbreak stalker's enhanced stealth and psionic abilities. Kineticist and egoist psions with training in stealth also sometimes enter this class. Entering this class without stealth skills or psionic skills as class skills is prohibitive, so this isn't suited to most other classes.


Entry Requirements

Alignment: Any chaotic.
Skills: Autohypnosis 5 ranks, Hide 5 ranks, Move Silently 5 Ranks, Knowledge (psionics) 5 ranks. (+3 each for 3.5)
Feats: Aberrant Blood*, Darkstalker (Lords of Madness).
Special: Must have 5 ranks in Knowledge (forbidden lore) (http://www.d20srd.org/srd/variant/campaigns/sanity.htm#knowledgeForbiddenLoreNone). (+3 for 3.5)
Special: Must have been previously reduced to 0 or less Sanity (http://www.d20srd.org/srd/variant/campaigns/sanity.htm#).

*This feat may be waived if the character is already an Aberration (such as an Elan or an Illithid).





Level
BAB
Fort Save
Ref Save
Will Save
Special
Mindbreak
Powers Known


1st
+0
+0
+2
+2
Ozodrin Advancement, Ravages of the Shattered Mind
1d6
-


2nd
+1
+0
+3
+3
Serenity of the Infinite Depths
1d6
+1 level of existing manifesting class


3rd
+2
+1
+3
+3
Step into Disarray (dimension door), Alien Sneak
2d6
+1 level of existing manifesting class


4th
+3
+1
+4
+4
Delusion's Gaze (30 ft.)
2d6
+1 level of existing manifesting class


5th
+3
+1
+4
+4
Hide in Plain Sight
3d6
+1 level of existing manifesting class


6th
+4
+2
+5
+5
Blade from a Different Dimension
3d6
-


7th
+5
+2
+5
+5
-
3d6
+1 level of existing manifesting class


8th
+6/+1
+2
+6
+6
Delusion's Gaze (60ft. + true seeing)
4d6
+1 level of existing manifesting class


9th
+6/+1
+3
+6
+6
Step into Disarray (plane shift), Fractal Mindscape
4d6
+1 level of existing manifesting class


10th
+7/+2
+3
+7
+7
Psychopathic Phantasmagorial
4d6
-



Hit Die: D8

Skillpoints:6

Class Skills:

Acrobatics (Dex)
Autohypnosis(Wis)
Balance (Dex)
Bluff (Cha)
Climb (Str)
Concentration (Con)
Craft (Int)
Decipher Script (Int)
Disable Device (Int)
Disguise (Cha)
Escape Artist (Dex)
Forgery (Int)
Hide (Dex)
Intimidate (Cha)
Jump (Str)
Knowledge (dungeoneering) (Int)
Knowledge (local) (Int)
Knowledge (the planes) (Int)
Knowledge (psionics) (Int)
Listen (Wis)
Move Silently (Dex)
Open Lock (Dex)
Perception (Wis)
Perform (Cha)
Profession (Wis)
Psicraft (Int)
Stealth (Dex)
Survival (Wis)
Swim (Str)
Tumble (Dex)
Use Psionic Device (Cha)
Use Rope (Dex)


Mindbreak Stalkers gain no proficiency with any weapon or armor.

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Class Features

Ozodrin Advancement You aberrant powers grow ever stronger.

Levels in Mindbreak Stalker stack with Ozodrin levels for determining form points


Powers Known You continue to advance your psionic abilities.

At every level except 1st, 6th, and 10th, a Mindbreak Stalker gains additional power points per day and access to new powers as if she had also gained a level in whatever manifesting class she belonged to before she added the prestige class.
She does not gain any other benefit a character of that class would have gained (bonus feats, metapsionic or item creation feats, and so on).
This essentially means that she adds the level of Mindbreak Stalker to the level of whatever manifesting class the character has, then determines power points per day, powers known, and manifester level accordingly.
If a character had more than one manifesting class before she became a Mindbreak Stalker, she must decide to which class she adds the new level of mindbreak stalker for the purpose of determining power points per day, powers known, and manifester level.


Ravages of the Shattered Mind (Ex) ι 1 ι You are permanently, irrevocably insane.

A Mindbreak Stalker is immune to sanity damage and effects, and is treated as having a permanent Sanity stat (http://www.d20srd.org/srd/variant/campaigns/sanity.htm) of -10 for any purpose. This does not prevent the character from being controlled by a player.
The Mindbreak Stalker automatically has a number of ranks in forbidden lore equal to his hit dice +3, but cannot increase the number of ranks in this skill through any means. If the she already has more ranks in forbidden lore than this limit, those ranks remain, but cannot be increased until his hit dice 3 again exceeds his current ranks.
The mindbreak stalker develops five phobias or obsessions at each of these intervals. Whenever a mindbreak stalker encounters the object of his phobia or obsession, he is subject to a -2 penalty on saves, attacks, and skill checks while in its presence. Consult with your DM for appropriate phobias or obsessions. If you encounter multiple objects of your phobias or obsessions at the same time, the penalties are cumulative.
At each even-numbered class level, the madness beast devours one of the mindbreak stalker's phobias or obsessions, and the mindbreak stalker no longer is subject to a penalty with respect to that phobia or obsession.

Phobias
Acrophobia: You are afraid of heights.
Hydrophoba: You are afraid of water.
Hypnophobia: You are scared of sleep.
Pyrophobia: You are afraid of fire.
Uranophobia: You are afraid of the heavens & divine magic.

Obsessions
You have a drug disorder.
You are a kleptomaniac, and compulsively grab everything you can.
You have an irrational preference for prime numbers.
You spend hours a day cleaning and polishing your equipment.
You cannot look into the eyes of a member of the opposite sex.
You are addicted to the sensation of chewing.
Any sort of music disturbs you.

Mindbreak (Su) ι 1 ι You can attack the very minds of the unwary.

When a mindbreak stalker attacks an enemy who would be denied their dexterity bonus to AC or if the mindbreak stalker is flanking her target, she may assault her target's mind with an attack.
She deals additional dice of damage on her attack and does 1 point of Sanity damage per mindbreak die on each attack.
This ability is mind-affecting in nature, and not precision damage, and so affects creatures immune to sneak attacks and critical hits, but does not affect mindless creatures.
Ranged attacks can mindbreak only if the target is within 30 ft.


Serenity of the Infinite Depths (Ex) ι 2 ι Your mind has been warped and fortified by the madness beast.

The Mindbreak Stalker receives a bonus on saving throws against fear, charm, and compulsion effects equal to half her class level.


Step into Disarray (Ps) ι 3/9 ι You learn to use the Far Realms as a conduit for travel.

At 3rd level, a Mindbreak Stalker may teleport as if using Psionic Dimension Door. The Mindbreak Stalker also adds Psionic Dimension Door to her list of known powers as a bonus power known.
At 9th level, a Mindbreak Stalker may transport himself, along with up to eight willing allies, to the Far Realms, as if manifesting Psionic Plane Shift. Her companions are likewise extended the physical and mental protection afforded to the Mindbreak Stalker so long as they accompany her in this method. The Mindbreak Stalker may transport herself and his allies back to whichever plane they came from without spending another using of this ability. The Mindbreak Stalker also adds Psionic Plane Shift to his list of known powers as a bonus power known.
Using either ability, the Mindbreak Stalker has an effective manifester level equal to her hit dice, and the powers are automatically augmented when applicable. This ability is usable 3 + int mod times per day (for both abilities, so if a Mindbreak Stalker has 6 daily uses, he may use the dimension door power four times and the plane shift power twice, or use all six for the dimension door power).


Alien Sneak (Ex) ι 3 ι You can conceal yourself from the most unnatural creatures.

A Mindbreak Stalker receives a bonus equal to her class level on hide and move silently checks opposed against any creature with extraordinary or supernatural senses (such as scent or tremorsense) and against any creature who has augmented senses through magic or psionic abilities. Low-light vision and darkvision do not count for the purposes of granting this bonus, unless magically granted.


Delusion's Gaze (Su) ι 4/8 ι The eyes of the madness beast see with the clarity of unmitigated insanity.

At 4th level, the Mindbreak Stalker gains blindsense out to 30 feet.
At 8th level, the Mindbreak Stalker's blindsense improves to 60 feet. Also at 8th level, while psionically focused, the Mindbreak Stalker can see anything within the range of her blindsense as if she had a Psionic True Seeing effect in place.


Hide in Plain Sight (Su) ι 5 ι You can hide within the very folds of space.

A Mindbreak Stalker may mamke hide checks without cover or concealment as long as she is psionically focused.


Blade from a Different Dimension (Su) ι 6 ι A Mindbreak Stalker learns how to infuse her weapons with the mind-shattering properties of the Far Planes.

Whenever a Mindbreak Stalker of 6th level or higher delivers a mindbreak, she also deals wisdom damage equal to the number of mindbreak dice.
If she chooses to, a Mindbreak Stalker may expend her psionic focus when delivering a mindbreak and have her attack automatically bypass any damage reduction or hardness the target may possess.


Fractal Mindscape (Su) ι 9 ι A Mindbreak Stalker's mindscape is an incomprehensible field of unadulterated horror.

a Mindbreak Stalker gains protection from all devices, powers, and spells that influence the mind. This ability shields her against almost all mind-affecting powers and effects (though the Mindbreak Stalker can selectively allow powers or spells to affect her).
The ability even foils bend reality, limited wish, miracle, reality revision, and wish when they are used to mentally influence a Mindbreak Stalker. This ability is active as long as the Mindbreak Stalker is psionically focused.


Psychopathic Phantasmagoria (Su) ι 10 ι The Mindbreak Stalker has fully internalized her insanity, and becomes one with the beast of madness dwelling inside of her.

For up to ten minutes per day (which need not be consecutive minutes, or even rounds), the Mindbreak Stalker may assume the form of the beast of madness. In this state, she undergoes the following changes:

Type changes to Aberration, with the chaotic and psionic subtypes. Do not recalculate base attack bonus, hit dice, saves, or skills.
Any items or equipment meld into her new form and cannot be used.
The Mindbreak Stalker has continuous psionic focus (it is never "expended"; or equivalently, focus is immediately regained after it is spent)
The Mindbreak Stalker gains power resistance equal to 15 + hit dice.
The Mindbreak Stalker has an effective manifester equal to her hit dice.
The Mindbreak Stalker temporarily gains any three [aberrant] feats (Lords of Madness). Feats gained in this manner are lost when the form is dismissed and cannot be used to qualify for other feats or prestige classes; however, the feats can help to qualify for themselves (so the 1st feat can qualify for the 2nd feat, etc.). When taking temporary [aberrant] feats in this manner, it is not necessary for the mindbreak stalker to have the Aberrant Blood feat.
If the Mindbreak Stalker has levels in Ozodrin, she gains FP up to her total HD.

This form may be assumed or dismissed as a move action that does not provoke an attack of opportunity. After dismissing the madness beast form, the Mindbreak Stalker is exhausted for 1 minute.

The Transcendent Scion
And so, The Witness of Forlorn Memories was intrigued. The disturbance was neglectable in size, and infinitely fragile, and yet it held many secrets. There were laws inside the tiny bubble that none of the Elder Minds had ever dreamt up, causes following effects, linear time, three dimensions of space closely intertwined.
The Witness of Forlorn Memories extended a fine tendril of his essence towards the disturbance carefully peeling apart it's outer layers and reaching for it's core.
But suddenly, as he touched the strange reality within, the tendril was severed from him by an unknown force, because, unbeknownst to him, the powers of that reality had felt and dreaded his incursion, and trapped his essence in a mortal shell, forever to be bound in that little creature's descendants.
The Witness of Forlorn Memories pondered this for a grand cycle and a half, until he felt something new, a bright and tiny spark of his own essence had freed itself from the disturbance inside him. He parted his layers and studied the spark, and he knew it.
And so, the seed of a new Elder Mind was born.

-The Codex of Forbidden Dreams

Outside reality, beyond the boundaries of Time, Space and logic, lies the Far Realm, home to entities vast and powerful, perhaps more so than even the gods. Few ever notice the tiny bubble of reality, but those that do sometimes invest a tiny spark of their own essence in it, to grow and mature. This spark attaches itself to the consciousness of a newborn or weak-minded creature, displacing it's soul in the process.
Scions are those born with such a spark, manifesting most often as an unusually powerful talent for Xenotheurgy. (http://www.giantitp.com/forums/showthread.php?122103-Xenotheurgy-Far-Realms-magic-system) The feeling of not belonging in this world never entirely leaves them, and some of them seek to return to the place calling to them, the Far Realms. These become Transcendent Scions, developing their talents and seeking their "True Form".

Entry Requirements
Skills: Knowledge: the Planes 5 ranks, Knowledge: Dungeoneering 5 ranks (+3 each for 3.5)
Feats: Twisted Incursion or Rift Walker (http://www.giantitp.com/forums/showsinglepost.php?p=12280523&postcount=2), Decentralized Body
Special: Must know at least four murmurs, one of which must be Endless Evolution. Must be able to form the Tentacle feature.

*This feat may be waived if the character is already an Aberration (such as an Elan or an Illithid).

Unless otherwise noted, when an ability calls for a save the DC is 10+1/2 Your Xenotheurgy level + stat added to your will save.



Level
BAB
Fort Save
Ref Save
Will Save
Special


1st
+0
+2
+0
+2
Mind of Madness, Feature (Cosmic Protoplasm)


2nd
+1
+3
+0
+3
Puppeteer of Insanity, Seeping Through


3rd
+2
+3
+1
+3
Murmur, Conscious Incursion


4th
+3
+4
+1
+4
Feature (Impossible Shapes)


5th
+3
+4
+1
+4
Aberrant Adaption


6th
+4
+5
+2
+5
Murmur, Broken Form


7th
+5
+5
+2
+5
Feature (Ozodrin)


8th
+6/+1
+6
+2
+6
Feature (Madness)


9th
+6/+1
+6
+3
+6
Murmur, Shattered Limitations


10th
+7/+2
+7
+3
+7
Realization of the Perfected Form



Hit Die: D8

Skillpoints:4[/SIZE]

Class Skills:

Autohypnosis(Wis)
Bluff (Cha)
Disguise (Cha)
Heal (Wis)
Intimidate (Cha)
Knowledge (arcana) (Int)
Knowledge (dungeoneering) (Int)
Knowledge (history) (Int)
Knowledge (the planes) (Int)
Listen (Wis)
Sense Motive (Wis)
Stealth (Dex)
Spellcraft (Int)
Spot (Wis)
Use Magic Device (Cha)


Transcendent Scions gain no proficiency with any weapon or armor.

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Class Features

Mind of Madness (Ex) | 1 | The madness of your mind and body are always on equal grounds.

Your feature points, feature augmentations and the level of your Ozodrin abilities (Such as Manifest Form) are now based upon your Xenotheurgy level, instead of your Ozodrin level.
Instead of adding your Charisma Modifier to your Ozodrin Features and class features you instead add whichever modifier is added to your willsave.


Feature (Cosmic Protoplasm) (Ex) | 1 | As your connection to the Far-Realms grows stronger, so does your ability to tap into its power.
You are now able to utilize the liquid-like substance that opposes reality itself: The Cosmic Protoplasm of the Far-Realms.
Cosmic Protoplasm
Appearance
A reflective silver liquid that drips and oozes off your body.
Benefits
As a standard action you make a single melee touch attack, which deals 1d4 force damage for a medium creature.


Augment
Benefit
Requires
Maximum


Endless River
+1d4Dmg
Cosmic Protoplasm
1+1/4 Levels


Aphrodisiac of Insanity
Daze 1 rnd, plus attraction to protoplasm.
Cosmic Protoplasm
Once


Elder Bile
Sicken 3 rnds, plus -2 to rolls.
Cosmic Protoplasm
Once


Thinking Ooze
Share thoughts with those hit
Cosmic Protoplasm
Once


Shifting
Move Feature
Level 17
Once / Feature




Endless River

Your Cosmic Protoplasm deals 1d4 more force damage.


Aphrodisiac of Insanity

Creatures that either come into direct contact with or are affected by your Cosmic Protoplasm must make a will save or become Dazed for one round.
Anyone who failed there save will attempt to come into contact with more Cosmic Protoplasm at almost any cost. Self destructive actions allows the target to roll another will save with a +5 modifier to the roll. This second feature lasts for 24 hours.


Elder Bile

Creatures that either come into direct contact with or are affected by your Cosmic Protoplasm must make a will save or become Sickened for three rounds.
If the target attempts to interact with the source of Cosmic Protoplasm they take an additional -2 penalty to attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks. This second aspect of Elder Bile lasts for 24 hours.


Thinking Ooze

Creatures that either come into direct contact with or are affected by your Cosmic Protoplasm are capable of communicating telepathically with you and may see what you see, so long as you are within ten feet of them.


Shifting [1FP]
As a move action you may move this feature from it's current location to anywhere else it could otherwise be placed.

In addition, your other features gain the following augments.


Augment
Benefit
Requires
Maximum


Silver Spittle
Bite deals force dmg
Cosmic Protoplasm, Mouth
Once per mouth


See the Taint
Always see those hit by protoplasm.
Cosmic Protoplasm, Eye
1/Level


Weeping Infection
Eye loses benefits/special, invest FP in spreadable protoplasm.
Cosmic Protoplasm, Eye
Once


Enchanted Silver
Consuming protoplasm effects with breach.
Cosmic Protoplasm, Eye, Weeping Infection
Once


Perfect Injection
Hit with protoplasm during grapple.
Cosmic Protoplasm, Tentacle
Once



Silver Spittle

Your bite attack now deals force damage.


See the Taint

You are capable of seeing any creature within 40 feet that have touched your Cosmic Protoplasm. This allows you to see them through walls, in darkness, while blind, ect.


Weeping Infection

This feature is added to an Eye feature or natural eye. This eye becomes blind and loses any gaze attacks it may posses.
Upon forming the eye, choose one non area-of-effect breach you have access to.
As a full-round action you may temporarily invest 1 FP/3 levels of the breach to ‘weep’ out 8 ounces of Cosmic Protoplasm, which may then be collected.
Anyone who consumes the Cosmic Protoplasm (Either via taint or simply drinking it, contact is not sufficient) is effected by the Breach, although saves still apply if necessary.
This is good for one use; if you taint a large amount of food and several people eat it only the first one to consume it is effected.
The effects of this feature last for 24 hours, after which the Cosmic Protoplasm dissipates as normal and the Breach is wasted.
After 24 hours, the FP are regained.

Perfect Injection

When you grappling a target you may choose to inject them with an extremely unstable form of Cosmic Protoplasm from your tentacle.This is considered to be part of the grapple (Instead of attacking your foe, escaping, moving, etc you choose to do this) and is made as a melee touch attack.
After three rounds of being constantly injected with Cosmic Protoplasm the target rolls a fortitude save.
If they fail they explode and are reduced below -10 HP, dead. This feature may be added to multiple tentacles, but doing so does not speed up the time it takes to make a target explode.



Puppeteer of Insanity (Ex) ι 2 ι You pull on the strings of madness like the greatest of puppeteers.
One per day you may activate any of the following effects as an immediate action. You gain an additional use of this ability for every four levels, to a maximum of three times per day at level 10.

Alter Gray-Matter: You twist and pull at your mind, replacing one active murmur with an inactive one. When doing so, switch the levels of the newly active murmur and the newly inactive murmur.
Close/Open the Gate: You may choose to gain or lose two warp points.
Break the Walls: You may active another Incursion from an active Murmur the same round you use this ability as an immediate action. This Incursion then lasts its normal amount of time. This stacks with any other active Incursion you have.

Seeping Through (Ex) ι 2 ι Remnants and traces of their far realm origin manifest all around the character.
You can no longer suppress the disturbances gained from any of your murmurs.

Murmur (Su) ι 3/6/9/12/15/18 ι The rip inside you grows ever wider, each day.

At third level, and every three levels thereafter, the Scion gains access to another murmur, though they may still only have there normal amount of murmurs active at a time.


Conscious Incursion (Ex) ι 3 ι You need no sanity to be strong of mind.

At third level, the Scion no longer takes any penalties to your wisdom and charisma-based skill and ability checks when using an incursion.


Feature (Impossible Shapes) (Ex) ι 4 ι The Far-Realms has no shape, and it is this contradiction from which you draw your power.
Impossible Shape
Appearance
Parts of your body appear different to all who see them. Some may see them as a bright light, while others see it as a hole in reality. Others may see it as a mass of unblinking eyes.
Benefits
You gain a 10% miss-chance against piercing damage, as the weapon simply passes through the cracks in your body.

Augment
Benefit
Requires
Maximum


Countless Cracks
+10% miss chance
Impossible Shape
1/4 levels


Pathway
Creatures that enter your square teleport
Impossible Shape
1/Level


Twisted Artery
Move a square of a breach's range.
Impossible Shape
1/Level




Countless Cracks

The chance to avoid a piercing attack is increased by 10%.


Pathway

Creatures no more than one size category larger than you may now enter your square. When they do so, they may teleport to any location within 10 ft. of your square.
You have no control over where they teleport (they pick the location), nor may you limit who can use you to teleport, although enemies entering your square draw AoO’s as normal.
Taking this augment multiple times increases the teleport range by 10 each time.


Twisted Artery

This feature allows you to slightly alter the shape of any area-of-effect Breach that you cast. You may ‘move’ 5x5x5 foot square of the Breaches area-of-effect to anywhere within the Breaches normal range.
An example of this is casting an Area-of-effect Breach at a group of enemies surrounding an ally and shaping it to not effect your allies square, whilst moving the displaced effect to an enemy behind you.
Taking this augment multiple times allows you to move multiple squares of range.


In addition, your other features gain the following augments.


Augment
Benefit
Requires
Maximum


Internal Walkway
Teleport those you swallow.
Impossible Shape, Mouth, Pathway
Once per mouth


Piercing Sight
See through 10 ft. of material
Impossible Shape, Eye
1/Level


Broken Tentacle
Tentacle can move through 10ft. solid material.
Impossible Shape, Tentacle
1/level



Internal Walkway

When using the swallow whole ability with an affected mouth, instead of putting the creature inside your stomach you may instead teleport them to a location of your choosing, with a range no more then that allowed by your Pathway feature.

Piercing Sight

The effected eye is now capable of seeing through up to 10 feet of solid material. This allows you to see through a wall, clothing, or the cover of a book.
Although this does not grant you the ability to see in fog or darkness you may ‘look past’ it, in order to see creatures or objects on the other side.
Taking this augment multiple times allows you to increase the range by 10ft. each time.

Broken Tentacle

Your tentacle may now ‘phase through’ ten feet of matter (limited to your tentacles length). This allows you to attack creatures, grapple, or interact with anything in the tentacles reach. Doing this does no damage to what you’re phasing through.
Taking this augment multiple times allows you to increase the range the tentacle can phase through by 10ft each time, still limited by the tentacle's length.




Aberrant Adaptation (Ex) | 5 | Your mind grows as flexible as your body.

You gain a single aberrant feat of your choice, so long as you meet the requirements.
Once every 24 hours, after at least 8 hours of rest, you may change this aberrant feat to any other aberrant feat, so long as you meet the requirements.


Broken Form (Ex) | 6 | The line between your guise and your aberrant form grows far narrower.

You may have a number of features active in your normal form so long as the feature points do not exceed 1/4 your character level.
These points count against your form point total and do not work in your manifested form. For example, if you have four extra eyes in your normal form you lose four feature points and when you manifest form you lose these eyes until you transform back. Finally, you gain the Conservative Form (http://www.giantitp.com/forums/showthread.php?153536-Tooth-and-Tentacle-base-class-PEACH&p=8551543#post8551543) feat as a bonus feat.


Unlock (Ex) | 7 | Choose your destiny.

Choose one option listed in Unlocks (http://www.giantitp.com/forums/showsinglepost.php?p=16630205&postcount=4).


Feature (Madness) (Ex) | 8 | Choose your destiny.

Madness
Appearance
Everything within 60 feet of yourself becomes warped and twisted. Lights ripple, colors shift, strange sounds are heard, and everything generally seems wrong.
Benefits
All creatures within 60 feet of you take a -2 penalty to all Wisdom based skill checks. If they are also in the area of an incursion this penalty increases to -4.

Augment
Benefit
Requires
Maximum


The Insane Reality
Force others to use incursions
Madness
Once



Insane Reality

If the target of one of your Breaches fails to pass their save they must immediately roll a will-save. If they fail they are treated as if having activated a single Incursion that you know.
This Incursion is chosen by you, from either your inactive or active murmur list and the effects of this Incursion are based upon your Breach level.
The target takes all penalties associated with using an Incursion, for all intents and purposes they’re the one who used it.


In addition, your other features gain the following augments.


Augment
Benefit
Requires
Maximum


Mental Feast
Devour deals wis dmg. Target becomes insane at 0 wis.
Madness, Mouth
1/2 Mouths


Traitorous Flesh
Grow tentacles on other creatures.
Madness, Tentacle
1/Tentacle


The Eye
Confused creatures act as if charmed.
Madness, Eye
Once



Mental Feast

This augment may effect up to two mouths.
If an affected mouth is used to Devour a creature the mouth deals Wisdom damage instead of Constitution damage. If the targets Wisdom is reduced to 0 they are driven Insane, as per the spell.
The effects of this feature only work on creatures inside the area of your Madness feature (60ft), and if the mouth with this feature devours a creature outside of it devour does its normal constitution damage.


Traitorous Flesh
As a free action you may plant the affected tentacle on any creature within the area of the Madness feature (60ft).
This tentacle may be used to attack or grapple and acts on your turn. The tentacle is considered an object and has HP equal to double your HD and a hardness equal to one-half your HD. You may use this tentacle as part of your full-round attack. If the tentacle is destroyed you take damage equal to its hardness and may not redistribute the points spent on it for one minute.

The Eye

Any creatures that the affected eyes look at that are Confused, are instead treated as being Charmed.
They do not act randomly (and as such do not roll to determine what they do). A single eye may only watch a single creature at a time.
This only affects creatures who are inside the area of the Madness feature (60ft).



Shattered Limitations (Ex) | 9 | You surpass the limitations of even the most alien beings

All Aberrations and creatures native to the Far-Realms must roll a will-save or treat you as Friendly. Even if they pass their will-save they treat you as Indifferent if they would normally be Unfriendly or Hostile.
Creatures that are Indifferent to you because of this ability treat you an oddity. Although they sub-consciously recognize you as their “better,” they are still able to contain themselves, or simply reject the thought as a brief moment of madness. An example of this would be a Beholder that speaks with you in order to try to understand what you are. If it doesn't like your answers it may still attack, and chances are it won’t like your answers.
Creatures that treat you as Friendly because of this ability believe you to be perfect. A paragon of madness and everything they want to be. An Illithid under the effects of this ability would treat with a great deal of hospitality and respect, while a Beholder might simply wander off in confusion over the very idea that anything might have a greater form then themselves.
Regardless of the save you also gain a +4 to all social skills when dealing with Aberrations and native Far-Realm beings.

Realization of the Perfect Form (Ex) | 10 | Reality itself shatters under your power as you take control of what it once held.

You may activate this ability only when one of your Incursions is active and centered upon you. Doing so takes a full-round action and overlaps with your active Incursion. Ending this effect takes longer, requiring a full hour of uninterrupted concentration where you may not partake in any stressful actions. If you have multiple active incursions you must select which one you wish to use to activate this ability.
The area of Realization of the Perfected Form is equal to that of the Incursion used to active it. It has three sections, a Peripheral, a Marrow and a Heart. The Peripheral is equal in size to the Peripheral of the Incursion used. The Marrow is equal in size to the Marrow of the Incursion used. The Heart occupies the area you do when you shift.
Movement while shifted is impossible. Vast as you are, your body is contained by the crushing weight of reality. Although “parts” of your new form may be moved around, taking them outside of the area only reverts them back to there normal form, dealing no damage to you. Any features on these objects instantly dissolve and you do not regain those feature points for 24 hours. Any attempts to move the Incursion (such as with the Displace Incursion feat) automatically fail.


The abilities of each “section” of Realization of the Perfected Form are as follows.

The Heart: The Heart is the beating center of your new form.
All of your equipped items are merged into this new form and rendered inert.
You lose your Dodge AC, although you gain a bonus to your natural AC equal to half your HD.
You are treated as an Aberration or Construct for the purpose of spells; whichever is more beneficial for the Scion at the moment.
Your new form is completely helpless without any features added upon it. It lacks a head and has no eyes or ears, limbs, neck, or even a proper body to equip even basic armor; in essence you are treated as having no item slots.
Although called “The Heart” you may take any shape that fits your aesthetic desire, such as a pulsating brain or mass of worms, so long as it fits the previous criteria. Once your shape is chosen however it may not be changed for the duration of the effect.
The Marrow: The Marrow is a massive area that becomes your new body.
You may sense all creatures in its area as if you possessed Tremorsense.
You may form and remove features in this area as a free action, but you may only do so for a specific feature once per round. You may not, for example, form a feature, attack with it, and remove it all in one round.
In order to use a Breach you must have a feature within 60 feet of the target, which must have been formed for at least one round.
All features in this form have, unless otherwise stated, an AC value equal to yours along with five HP. The features saves are equal to yours.
For every feature killed, you take a quarter of the damage. If a feature is reduced to 0 HP it is destroyed and you instantly regain half the feature points spent on it, the other half of which you regain after 24 hours.
Teleportation and Plane-Shifting in the area of a Marrow is difficult. The Marrow is treated as if effected by Dimensional Lock, which has a caster level equal to your HD and can not be dispelled or suppressed.
The Peripheral: The Peripheral is treated like the Marrow but with the following exceptions: You do not have Tremorsense in its area of effect. Features take a move action to form or remove. A feature must be within 30 feet in order to use a Breach. Teleportation and Plane-Shifting is not barred. Note: This only applies to the area of the Peripheral –outside- of the Marrow.

Hanuman
2015-01-12, 02:11 AM
I gave access to this class to a pack of PCs as part of a campaign themed around extraplanar creatures and aberrations, as well as building a boss ozodrin. I shall let you know what happens!

Awesome! I look forward to hearing about it :)

I got a new computer and will be working to transfer all the paper notes over to create a framework for the next changes. :smallsmile:

Yasahiro
2015-04-08, 08:22 AM
The Organs replicating Expansion and/or compression are availible from level 1, but you can have as many as 1/4 of your level of them. Is it rounded up or minimum of 1 it can I only get it starting at level 4?

Also... Sometimes I look at Magikeeper's ozodrin(why did the phone try to autocorrect it to psp drink...) and think how similar it is to original one, essentially being it's updated version but lacking much new content. This ozodrin has a lot new content and ideas, but is completely different...

Due to all Ozodrin reworks and remixes, this makes me want to create my own Ozodrin containing best of two worlds. Ozodrin Mixtape: Tooth and Pseudopod

Necroticplague
2015-04-08, 08:44 AM
The Organs replicating Expansion and/or compression are availible from level 1, but you can have as many as 1/4 of your level of them. Is it rounded up or minimum of 1 it can I only get it starting at level 4?

In DnD, you round down unless it says otherwise. So no size-shifting until level 4.

Yasahiro
2015-04-08, 10:10 AM
Well, that is true. But we are moving into the territory of HOMEEEEEBREEEEW Homebrew homebrew...

Anything is possible.

I also realized that Ozodrin can easily become main damage dealer. He can nonmagically increase his size and the damage dice from the features doesn't change, so a ton of attacks would suck against things with DR you couldn't beat or such... but you can just have a Sizing weapon or keep a Gargantuan or Colossal Sword in your Stomach. And wield it with more than 2 hands. And more can be done but you know where I am going with it.

Hanuman
2015-04-18, 12:45 AM
Hotfix change (removal of all ozodrin's mythic abilities), these were more powerful than intended:

Awakening (Ex) ι 20 ι Transcend mortality.


Gain the Great Old One (http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-great-old-one) subtype, gaining the benefits of the subtype except for Mythic (Su).



Awakening (Ex) ι 20 ι Transcend mortality.


Gain the Great Old One (http://www.d20pfsrd.com/bestiary/rules-for-monsters/creature-types#subtype-great-old-one) subtype, gaining the benefits of the subtype.
You do not gain the mythic rank of a Great Old One through this class feature.



Qazzquimby's PrC's have been added to the main page.

======================


-- Expansion and- compression are available from level 1, but you can have as many as 1/4 of your level of them. Is it rounded up--?

Also... Sometimes I look at Magikeeper's ozodrin(why did the phone try to autocorrect it to psp drink...) and think how similar it is to original one, essentially being it's updated version but lacking much new content. This ozodrin has a lot new content and ideas, but is completely different...

Due to all Ozodrin reworks and remixes, this makes me want to create my own Ozodrin containing best of two worlds. Ozodrin Mixtape: Tooth and Pseudopod

@Expansion/Compression
If a rule says [1/4 level] then that means [1 at level 4], [2 at level 8], ect. You are thinking it means [1 + 1/4 level]. You can get expansion/compression at level 1 if you advance your levels otherwise, but I haven't made any homebrew for that. Feel free.

@Magikeeper's
Keep in mind that a lot of hours were put into this version, magikeeper's version is pretty new and it's intended to be just a solid upgrade from owrtho's where as my methodology is to drift away from the original system. He will probably release more content when he is done his scholastic trials.

@More versions
Feel free to use the content as you wish, as for what's next for Ozodrin on our end.. currently Ozodrin will become just a series of Alternative Class Features for my new class called "Dreamshaper" or something, no name yet. I am wanting to get it perfect (and by perfect I mean like, freaking cherry) so it's taking quite a while. There is solid progress each week but the real work goes into making everything less complicated and more balanced, and making it more fun and appealing to all players. Most of the framework and concepts are done, the real backbone of the class is completely solid. Really happy with how it's going. :smallsmile:



I also realized that Ozodrin can easily become main damage dealer. He can nonmagically increase his size and the damage dice from the features doesn't change, so a ton of attacks would suck against things with DR you couldn't beat or such... but you can just have a Sizing weapon or keep a Gargantuan or Colossal Sword in your Stomach. And wield it with more than 2 hands. And more can be done but you know where I am going with it.
Yes, wielding enormous weapons was fully intended. You also have the [Powerful] limb augment to increase this.
Keep in mind that that the [True Limb] augment specifically states that you cannot use more than 4 hands to wield weapons.

Ozodrin are kind of a bard-like role, they can deal decent damage but they are not on-par with a lot of optimized core class builds and almost all classes have a lot of swing, where as ozodrin was more intended to be more even, it has a lot of caps on it to prevent it from optimizing too hard, which is ok, but it still has an enormous amount of moving parts/potential options and as a byproduct is difficult to balance and make all options fair.

Thanks for the input, send me a private message if you would like to chat through steam.

Hanuman
2015-05-03, 11:52 AM
Small update!

New ozodrin (no name yet!) has entered playtesting and is working amazingly well, I am completely satisfied with my experience so far, at low level the ozodrin takes less effort than most conventional classes to set up and the optionality is straight-forward and effective, the fluff and roleplaying of the class function exactly as intended, a true shapeshifter-that-doesn't-make-me-want-to-cry-myself-to-sleep-at-night :smallsmile:

The GROOVESHARK playlists have imploded with the site, it has been wiped off the map :smallfrown:. Please post suggestions if you have an alternative in mind!

Qwertystop
2015-05-03, 11:57 AM
The new one isn't going to overwrite this, right? I'm using this one in a game now, and expect that others are as well.

Hanuman
2015-05-03, 06:53 PM
The new one isn't going to overwrite this, right? I'm using this one in a game now, and expect that others are as well.

The new version is definitely not going to overwrite any ozodrin material! Strictly speaking it uses a similar system, it's a shapeshifter and it retains a lot of the bells and whistles, but by default it is not Ozoi, it's not a grappler and it's not horror, it's a shapeshifter that allows you to be whoever you want whenever you want.

Nothing will be re-written with the remix, the only changes will likely be small quality of life changes or nerfs in the name of sanity, like the recent mythic nerf to the capstone, these changes will be fully recorded in case you wish to use outdated rules. :smallsmile:

Qwertystop
2015-05-03, 07:20 PM
The new version is definitely not going to overwrite any ozodrin material! Strictly speaking it uses a similar system, it's a shapeshifter and it retains a lot of the bells and whistles, but by default it is not Ozoi, it's not a grappler and it's not horror, it's a shapeshifter that allows you to be whoever you want whenever you want.

Nothing will be re-written with the remix, the only changes will likely be small quality of life changes or nerfs in the name of sanity, like the recent mythic nerf to the capstone, these changes will be fully recorded in case you wish to use outdated rules. :smallsmile:

Okay, sounds interesting. You'll link to the new one in here when it comes out?

Hanuman
2015-05-07, 10:52 PM
Okay, sounds interesting. You'll link to the new one in here when it comes out?

As soon as it has 20 playable levels and full augments it's going to move to open beta, right now the rules are changing too frequently for explaining the rationale behind changes to people outside the offline team. Skype, docs and steam are faster and more efficient than forums for brewing, but forums are the necessary means of connection and distribution :smallsmile:

If you have name suggestions I'll take them, I'll need a name for the main class and I also need names for different themes which have ACFs and feats associated with them (which is kind of like having freeflow PrCs), Ozoi/Ozodrin will be one of these themes.

Milo v3
2015-05-07, 11:02 PM
No longer like the Omnidrin name? :smalltongue:

Hanuman
2015-05-13, 07:29 PM
No longer like the Omnidrin name? :smalltongue:

Omnidrin added to the list :smallsmile:
--------

There was some small confusion with a user about the rationale of using the Small Augment, there are two usages of it.
First it is used to provide fluff (as it has no benefit on it's own), but it also allows utility. Using the Small Augment allows you to use other augments on a feature without paying for an attack you do not want.

For instance, you can use [Mouth -Small -AirTasting -TrailTasting] to become a competent tracker, the total cost would be 2FP because both Mouth and -Small would be refunded.

Hanuman
2015-07-29, 05:04 PM
Introducing the Quorin, Dream-Based Shapeshifter
Quorin Live - Comment Enabled (https://docs.google.com/document/d/1DDwYQ9HxtnC-wB359XKeIkBxbZ2pd6xboLSygbijjrY/edit?usp=sharing)

Things to keep in mind:

The class is in beta, it's content is not finished enough to deserve it's own thread.
The rules are a stripped-down skeleton made to serve as a concise SRD for the class, and is not intended to represent the depth of the class' written concept.
Multiple intended ACF options are not made yet and are on various draft threads, the class for now is primarily based around a modular "dream" flavor that will be in the future given options for different mechanics and different illustrated themes.
The class is still subject to change and it's high levels have not been playtested, nor has it been sufficiently playtested for optimization.
Commenting has been enabled for the link, if you wish to PEACH it feel free to use either the forums or gdocs themselves :smallsmile:



Enjoy!

Gideon Falcon
2015-07-30, 08:08 PM
I find the taables for the augments very confusing. It says, for example, some augments are once per feature... However, theMany and Strike augments on mouths and tentacles seem to imply that you can only shape one of a feature at a time... or, can you have two mouths with the Strike augment, in which case is the 1/4 level limit apply to all mouth features as a whole, or to each individual mouth?
Also, while I understand the reasoning for bolding and bracketing items like Charisma Modifier and Class level in the main description, it just gives it a rather glaring and confusing look.

Hanuman
2015-07-30, 09:20 PM
I find the taables for the augments very confusing. It says, for example, some augments are once per feature... However, theMany and Strike augments on mouths and tentacles seem to imply that you can only shape one of a feature at a time... or, can you have two mouths with the Strike augment, in which case is the 1/4 level limit apply to all mouth features as a whole, or to each individual mouth?
Also, while I understand the reasoning for bolding and bracketing items like Charisma Modifier and Class level in the main description, it just gives it a rather glaring and confusing look.

The class itself is overstylized and tends to have different results for different readers, unintentionally :smallsmile:

[Many] is mostly fluff, it allows you to appear to have multiple mouths on you. This concept is not very well executed but the decision was made on the previous platform, really the mechanics and fluff can be separate and the fluff can be fluid, in my opinion it's just bad design to appeal to a certain sense of perminancy with the reader, "this is my mouth, there are many like it but this one is mine" ect.
Other than that, it's basically a spacer, to allow 1 extra FP before racking on more natural attacks.

[Many] leads into strike, the point of this combo is to save FP while stacking bonuses on a single feature, instead of needing to augment different features you can just augment one.

In terms of /level, if it says [#/# Level] that's the total character cap, if it says [#/Feature] it's just a feature cap.

Because [Many] is intended to replace the need for more than one of the same feature (stacking efficiency), the RAI is that "Once" applies only to the type of feature and not all features in general.

Quorin (as listed in my last post) will have a full spread of Ozodrin ACFs to allow it to run as a cleaner and superior system in many regards, as such most of my writing will be focused there.
http://i.imgur.com/tmWHHJi.png

Any questions/comments unresolved?

Gideon Falcon
2015-07-31, 12:39 PM
If you can only shape one mouth feature, then doesn't 'once per feature' essentially mean the same as 'one?' Or does once per feature mean once per bite attack from the feature?

Hanuman
2015-07-31, 08:33 PM
If you can only shape one mouth feature, then doesn't 'once per feature' essentially mean the same as 'one?' Or does once per feature mean once per bite attack from the feature?

Features are like buckets you put augments into, bite attacks are put inside those buckets.

There's no normal limitations on feature number (it's just 1 feature for 1fp cost).

Does this answer your questions?

Gideon Falcon
2015-07-31, 09:51 PM
So you can shape mulrtiple mouth features, or you can shape a mouth with Strike, in which case you save on other augments being on one feature instead of a few. Is that correct?
Perhaps, once you've finished the Quorin, you can turn your attentions back to making that a bit more clear, and generally streamlining the table system.

Hanuman
2015-07-31, 11:25 PM
So you can shape mulrtiple mouth features, or you can shape a mouth with Strike, in which case you save on other augments being on one feature instead of a few. Is that correct?
Perhaps, once you've finished the Quorin, you can turn your attentions back to making that a bit more clear, and generally streamlining the table system.
Yup, and because some things like reach improve combat utility and such the efficiency stacks quite well.

I might, I need to fix a lot of things in Ozodrin like the Spawn feature and such to make it solid, but honestly Ozodrin remix stands more to honor the original while improving a lot of the underlying issues.

Quorin is more of a general fix to the underlying problems, I'm less likely to streamline features because I spent years doing that and came to the conclusion of removing features entirely. Quorin is intended to be a replacement, and Ozodrin remix will be intended to be a uniquely valid, yet obsolete version.

Hanuman
2015-08-29, 07:40 PM
Hey guys, I found a new music playlist for you!~
Keep on being awesome!
https://soundcloud.com/ozoi-the-maid

Sir Edgen
2019-08-04, 03:53 PM
Hello. I would like to tell you that you've done an excellent and impressive conversion. But I think I didn't see any alternative favored class bonus for different races. Are there any of these?

Aniikinis
2019-08-05, 04:04 AM
Hello. I would like to tell you that you've done an excellent and impressive conversion. But I think I didn't see any alternative favored class bonus for different races. Are there any of these?

Dead thread. Additionally, Hanuman hasn't been on the site for a long while. If a thread hasn't been responded to for like 5 months and it's not reopened by the OP, it's considered dead and it's against forum rules for it to be brought back into the light. This is called Thread Necromancy.