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View Full Version : D&D 5e/Next Ozodrin (5E Conversion, PEACH)



Magikeeper
2015-06-29, 10:58 PM
Ozodrin
The wolf's fangs dig deeper into his side. No matter. The dwarf's own fangs, stronger and ever more numerous, tore faster and even deeper into his erstwhile foe. He had yet to lose an eating contest, for survival or otherwise.
_The elf emerges from the party, her hidden eyes quickly scouting in all directions for any onlookers. She smiles - the balcony is unwatched! With a moment's thought the woman's flesh subtly alters itself to blend into the wall. Her spikes, and her silk, would carry her through the rest of the night.
_The finned human quickly dives beneath the pier. He was new to town, and had learned a little trick to help him quickly take stock of the many cities he encountered during his travels. The carefully designed puppet, indistinguishable to the coming sailors from a real child, waits. Perhaps he should make it wave...?
_It is difficult to paint, in one stroke, a group so based in personal freedom. Are ozodrin quirky fellows? Are they pained individuals, spiraling down a path of transformation that bodily, mentally, and even spiritually warps them to the core? Perhaps they imagine themselves as pilgrims, seeking truths deeper than the reality you know. What it truly means to be an ozodrin likely differs for each one. What they have in common, however, are their powers: ozodrin posses the ability to freely modify their body in a variety of ways; adding eyes, tentacles, limbs, mouths, fins, and all manner of other changes and alterations to their bodies.

The Freedom of Flesh
There are many shapeshifting powers in the world, even ones that allow their user to assume innumerable forms after just looking at suitable creature to mimic. The forms of an ozodrin do not work this way, cannot work this way, for their power is not tied to the universe at large. They can use their shapeshifting to superficially mimic other creatures – anyone can design a costume – but their transformations are no more tied to others than a fighter’s bicep. How this came to pass varies from ozodrin to ozodrin - inheritance, experimentation, divine manipulation, or exposure to forces beyond comprehension are just a few possibilities - and in many ways their possible pasts are reminiscent of those that mark one as a sorcerer. The key difference is that, while a sorcerer is filled and infused with power, an ozodrin is often severed. Clipped free of the world's tree so that their essence may grow in new and often bizarre ways.

This growth is more a maturation of their bodies than the honing of any kind of mystical art. Of course, some alterations might give the ozodrin abilities that manipulate the weave – like how a human might craft a magical item – but transforming is as much a function of their bodies as is their ability to run. As an ozodrin grows in power their existence continues to separate from the world, their selves increasingly slipping free of natural and eventually spiritual laws. The mightiest of ozodrin are more living concept than individual. Powerful, diffuse, spreadable by others, and untarnished by the flow of time.

Creating an Ozodrin
When making an ozodrin, consider when your growth began and how it has shaped you. Were you young? Were you old? What beliefs did you hold before your first transformation, and how have those beliefs changed? Have they changed? Perhaps your primary trait reflected your personality from the beginning, or perhaps you only grew to reflect it in time. Perhaps it does not reflect you still, a contradiction at the heart of your existence. Once the core manifestation of your power is settled, look outward. How have you chosen to interact with the world? How has the world chosen to interact with you? Are you close friends with one or more members of your party, or are you are only beginning to form (or reform) ties with those beyond yourself? Do you want those ties? If not, why are you traveling with a group - and why are they traveling with you?

Quick Build
You can build an ozodrin quickly by following these suggestions. First, your highest ability score should either be Strength (Orifice, Flesh, Tentacle, Fin) or Dexterity (Tentacle, Fin, Spike) or Charisma (Eye, Puppet) depending on your primary trait and how you intend on attacking in combat. Your second highest score should be Constitution. (Puppet) Ozdorin might rely on their secondary traits in combat. Second, choose the Outlander background.



[tr]
Level
Prof. Bonus
Features
Form Points
Max Tier (Primary)
Max Tier (Secondary)
Max Tier (Tertiary)


1
+2
Manifest Form, Trait Archtype (I/Base/-), Form Points, Unarmored Defense
2
I
Base
-


2
+2
Focus Surge
3
I
Base
-


3
+2
Unearthly Power
4
I
Base
-


4
+2
Ability Score Improvement
5
I
Base
-


5
+3
MultiAssault
6
I
Base
-


6
+3
Trait Archetype (II/I/Base)
7
II
I
Base


7
+3
Colluding Anatomy
8
II
I
Base


8
+3
Ability Score Improvement
9
II
I
Base


9
+4
Trait Overflow
10
II
I
Base


10
+4
Aberrant Metamorphosis
11
II
I
Base


11
+4
Trait Archtype (III/II/I)
12
III
II
I


12
+4
Ability Score Improvement
13
III
II
I


13
+5
Decentralized Existence
14
III
II
I


14
+5
Irregular Mind
15
III
II
I


15
+5
Ageless Existence (Body)
16
III
II
I


16
+5
Ability Score Improvement, Trait Archtype(IV/III/II)
17
IV
III
II


17
+6
Ageless Existence (Mind)
18
IV
III
II


18
+6
Sinister Image
19
IV
III
II


19
+6
Ability Score Improvement
20
IV
III
II


20
+6
Fateless
21
IV
III
II



Class Features
As an Ozodrin, you gain the following class features:

Hit Points
Hit Dice: 1d8 per ozodrin level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per ozodrin level after 1st

Proficiencies
Armor: None
Weapons: None
Tools: None
Saves: Constitution and Charisma
Skills: Choose two from Acrobatics, Athletics, Deception, Intimidation, Stealth and Survival

Equipment
You start with the following equipment, in addition to the equipment granted by your background:

(a) An Explorer's Pack or (b) A Dungeoneer’s Pack
(_)10 days of rations.

If you choose to use the alternative starting gold option (page 143 of the player's handbook), you start with 5d4 gold.

Manifest Form
Manifest Form
You have two forms. The first, your “Worldly Form” looks like your old self without alteration. The second, your “Inner Nature”, can be modified by your Trait Archetype and Form Points class abilities. You can change which of these forms you’re in as an action and/or bonus action, and remain in that form indefinitely.

To an Ozodrin like yourself, this ability is as mundane as a human combing their hair. Spells and effects treat whichever of these forms you’re currently in as your “Original Form”. Upon death, an Ozodrin remains in whichever of these forms it was in.

Trait Archtype
Each ozodrin is better at making certain kinds of alterations to their form. Choose one of the seven Traits (Eye, Tentacle, Flesh, Orifice, Spike, Puppet, Fin). This is your "Primary" trait. Then choose two of the remaining traits. These are your "Secondary" traits. All of the remaining traits are henceforth considered as your "Tertiary" traits. These designations form your Trait Archtype, which does not change as you progress through the class.

Each Trait has a "Base" alteration, and then four tiers (I, II, III, IV) of "Advanced" alterations. At level 1, you gain access to the "Tier I" and "Base" alterations of your primary trait and access to just the base alterations of your secondary traits.

At level 6 you also gain access to the tier II alterations of your primary trait, the tier I alterations of your secondary traits, and the base alterations of your tertiary traits.

At level 11 you gain access to the tier III alterations of your primary trait, the tier II alterations of your secondary traits, and the tier I alterations of your tertiary traits.

At level 16 you gain access to the tier IV alterations of your primary trait, the tier III alterations of your secondary traits, and the tier II alterations of your tertiary traits.

Form Points
You gain 2 form points at level 1, and gain an additional form point at each subsequent level. These form points are used to pay for advanced trait alterations, and are regained when the chosen alterations are removed after a short or long rest. You cannot spend more than half of your form points on the advanced alterations granted by your non-primary traits, and you cannot spend more than one quarter of your form points on the advanced alterations granted by your tertiary traits (e.g., if you have 21fp you could spend 10fp on secondary alterations, or 5fp on secondary alterations and 5fp on tertiary alterations, but you could not spend 10fp on secondary alterations and 5fp on tertiary alterations because 15 > 10). Round down in both cases.

Base trait alterations do not cost form points, and can be added/removed at any time as an action and/or bonus action. Advanced trait alterations can only be added/removed after completing a short or long rest.

Unarmored Defense
When wearing no armor and not using a shield, your AC equals 10 + your Dexterity modifier + your Constitution modifier.

Focus Surge
At second level and above, in addition to your action and possible bonus action, you can take one additional action that can only be used to use abilities granted by your primary trait alteration(s) or make attacks granted by your primary trait alteration(s). This includes regular attacks made by weapons formed via alterations (such as a primary(Tentacle) ozodrin's tentacles), but not special combat actions (unless specifically granted by a qualifying alteration, like Martial Fin's shove).

Once you use this ability, you must finish a short or long rest before you can use it again.

Unearthly Power
Starting at 3rd level, attacks granted by your alterations, and weapons formed by your alterations, count as magical for the purpose of bypassing damage resistance and overcoming immunity to non-magical attacks and damage.

Ability Score Improvement
When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

MultiAssault
Starting at 5th level, whenever you spend an action on your turn to use an ability or attack that was granted by your trait alteration(s) you may use a second ability or attack that was granted by your trait alterations. This includes regular attacks made by weapons formed via alterations (such as tentacles). Bonus actions are not effected by this ability (you don't get to use a second ability / attack).

Colluding Anatomy
Starting at 7th level, your internal organs and bodily processes become increasingly responsive to your will. You have advantage on saving throws made against poisons and diseases. Furthermore, you may use a bonus action to exercise conscious control over one or more of your automatic bodily functions (precisely control your heartbeat, stop sweating, blush, etc).

Trait Overflow
Starting at 9th level you may, as an action, choose a single advanced alteration you have currently made to your Inner Nature (such as "Poisonous Spikes"). You regain all uses of the ability(s) granted by that alteration as though you had completed a short rest.

Once you use this ability, you must finish a long rest before you can use it again.

Aberrant Metamorphosis
Starting at 10th level you are forevermore an aberration instead of your previous type (usually humanoid). This changes how some spells and effects interact with you.

Furthermore, you may use your Base Alterations and currently chosen Advance Alterations to modify your Worldly Form instead of / in addition to your Inner Nature. This does NOT let you choose any more Advance Alterations than your form points allow. Any Advance Alteration costs/effects based on how many times you've currently made them to your Inner Nature are instead based on how many times you've made them to either of your forms.

Finally, you gain the ability modify your non-trait body parts (such as your normal legs). This ability works as follows:

> Unlike other alterations, you can only modify non-trait body parts after completing a long rest.
> Changes made this way effect both your Inner Nature AND your Worldly Form.
> You can change the general shape and features of your Torso, Neck, and Head. For example, you could become a ball of flesh with limbs or some kind of dog-person.
> You may add/remove/relocate non-trait alteration body parts, up to a maximum of however many you would have had without this ability. For example, you could remove your normal eyes one day and regain them a different day or move them from one part of your body to another.
> You can freely change the form but not capabilities of your internal organs. For example, you can choose to be filled with a semi-solid goo that performs all of the actions your internal organs used to perform but you would still need to eat/drink/etc as normal. This anatomy change may protect you from certain kinds of attacks at the DM's option.

Decentralized Existence
Starting at 13th level, parts of you do not die when cut off and parts that would normally be dead (like visible hair) remain alive instead. You can reattach your dismembered pieces with an action. Furthermore, you always know the direction and distance to any part of your body (along with the nature [hair, leg, etc] and condition of the body part). You otherwise have no control over your severed parts, and you cannot feel through them. If you die all of your severed parts die as well. If someone uses a piece of you as a material component (such as for a Simulacrum), you control the resulting effect rather than the caster. Finally, you can survive and continue thinking without a head, regardless of your current internal anatomy.
Technically, your DM may have already allowed you to gain an internal anatomy that can survive without a head via aberrant metamorphosis.
You cannot reattach body parts that were never connected to you in the first place (like if you use Sinister Image[see below] to count a picture of yourself as a body part).

Irregular Mind
Starting at 14th level, you may, whenever you fail a wisdom or intelligence saving throw, roll a charisma saving throw against the same DC as a reaction. On a success, any non-instantaneous result of failing the wisdom or intelligence saving throw only lasts until the end of your next turn. For example, if you were charmed the effect would only last until the end of your next turn.

Ageless Existence
Starting at 15th level you may alter your physical, but not mental, age after completing a long rest. Furthermore, you are no longer capable of dying of old age. Other paths only delay the inevitable, but it could be said your body is no longer on speaking terms with the natural order of things.

Starting at 17th level you may alter your mental age as well. Furthermore, you may change the way you think and even your memories. Examples of such alterations would be the development of multiple personalities, becoming mindless (not advised), becoming a sleeper agent, etc.

Sinister Image
Starting at 18th level, you can treat any intentional depiction of yourself (a drawing, a statue, etc – it need not be accurate but it must have been made to represent you, specifically) as a part of your body for the purposes of Decentralized Existence. Furthermore, you may choose to have any alterations you make to yourself also effect a part of your body that is no longer attached to you. For example, you could add a functional eye and wings to a picture of yourself. This ability does not give you any more actions per turn than usual, and any severed body parts and objects currently benefiting from your alterations count as being attached to you for the purposes of being dealt damage or being the target of spells or effects (e.g., a spell cast on the wings of your altered picture is treated as though it were cast on you).

You may only have one severed part / depiction of yourself so altered at a time. Once you alter a severed part / depiction of yourself in this way you cannot alter a different severed part / depiction of yourself until you complete a short or long rest.

Fateless
At 20th level you achieve a mastery over your existence that lesser beings can only imagine. You may choose to have your soul linger upon death; remaining in your own corpse or any other solid object that counts as a part of you for the purpose of your Decentralized Existence feature. You may revive yourself in a year’s time, budding off of the object/corpse, unless whatever your spirit inhabits is destroyed (or you are revived by other means). If your soul lingers in your own corpse (instead of some object or body part that was severed before your death) it only takes you a month to revive. The revival otherwise functions like True Resurrection. Objects containing your soul bleed when struck. You may telepathically communicate with any creature within 5’ of whatever object/corpse holds your soul but are otherwise powerless while recovering (but see below).
Furthermore, whenever your soul would be trapped or consumed, even if you are currently dead, you may make a charisma saving throw to negate the effect. If the effect does not have a listed DC the saving throw DC is 17.

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

Magikeeper
2015-06-29, 10:59 PM
Traits
Unless otherwise noted, any given advanced alteration cannot be made multiple times (For example, you cannot spend 2fp to make the Heightened Senses alteration twice). Each trait has a specific tier – this effects when the trait can be chosen.

If an alteration has a saving throw, the DC is


8 + your proficiency bonus + primary stat modifier (each trait notes its primary statistic for determining saving throws).

If an alteration refers to "each time you have made this alteration", it refers to each time you have made it to your current Inner Nature.

Eye (Charisma)
Eye offers offensive, reconnaissance, and debuffing capabilities, and is the most mage-like of the ozodrin traits. It is also the only offensive ozodrin trait that lacks melee-centric alterations, the only trait that relies entirely on abilities that allow saving throws in order to deal damage, and the only offensive trait that relies on Charisma. Primary (Eye) ozodrin would be wise to have at least one secondary trait that offers mobility or general utility. As a secondary, Eye pairs well with most traits but is unlikely to fill the offensive needs of non-puppet traits due to its unusual attacking stat.

Base Alteration: You can freely add eyes to your Inner Nature. This can allow you to see in more directions than normally possible. Eyes added this way need not look normal, nor do they need to be as vulnerable as humanoid eyes. They are more potent, as well; Dim light does not pose disadvantage on your Wisdom(Perception) checks relying on sight and you gain advantage on saving throws made against effects that would blind you. You can see through all of your eyes simultaneously with the same ease humans see through both of theirs.

Tier I Advanced Alterations:

1fp - Listening Eyes
You can form eyes capable of both hearing and vision. Such eyes are as sturdy as usual, giving you advantage on saving throws against being deafened.

Furthermore, you may, as a bonus action, alter your vision to perceive sound as multicolored light. This allows you to see in dark but noisy areas and quickly locate the sources of loud noises as though they were flashing lights. A shouting human casts bright light in a 30-foot radius and dim light for an additional 30 feet, while a softly talking human would only shed dim light in a 5-foot radius. The faint glow of even more subtle noises may be visible in dark, quiet environments. This effect lasts for 10 minutes or until you dismiss it as a bonus action.

1fp – Heightened Senses
Your enhanced capability to handle sensory information allows you to add your proficiency bonus to Wisdom(Perception) checks. Furthermore, you can recall anything you've seen within the past 10 minutes with perfect accuracy.

1fp – Dissolving Glare
As an action, you can attempt evaporate bits and pieces of a chosen target. Choose a creature within 60' of you. The target must succeed on a constitution saving throw or take 1d8 + your charisma modifier force damage. This ability is a magical effect.

2fp – Disorienting Glare
As an action, you can disorient an opponent with a forceful glance. Choose a creature within 60' of you. The targeted foe has disadvantage on the next roll it makes. This ability does not stack with itself (if you disorient an opponent twice only their next roll has disadvantage). A creature effected by this ability knows something was done to them, although they might not know who did it. This ability is a magical effect.

1fp – Efficient Pathways
You can more rapidly react to your surroundings. By using a reaction, you may either gain advantage on an initiative check, add half your proficiency modifier to a dexterity saving throw, or have your AC become 18 against a single attack if it would otherwise be less than that.

Once you have used a reaction this way, you cannot do so again until after completing a short or long rest. You may make this alteration multiple times, increasing the number of times you can use a reaction this way before needing to complete a short or long rest by one each time.

Tier II Advanced Alterations:

2fp – Otherworldly Senses
You can see invisible and ethereal creatures within 20’. As an action, you may focus your senses to also detect magic. Focusing your senses in this way mimics the benefits of casting the detect magic spell, except this sense is not itself magical. You may make this alteration multiple times, increasing the range of your Otherworldly Senses by 20’ each time.

2fp - Consuming Glare (Requires Dissolving Glare)
The ability granted by your dissolving glare alteration deals an additional 1d8 damage. Furthermore, you can pull in the evaporated remains of your enemies. Every 20 points of damage dealt by your dissolving glare gives you as much nourishment as a pound of food and a glass of water.

2fp – Binding Glare
You can, as an action, force a creature you can sense within 60' of you to make a wisdom saving throw. On a success, this effect does nothing. Otherwise, the creature's movement speed is halved, rounded down to the nearest 5' increment, for one round and they cannot use interplanar travel or teleportation for the duration of this effect. This effect does not stack with itself, and is a magical effect.

2fp – Murmuring Glare
You can, as an action, force a thought of your choice (such as “something is watching me” or “A pie would taste real good right now”) upon a target within 60’ of you, forcing them to make a wisdom check. On a failure, the thought gets stuck in their head for the next minute or hour (your choice), like an annoyingly catchy song. The target is not compelled in any way to obey the thought, but someone thinking about how great a pie would be right now might be more easily convinced to buy one. On a success, the target only hears the thought a single time. In either case, you may choose whether the thought feels foreign or if it feels like it came from their own mind (although some thoughts, such as "I should swear fealty to the stranger that just walked up to me", may cause suspicion of foul play).

After using this ability twice, you must finish a short or long rest before using it again. You may make this alteration multiple times, each time increasing the number of times you can use the granted ability before needing to finish a short or long rest by one.

Tier III Advanced Alterations:

2fp - Blindsight
You gain Blindsight out to 15’. You may make this alteration multiple times, increasing the range of your Blindsight by 15’ each time.

2fp – Proclaiming Gaze
You may telepathically communicate with any creature that you can see. This does not give you the ability to comprehend languages you do not know, but images/feelings/etc can also be communicated this way.

2fp - Parallel Pathways
You can, as a bonus action, use any ability granted to you by an Eye trait alteration (Such as using Dissolving Glare). This bonus action can alternately be used to carefully look at something without fear of distraction.

1fp – Far Reaching Glares
You may increase the range of the abilities granted by your Dissolving, Disorienting, Rejecting, Binding, and/or Murmuring Glare alterations by 30'. You may make this alteration multiple times, the range increase stacks.

Tier IV Alterations

2fp – Unbound Reception
Your senses extend beyond your current existence, allowing you to use your reaction to gain advantage on a roll or impose disadvantage on a roll made against you/your abilities.

1fp – Decentralized Perception
You can, as an action, sense the surroundings of any part of your body (cut hair, severed limb, etc) as though you were there. This includes hearing, vision, and any other senses you posses, although you cannot see through obscuring objects unless you could normally do so (e.g., if a bit of your hair is in a box you can only see the insides of the box). If you have the sinister image class feature you can also sense the surroundings of any depiction of yourself without having to alter the image.

2fp – Relentless Glare (requires Dissolving Glare)
Any creature that successfully saves against the ability granted by your Dissolving Glare alteration takes half damage instead of negating the effect entirely.

2fp - Rejecting Glare
As an action, you can attempt to partially remove a target from your sight - and existence itself. Choose a creature or unattended object within 60' of you. If the target is unwilling, it can make a charisma saving throw. On a success, this effect does nothing.

Otherwise, the target becomes partially intangible until the end of your next turn. While in this state, the target has resistance to all forms of damage, their weight is reduced to 1/100th of what it would normally be, and all damage they deal to other creatures and/or objects is halved (this does not stack with resistance, e.g. if an object has resistance to the target's attack their damage is only halved once, not twice). This ability is a magical effect. You can target yourself with this effect.


Tentacle (Strength)
Tentacle is one of the most offensive ozodrin traits, although it also offers some mobility and can function well in the roll of melee support. Primary (Tentacles) ozodrin would be wise to have at least one secondary trait that emphasizes some utility besides mobility. As a secondary, Tentacle is best paired with a primary trait that is does not offer much in the way of offensive options - such as Flesh or Puppet.

Base Alteration: You can add tentacles/tails to your Inner Nature. Their exact form can vary – flesh, entwined hair, etc – but the appendages are definitely tentacle-shaped. These tentacles can be used as melee weapons (1d6 bludgeoning or slashing damage, light, finesse). You are proficient with your tentacles. You can use the two-weapon fighting action with tentacle attacks.
You may also use your tentacles to move, granting you a 30’ base walking speed unless you already have an equal or better walking speed.

Tier I Advanced Alterations:

2fp – Long Tentacles
You can form longer tentacles, increasing your reach by up to 5’ for the purpose of making tentacle attacks and other actions made with your tentacles. Depending on your other alterations it may make sense for other attacks and actions to benefit from this increased range as well (such as when attacking with a mouth you've formed on a tentacle).

You may make this alteration multiple times, increasing your maximum reach by 5’ each time. This alteration costs 1 more form point each additional time it is made (For example, making this alteration three times would cost 2+3+4 = 9fp).

2fp – Locomotive Limbs
You can form tentacles that are more well-suited to overland movement. Such tentacles may be less flexible, more defined limbs like a spider’s legs or even humanoid legs complete with feet. Your base walking speed increases by 10’. You may make this alteration multiple times, increasing your walking speed by 10’ each time. This alteration costs one more form point each additional time it is made (For example, making this alteration three times would cost 2+3+4 = 9fp).

1fp - Tugging Tendrils
Whenever you successfully strike a target with one of your tentacles or claws you may, as a bonus action, force the struck target to make a strength saving throw. Upon a success, this effect does nothing. Otherwise, you may forcefully pull the target up to 5' to any location within the reach of your tentacles (for example, if they were in front of you and your reach was 5' you could pull them to the side of you but you could not push them back [out of reach] or behind you [more than 5']).

1fp - Coordinated Tentacles
The design of your tendrils facilitates combined usage. As an action, you may move a willing creature within your reach to any other spot within your reach.

Furthermore, you may add half your proficiency modifier on strength(Athletics) checks made to make grapple attacks.

1fp – Sophisticated Tentacles
Your tentacles are especially well-suited for defending you from attacks, increasing your armor class by 2 whenever you benefit from your Unarmored Defense class feature and are not wearing a shield. You can also perform very fine movements with your tentacles, allowing you to add half your proficiency bonus to Dexterity(Sleight of Hand) ability checks made with them.

Tier II Advanced Alterations:

2fp - Hooked Tentacles
Whenever you damage a creature with a tentacle or claw attack you may, as a bonus action, make a grapple attack against them. Furthermore, you may grapple creatures up to one size category larger than yourself + one size category for each time you have made the long tentacle alteration to your current Inner Nature. Finally, creatures that are one size or more sizes larger than you don’t automatically succeed on checks to escape your grapple.

2fp – Deadly Limbs
You can more skillfully combine shaping and wielding, taking advantage of being able to tweak every twitch from thought to strike for maximum lethality. Your tentacles/claws deal an additional 1d6 damage.

2fp – Magic Ripping Tentacles
Your tendrils can slash apart magical energies. As an action you may choose any one creature, object, or magical effect within reach of your tentacles/claws and make an attack roll (as though you were making a normal tentacle/claw attack). The effect of any spell on the target whose level is less than your attack roll minus 10 ends. Spells that cannot be dispelled by Dispel Magic cannot be ripped apart in this way.

After using this ability twice, you must finish a short or long rest before using it again. You may make this alteration multiple times, each time increasing the number of times you can use the granted ability before needing to finish a short or long rest by two.

2fp – Climbing Limbs
You are adept at using your tentacles and limbs to climb. This alteration grants you a climbing speed equal to your walking speed.

1fp – Grasping Limbs
You can form tentacles that are more well-suited to holding objects and slashing foes. Such tentacles may be less flexible, more defined limbs such as arms with hands or specially designed pincers. This allows you to form claws that can be used as melee weapons (1d6 slashing or piercing damage, light, finesse) that have the same reach as your tentacle attacks. You are proficient in using these claws. Furthermore, attacks made with weapons wielded by your limbs count as tentacle trait-granted attacks for the purpose of the MultiAssault and Focus Surge class features. This ability does not grant you proficiency with any weapons or objects (aside from your claws).

Tier III Advanced Alterations:

2fp - Sweeping Tendrils
You may, as an action, make a single tentacle/claw attack with disadvantage and apply it to two or fewer opponents that are within reach of your tentacle attacks. Alternately, you may attempt a single shove attack with disadvantage that is applied against all opponents effected this way. You may apply this alteration multiple times, increasing the number of opponents you can effect with each sweep by one each time.

2fp - Rending Tendrils
Whenever you hit an opponent with two or more tentacle/claw attacks in the same round you may deal an additional 4d6 + twice your strength or dexterity modifier damage to them as a bonus action.

2fp - Synchronizing Tendrils
While grappling or touching another creature, you may choose to have any magical effect that effects that creature effect you as well (For example, if they attempt to teleport away you may choose to be teleported with them). If the effect has a duration, it ends for you as soon as you are no longer touching the creature (even if its duration would normally be longer, for example if you touched a wizard casting Foresight you would lose the benefit as soon as you let go of them).

1fp – Absent Locomotion
You may form limbs that technically do not exist, but allow you to move along the ground as though they did. Such limbs may have no form, or they might look transparent/ghostly. These limbs are unaffected by difficult terrain and/or paralysis and allow you to walk on any solid surfaces without effecting the ground (you don’t fall through weak floors, trigger hidden panels, etc).

Tier IV Advanced Alterations:

1fp – Magic Disarraying Tentacles (Requires Magic Ripping Tentacles)
Whenever you use the ability granted by the Magic Ripping Tentacles alteration you may choose to have the chosen creature, object, or magical effect additionally suffer as though it were within an Antimagic Field until the end of your turn, the sheer force of your attack momentarily disrupting its connection to the magical energy that suffuses the multiverse. This happens whether or not you successfully manage to dispel any spells on that target.

1fp – Paradox Tendrils (Requires Absent Locomotion)
Your absent limbs can do more than move – you can form missing/ghostly/etc limbs that are capable of interacting with creatures and objects as though they were real and solid. This means these tendrils can be used to attack creatures, manipulate objects, make grapple attempts, etc, but otherwise pass through objects and barriers (such as a wall of force, flaming spheres, etc). Worn/wielded objects count as being a part of a creature for this effect (e.g. if you attack a creature, its armor is still effective).

This benefit does not extend beyond the paradox tendrils and any alterations that add to them (E.g. a mouth on a paradox tendril would gain this alteration’s benefit, but if the mouth had a breath weapon the breath would be stopped by barriers like it normally would. Likewise, an attached spike would benefit from this effect but it would lose this benefit if it was thrown/detached). The tendrils otherwise have the same reach, strength, etc. as your regular limbs.

3fp - Graceful Tentacles
You may add your proficiency bonus to any ability check your tentacles are used to make. If you would have disadvantage on an ability check or attack roll made with a tentacle, you have neither advantage nor disadvantage instead.

1fp - Writhing Mass
Whenever you spend a bonus action to use an ability or attack that was granted by your tentacle trait alteration(s) you may also use a different ability or attack, that can be used as a bonus action, that was also granted by your tentacle trait alterations (Such as using the ability granted by Rending Tendrils while two weapon fighting with your tentacles). You cannot use the same ability both times.

Flesh (None)
Flesh is one of the most passive/reactive of all ozodrin traits. Primary (Flesh) ozodrin would be wise to have at least one secondary trait that emphasizes offensive capabilities. As a secondary, Flesh boasts one of the most generally useful utility base alterations and can go well with any primary (although combining puppet with flesh is best done along with highly offensive trait).

Base Alteration: You can modify your skin and hair, changing their color, forming attached clothing, etc. This allows you to use your flesh as a disguise kit, and you are considered to be proficient in using your flesh for that purpose.

Tier I Advanced Alterations:

1fp - Tempered Body
You can transform your body into a literal weapon, toughening patches of skin, honing muscles, etc. You gain a slam attack that counts as a melee weapon (1d8 bludgeoning damage), and your unarmed strikes deal 1d4 bludgeoning damage. You gain proficiency in both your slam attack and unarmed strikes.

Furthermore, you can add half your proficiency modifier to Strength(athletics) checks and may treat unarmed strikes as Flesh Trait alteration-granted weapons for the purpose of your Focus Surge and Multiassault class features (instead of just the granted slam attack).

1fp – Illuminating Flesh
Whenever you change your Inner Nature via the base alteration granted by the flesh trait you may choose to make part(s) of your body faintly glow. You can likewise alter the intensity of the glow, to a maximum intensity of shedding bright light in a 10' radius and dim light for an additional 10’. The light can be any color you desire. This alteration may be made multiple times, each time increasing the maximum intensity of shedding both the bright and dim light by 10’ (so if you made this alteration 3 times you could shed 30' of bright light plus a further 30' of dim light).

2fp – Iron Flesh
You can modify your flesh to resist blows and better distribute force - if your armor class would be less than 15, it is 15 instead.

Also, you may spend a reaction to gain resistance against the bludgeoning, piercing, and/or slashing damage dealt to you by a single melee or ranged attack. Once you have used a reaction this way you cannot do so again until you complete a short or long rest. You may make this alteration multiple times, each time increasing the number of times you can use this ability before needing to rest by two.

2fp – Energy Generating Flesh
Choose up to two of the following damage types when making this alteration: Fire, Cold, Acid, Lighting, Thunder, Psychic. Whenever you successfully shove, grapple, or strike a target with an unarmed strike, slam attack, fin, bite, claw, goring spike, or tentacle you may, as a bonus action, deal 2 points of damage of any combination of the chosen damage types to the struck target.

2fp – Energy Consuming Flesh
By using a reaction, you may gain resistance to Fire, Cold, Lightning, Acid, Thunder, or Psychic damage (chosen when you use the reaction) for 1 round. Every 10 damage prevented this way counts as eating a pound of food and a glass of water for the purposes of avoiding starvation/thirst.

After using this ability twice, you must finish a short or long rest before using it again. You may make this alteration multiple times, each time increasing the number of times you may use the granted ability before needing to finish a short or long rest by one.

Tier II Advanced Alterations

1fp – Filtering Flesh
Choose a substance (such as methane) when making this alteration. You cannot be poisoned by consuming/touching the chosen substance, and are capable of breathing(Gas or Liquid)/drinking(Liquid) the substance as though it were air/water. If solid, you still cannot be poisoned by consuming/touching the substance but you may or may not be able to digest it. This does not protect you from other hazards related to the substance (such as damage from a methane explosion) This alteration may be made multiple times, choosing a different substance each time.
Yes, you can choose "water" in order to gain the ability to breath it

2fp - Energy Devouring Flesh (Requires Energy Consuming Flesh)
Choose one of the following damage types when making this alteration: Fire, Cold, Lightning, Acid, Thunder, or Psychic. Whenever you use the ability granted by your Energy Consuming Flesh alteration to gain resistance to that damage type you may instead gain immunity to that damage type for 1 round. You gain a number of temporary hit points equal to one-half the damage prevented this way (Rounded down). Every 10 damage prevented still counts as consuming a pound of food/water. These temporary hit points last until you finish a short or long rest.

You may make this alteration multiple times, choosing a different damage type each time. The cost of this alteration increases by 2 each time it is made (So making it three times would cost 2+4+6 = 12fp)

1fp – Deadly Flesh (Requires Energy Generating Flesh)
The ability granted by your Energy Generating Flesh alteration deals 2d6 damage instead of its normal amount. Whenever you use the focus surge class feature, if Flesh is your primary trait, this damage increases by 2d6 (for a total of 4d6) until the end of your turn.

1fp – Scented Flesh
Whenever you change your Inner Nature via the base flesh alteration you may also change the taste and smell of your flesh. This effectively allows any disguises that incorporate smell and/or taste to also benefit from your proficiency bonus.

This ability might have other uses as well - for example, choosing to smell like the surrounding forest might help you hide from creatures that rely on their sense of smell (giving you advantage on your hide check).

Tier III Advanced Alterations:

2fp – Blending Flesh
Your flesh becomes capable of reactively blending in with its surroundings, allowing you to hide without cover. Furthermore, while benefiting from this ability you can add half your proficiency bonus to any stealth check made to hide. You also gain the ability to count the Hide action as a flesh trait alteration-granted ability for the purposes of MultiAssault and Focus Surge.

2fp – Sizing Flesh
Whenever you enter or alter your Inner Nature you may choose to benefit from a nonmagical enlarge/reduce effect, except the effect does not grant advantage or disadvantage on any rolls and lasts until you enter your Worldly Form or alter your Inner Nature.

This alteration may be made multiple times, increasing/decreasing your maximum/minimum size categories each time (maximum colossal, minimum fine). The cost of this alteration increases by 2 each additional time it is applied (e.g. applying it three times would cost 2+4+6= 12fp). The 1d4 damage bonus/penalty stacks. Every two increases in size increases the reach of all of your melee attacks by 5’.

If you make this alteration to your Worldly Form, the effect instead lasts until you enter your Inner Nature or alter your worldly Form.

2fp – Regenerative Flesh
You develop the ability to speed up and expand your body's healing capabilities. Once per turn you may use a bonus action to do one of the following:

Expend any number of your remaining hit dice. Instead of their normal effect you regain 5 hp for each hit die so expended.
Sacrifice all temporary hit points you possess and regain that much HP (e.g. if you had 3 temporary hit points you could choose to lose those hit points in order to regain 3 hp).
Expend one of your remaining hit dice to instantly restore any of your missing body parts (e.g. regrow a lost arm).


1fp –Acclimating Flesh (Requires Energy Devouring Flesh)
Your flesh can adjust to constant sources of energy, such as those found on elemental planes. At the start of your turn, if you are taking continuous damage of a type you have chosen for your Energy Devouring Flesh alteration (e.g. you start the turn on fire, already swimming in acid, etc), you may use a bonus action to become immune to that source of damage for 1 round. This functions like your Energy Devouring Flesh ability, except it only applies to that source of damage. For example, becoming immune to a fire covering your body would offer no protection against a sudden new source of damage – like the breath of a dragon. This ability has no effect on instantaneous sources of damage (like the aforementioned breath attack).

You can use this ability while sleeping without disturbing your rest. However, you cannot unform this alteration until after you complete a short or long rest without using it.

Tier IV Advanced Alterations:

2fp – Magic Consuming Flesh
You gain advantage on all saving throws made against spells and magical effects. Whenever you succeed on a saving throw against a spell, you regain HP equal to 5 x the level of the spell and negate any lesser effects the spell may have had on you. Every 20 HP regained this way counts as a pound of food and a glass of water for the purposes of avoiding starvation/dehydration.

3fp - Nth Dimensional Flesh
You may, once per turn, act as though you are anywhere you can see within 10’ of yourself for the purposes of performing an action/moving. For example, you could start moving from the other side of a transparent barrier or calculate the reach of one of your attacks as though you were 10’ to your left. Furthermore, this effect allows you to fit into extradimensional spaces and planes that are too small to contain you, effectively stretching them to fit (this does not help you squeeze into mundane openings, only if the plane/dimensional space itself is too small to contain something of your dimensions).

This alteration may be made multiple times, each time increasing the range of the effect by 5’. The cost of this alteration increases by time it is applied (3->5->8, etc). This is not a teleportation effect.
Imagine a 3D figure maneuvering in a 2D world

2fp - Bizarre Energy Metabolism
Choose one of the following damage types: Radiant, Necrotic, or Force. The benefits of your Energy Generating Flesh, Energy Consuming Flesh, Energy Devouring Flesh, Acclimating Flesh and/or Energy Secreting Flesh include this chosen type. For example, you could use Energy Consuming Flesh to gain resistance to that type, Energy Generating Flesh to deal damage of that type, or Energy Devouring Flesh to gain immunity to it (in addition to whatever energy type(s) you've actually chosen for that alteration).

You may make this alteration multiple times, choosing a different energy type each time. The cost of this alteration increases by 1 time it is made (so choosing two energy types would cost 2+3=5fp)

1fp – Energy Secreting Flesh (Requires Energy Generating Flesh)
You may, once per turn as an action, wreath yourself in any combination of energy types you can generate (e.g. "fire", "half fire / half acid", etc). Any creature that touches you, is touched by you, or hits you with a melee attack while within 5ft of you takes 1d6 damage of your chosen combination. The effect lasts for 1 round.

If you have made the Deadly Flesh alteration this ability deals 2d6 damage instead of 1d6.

2fp – Concept Filtering Flesh
Choose anything, such as ‘hope’, ‘blue’, or ‘square dancing’. As long as that thing is within 120’ of your person you can breathe normally, even if you are in a void. Being metaphorically present is sufficient.

Furthermore, as an action you can hold all your other forms of breathing to automatically sense the presence/absence of the chosen thing within 120' (but not its specific location). If the thing is fleeting (like lies) you can only sense it this way by holding your breath while it is currently present.

You may make this alteration multiple times, choosing a different thing each time.

Orifice (Constitution)
Orifice is middle-of-the-road offensive and utility ozodrin trait. It offers melee and ranged capabilities, defensive hp-buffing, some utility, and a few area attacks at higher levels. Primary (Orfice) ozodrin go well with most secondary trait pairings, but would be wise to pick a secondary traits that offer defensive and/or mobility alterations along with some additional utility. As a secondary trait Orifice pairs well with most traits.

Base Alteration: You can add mouths, mandibles, etc to your Inner Nature. You can use these orifices to make melee bite attacks (1d6 + strength modifier bludgeoning or piecing damage, light). You are proficient in using your bites. You can use the two-weapon fighting action with your bite attacks.

Tier I Advanced Alterations:

3fp - Ravenous Maws
Whenever you eat a pound of food, successfully hit a creature with a bite attack, or deal damage to a creature in your stomach, you may gain 5 temporary hit points and enter a Digestive Surge for one minute. While surging, you gain 3 temporary hit points at the start of each of your turns. Any temporary hit points granted by this alteration do not stack*, and last until after you complete a short or long rest. Using this ability removes any nourishment you would have otherwise received from the meal (as though you had not eaten it in the first place). Furthermore, you can digest ordinary food far faster than normal - you are never full unless you want to be.

Effects that are equivalent to eating a pound of food, such as receiving nourishment from the Energy Consuming Flesh alteration (See Flesh trait), may be used to fuel this ability.
*As per page 198 of the DMG, if you have 3 temporary hit points and gain 5 more from another bite, you have a total of 5 temporary hit points (the higher number).

1fp – Salivating Maws
Choose a damage type when making this alteration (Acid, Fire, Cold, Lightning, or Thunder). You may use your spit as a ranged weapon (special, range 30'/90'), that deals 1d6 + your constitution modifier damage of the chosen damage type. You can use your strength modifier instead of your dexterity modifier for attack rolls with your spit. You are proficient with your spit. You can NOT use the two-weapon fighting action with your spit attacks.

This alteration may be made multiple times, each additional application lets you choose another energy type. You may have your spit attacks be any combination of your chosen types (for example, you could have a spit attack's damage be half fire and half acid damage).

2fp - Free Flowing Drool (Requires Salivating Maws)
The range of your spit attacks increases by 20'/60'. Furthermore, whenever you successfully hit an opponent with a bite attack you may use a bonus action to make a spit attack against them. If you would have disadvantage on this bonus spit attack you have neither advantage nor disadvantage on the attack roll instead.

You may make this alteration multiple times. The range increase stacks.

1fp – Deceptive Mouths
Your orifices can mimic nearly any sound, up to a maximum loudness of twenty humans shouting, allowing you to add your proficiency bonus to any ability check that would benefit from such vocal capabilities.

1fp – Hooked Teeth
Your orifices possess teeth, mandibles, etc that are especially well suited to maintaining a hold on an adversary. You may treat grapple attacks as an Orifice-Trait granted ability for the purposes of the MultiAssault and Focus Surge class features, and opponents that are larger than you do not automatically succeed on attempts made to escape your grapples.

Furthermore, any creature you have successfully grappled manages to escape automatically takes damage as though you had successfully hit them with a bite attack (If you have made the Devouring Mouths alteration you gain temp HP as normal).

Tier II Advanced Alterations

1fp - Refined Palette
Whenever you successfully bite, swallow, lick, or otherwise consume part of a creature or object you may add your proficiency bonus on all knowledge checks made to discern its physical properties (what it's made of, how old it is, if its resistant to fire, etc). This benefit lasts for 10 minutes.

Furthermore, your tongues or tongue analogs can pick up and expertly distinguish scents in the air, allowing you to add your proficiency bonus to ability checks that would benefit from such a capability.

2fp – Dire Consumption
You can more skillfully combine shaping and wielding, taking advantage of being able to tweak every twitch from thought to strike for maximum lethality. Your bite and/or spit attacks deal an additional 1d6 damage.

Furthermore, if you have made the Ravenous Maws alteration your digestive process is refined as well, increasing the number of temporary hit points granted by that alteration by 100% (5/3 -> 10/6).

1fp – Windswept Maws
You can, once per turn as an action, suck in large amounts of air. Creatures in a 30’ cone must make a strength saving throw or be pulled to the nearest available space that is both closer to you and within the cone. The closest creatures make their saves before the more distant creatures. If a creature that fails its save would be pulled adjacent to you, or if it is already adjacent to you, you may choose to immediately attempt a grapple attack against the creature by using a reaction (if multiple creatures qualify, choose a single one to attack).

After using this ability twice, you must finish a short or long rest before using it again. You may make this alteration multiple times, each time increasing the number of times you can use the granted ability before needing to finish a short or long rest by one.

3fp – Swallow
You may, once per turn as an action, make a bite attack against a large sized or smaller target you are grappling (this may involve unhinging your jaw and the like). If the target is your size or larger you are disadvantaged on the attack roll. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside of you, and it takes 3d6 acid damage at the start of each of the your turns. If you take 20 damage or more on a single turn from swallowed creatures, you must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all creatures you have swallowed, which fall prone in a space within 10 feet of you. You can also choose to regurgitate all swallowed creatures as a bonus action. If you die, a swallowed creature is no longer restrained by you and can escape from your corpse by using 15 feet of movement, exiting prone. If you change forms to one that does not benefit from this alteration any creatures you have swallowed are immediately regurgitated. If you teleport, any creatures you have swallowed remain in your stomach.

Your stomach is warped by this alteration, becoming inexplicably larger within than without. This strange physiology does not count as being magical for spells and effects – like other entities whose bodies defy reason you don’t suddenly die/explode if you enter an antimagic field. Your stomach can hold up to a single creature of the largest size category you are capable of swallowing, with smaller creatures counting as ½ the next highest level (for example, if you can swallow at most large creatures your stomach can hold 1 large creature, 2 medium creatures, or 4 small creatures).

If a creature dies in your stomach you may regurgitate any items it possessed as a bonus action. You may make this alteration multiple times, increasing the maximum size category you are capable of swallowing by two each time (Maximum Colossal).

1fp – Controlled Digestion (Requires Swallow)
The amount of damage dealt to creatures you have swallowed increases to 4d6 a turn. Furthermore, you can, as a bonus action, increase or decrease the amount of damage dealt to swallowed creatures to a minimum of 0 damage and a maximum of 4d6. You may apply this alteration multiple times, increasing the maximum amount of damage dealt per turn to creatures you have swallowed by 1d6 each time.

Tier III Alterations

2fp – Deadly Breath (Requires Salivating Maws)
You may, as a bonus action, breath out a 15' cone or 30' line of energy. Choose any combination of energy types your spit attacks can deal. All creatures within the cone must make a dexterity saving throw. Each creature takes 7d6 damage of the chosen type(s) (e.g., "fire", "acid", "half fire/half acid") on a failed save, and half as much damage on a successful one.

After using this ability twice, you must finish a short or long rest before using it again. You may make this alteration multiple times, each time increasing the number of times you may use the granted ability before needing to finish a short or long rest by one.

The length of the line increases by 10', and the length of the cone by 5', for each time you have made the Free Flowing Drool alteration to your Inner Nature.

1fp - Butchering Fangs
Your muscles, physical instincts, teeth, etc are tweaked to facilitate precise and rapid feasting. Your bite attacks score a critical hit on a roll of 19 or 20.

1fp - Digestive Rift
Your warped digestive track exceeds comprehension, granting you immunity to ingested poisons.

Furthermore, whenever you eat you can choose to store the nourishment it would provide instead of benefiting from it immediately. You may gain the benefit of any amount of this stored nourishment, using it up in the process, as a bonus action. For example, you could eat a pound of meat today, gain no benefit of it (still hungry, etc), and then use a bonus action the following week to suddenly gain the benefits of eating that pound of meat (nourishing yourself, fueling a digestive surge if you have made the Ravenous Maws alteration, etc). There is no limit to how much nourishment you can store this way.

Finally, if you have made the Ravenous Maws alteration, the number of temporary hit points granted by it are increased by 100% (5/3 -> 10/6). This benefit stacks with the increase granted by Dire Consumption alteration (10/6 -> 15/9).

1fp – Stomach Realm (Requires Controlled Digestion)
You can, as an action, expand and/or alter the shape of your stomach, either restoring it to its original state or creating a space of any shape whose size is at most four 10’ cubes for each large creature your stomach is capable of holding. While your stomach is so shaped creatures you swallow are no longer automatically restrained (unless larger than the available space), although they still cannot see outside of your stomach. You may apply base alterations to the insides of your stomach whenever you shape it (such as using the flesh feature to make the walls look different). You may apply this alteration multiple times, increasing the maximum size of the space by four 10' cubes each time.

Furthermore, you can form furniture and the like out of your stomach walls while shaping it. Any such furniture is immobile but can have whatever texture you desire. The “furniture” is still a part of your body.

Finally, you may also temporarily transform one or more of your mouths into openings leading directly into your stomach (or change them back into ordinary mouths) whenever you expand and/or alter your stomach.


Tier IV Alterations

2fp – Reflexive Nibbling
Whenever a creature attacks you with an unarmed strike or otherwise touches you with a part of their body you may use a reaction to make a bite attack against the offending creature.

2fp - Deranged Hunger
Whenever you successfully hit a creature with a bite attack you may use a bonus action to enter a feeding frenzy for one round. While in this state you have advantage on wisdom and charisma saving throws and disadvantage on wisdom ability checks and intelligence ability checks. Furthermore, if you would be reduced to 0 HP while in this state you are instead reduced to 1 HP and this effect immediately ends.

1fp - Bizarre Liquids
Choose either fire, cold, lighting, thunder, necrotic, radiant, force, or poison. The acid damage dealt to creatures you have swallowed can instead by any mixture of acid damage and the chosen type (for example, your stomach could deal half acid and half necrotic damage). If you possess the Salivating Maws and/or Deadly Breath alteration you may likewise have the damage the attack(s) granted by those abilities would normally deal be any mixture of its original damage type and the chosen type (50/50, 75/25, 100/0, etc). You may change any of these mixtures as a bonus action.

You may apply this alteration multiple times, choosing an additional type of energy to have access to each time.

2fp – Living Prison (Requires Swallow)
You gain resistance against damage dealt to you by creatures currently swallowed by you and/or in your stomach, and have advantage on any saving throws made against their abilities. Furthermore, creatures and objects currently swallowed by you and/or in your stomach are effected as though they were in an antiimagic field. You may, as a bonus action, end or resume this antimagic field effect (you still benefit from the resistance and advantage effects).

2fp - Haunted Stomach (Requires Swallow)
Whenever a creature dies in your stomach, you may choose to keep its soul trapped within you instead of letting it pass on. You can telepathically communicate with the bound spirit, although you can choose to silence it as well. Furthermore, you can trap the dead spirit in inescapable nightmares (or dreams) of your own design. You gain advantage on all ability checks made to interact with the trapped soul, and on any Intelligence checks made to know things about the spirits' lives/feelings/etc. This ability might give advantage on other checks as well, at the DM’s discretion. The spirit cannot be resurrected while so trapped. You can choose to release a trapped soul as a bonus action.

Whenever you take a short or long rest you may choose to begin digesting one or more bound souls, erasing them entirely upon successfully completing the rest.

If you unform this alteration, all currently trapped spirits are released.

Magikeeper
2015-06-29, 11:00 PM
Spike (Constitution)
Spike one of the most offensive ozodrin traits. Primary (Spike) ozodrin would be wise to have at least one secondary trait that emphasizes utility and/or defense. As a secondary, Spike is best paired with a primary trait that is does not offer much in the way of offensive options, such as Flesh or Puppet, although it also pairs well with the highly mobile Fin primary.

Base Alteration: You can add spikes/spines/etc to your Inner Nature. If you add spikes to a melee weapon that is a part of your body (tentacle, fin, unarmed strike, etc), you may choose to have that weapon deal piercing damage instead of its usual type when you attack with it (e.g. you could deal piercing damage with a spiked fist). Furthermore, when you score a critical hit with a ballistic spike, a goring spike, or an attack with a melee weapon with your spikes on it, you may roll 1d4 and add that much piercing damage to the extra damage of the critical hit.
Spikes that are removed/detached/fired/etc from your body crumble to dust after one hour.

Tier I Advanced Alterations:

1fp – Ballistic Spikes
You can fire your spikes with muscular action, allowing you to use your ballistic spikes as ranged weapons (1d8 + Dexterity modifier piercing damage, range 60'/180'). You can choose to use your strength modifier for your ballistic spike's attack and damage rolls instead of your dexterity modifier. You are proficient with these spikes. Fired/Hurled spikes quickly regrow.
Reverse Finesse, basically

1fp – Longshot Spikes (Requires Ballistic Spikes)
The range of the ranged attack granted by your Throwing Spike alteration is increased by 20’/60’. This alteration may be made multiple times, the range increase stacks.

1fp - Goring Spikes
You can form spikes that are more suitable for melee combat, allowing you to use your goring spikes as a melee weapon (1d10 + Strength or Dexterity modifier piercing damage, finesse). You are proficient with these spikes.

1fp - Carved Spikes
You can subtly alter your spikes, dulling them, adding sharp side edges, adding holes, and otherwise form spikes in any rough shape they could be quickly carved into. This allows you to form spikes that deal bludgeoning and/or slashing damage, spikes that create a whistling sound as they move through the air, etc. You may detach these spikes from your body as a part of any action (A new spike quickly grows to replace it). This alteration does not give you proficiency with any items you create.

2fp – Poisonous Spikes
As a bonus action you can will your spikes to generate poison. Until the beginning of your next turn, any creature damaged by one or more of your spikes takes 1 poison damage and must make a constitution saving throw. On a failed save, the creature is poisoned until the end of your next turn. You are immune to this poison. A creature hit by multiple spikes in the same round only takes the poison damage once / makes a single saving throw.

After using this ability once, you may not use it again until completing a short or long rest. You may make this alteration multiple times, each time increasing the number of times you can use this ability before needing to complete a short or long rest by two.

Tier II Advanced Alterations:

2fp - Deadly Spikes (Requires Ballistic Spikes or Goring Spikes)
You can more skillfully combine shaping and wielding, taking advantage of being able to tweak every twitch from thought to strike for maximum lethality. Your ballistic spikes deal an additional 1d8 damage, and your goring spikes deal an additional 1d10 damage.

2fp – Smoke Spikes
As a bonus action you may fill your spikes with an unstable mixture. Until the beginning of your next turn, whenever one of your spikes strikes a creature, object, or solid surface (such as by using the ranged attack granted by the Ballistic Spikes alteration) it deals damage as normal before exploding. This explosion deals 2 points of bludgeoning damage to the struck target (no save) and creates a 10’ radius cloud of thick smog centered around the point of detonation. This smog lasts for 1 round and its area is heavily obscured. A wind of moderate or greater speed (at least 10 miles per hour) disperses the cloud. You can choose the color and smell of the smog, and can choose to create a cloud whose radius is less than 10ft (if multiple spikes explode you can choose the radius of each cloud separately).

If an exploding spike is still attached to you, it explodes outward (I.E., you do not take any damage from the explosion).

After using this ability three times, you must finish a short or long rest before using it again. You may make this alteration multiple times, each time increasing the number of times you can use this ability before needing to finish a short or long rest by two.

1fp – Tether (Requires Ballistic Spikes)
You can choose to have any of your fired/thrown spikes remain connected to you by some kind of secretion – spider silk, goo, etc - that hardens when your spike hits something or when you will it to do so (willing the material to harden before the spike hits something causes the attack to miss). This secretion has the durability of silk rope. A tether cannot be longer than your spikes' normal range (not maximum range) - if the spike is fired beyond that range the tether can still be formed but it will not be connected to you. Using this with the Carved Spikes alteration effectively allows you to use your spikes like grappling hooks, along with anything else you might use ropes with a carved endpieces for.

Any “rope” created this way dissolves in an hour and can easily be identified as a material that isn’t going to last very long. You can detach the end of a “rope” that is connected to you as a bonus action.

1fp – Twisting Spikes (Requires Ballistic Spikes or Goring Spikes)
You can use muscular action to powerfully twist your spikes in a drill-like motion. This doubles the amount of damage your goring spikes deal to objects, and allows your ballistic spikes to embed themselves into any objects they damage. An embedded spike can support up to 1000 pounds of weight without getting pulled out.

Furthermore, this spinning motion can aid in keeping a fired spike on course – attacking at long range does not impose disadvantage on your ranged spike attack rolls and you may ignore half cover when making ranged attacks with your spikes.

This alteration doesn’t give you the ability to form ballistic / goring spikes if you cannot already do so.

Tier III Advanced Alterations:

2fp – Shredding Volley (Requires Ballistic Spikes)
You may, once per round as an action, make a single ranged attack with your ballistic spikes and apply it against any opponent within their range. All other foes within 5' of the targeted opponent must make a dexterity saving throw or take damage as though they were hit by the attack (even if the attack misses). If the attack misses, the targeted opponent still takes half damage (no save). The flurry of spikes benefits from your other alterations (tether, etc) as normal.

After using this ability twice, you must finish a short or long rest before using it again. You may make this alteration multiple times, each instance increasing the number of times you can use it before needing to finish a short or long rest by one.

2fp - Rooting Spikes
You can form spikes that embed themselves in any creatures they damage, taking root/expanding/unfolding/etc to push themselves deeper into your foes. Creatures with one or more spikes embedded in them take 5 points of piercing damage at the start of each of your turns.

An afflicted opponent can use an action to remove all spikes embedded in themselves, dealing 1d6 slashing damage to themselves in the process.

If the spike was directly attached to your body (Goring Spike, Deadly Quills) it detaches from you when embedding itself into a target. This ability can be used with the tether alteration, it stays connected to the 'rope'.

1fp – Obliterating Toxins (Requires Poisonous Spikes)
Choose force or necrotic. The poison generated by your spikes deals 1d6 points of the chosen damage type instead of 1 point of poison damage. Creatures normally immune to the poison damage / the poisoned condition are not immune to being poisoned by your toxin unless they are also immune to the chosen damage type.

Furthermore, the bodies of any creatures that die while poisoned by your spikes’ toxin dissolve into sludge (necrotic) or dust (force). Their gear is not effected.

2fp - Deadly Quills
You gain the ability to instantly extend and retract especially thin and long spikes designed to break into sharp fragments when struck. As a reaction or bonus action you may cover yourself in these quills, causing creatures that successfully make a melee attack against you with a part of their body or a non-reach weapon take 2 piercing damage from your spikes. Being damaged by your quills counts towards any of your other spike-based abilities (rooting spikes, poisonous spikes, etc).

You can likewise retract the quills as a bonus action or reaction.


Tier IV Advanced Alterations:

2fp – Deleterious Existence (Requires Poisonous Spikes)
Creatures have disadvantage on constitution saving throws made against the effects of your secreted toxins. Furthermore, any creature damaged by your spikes' poison has disadvantage on all constitution, strength, and dexterity saving throws for 1 round (even if they succeed on their constitution saving throw).

If you would start a combat without any remaining uses of the ability granted by the Poisonous Spikes alteration, you start with one remaining use instead.

1fp – Quivering Tether (Requires Tether)
You may, as an action and/or bonus action, will one of the “ropes” created by the effects of your Tether alteration, that is still connected to you, to partially contract. This shortening effect rapidly pulls you and anything connected to you towards the spike on the other end with immense force (but does not exert any force on the spike itself). You can choose how much of the tether to contract each time.

Alternately, you may secrete and seamlessly attach more "rope", adding up to 60' to the length of any or all tethers currently attached to you. You may extend your "ropes" by an additional 20' per use of this ability for each time you have made the Longshot Spikes alteration to your current Inner Nature.

Finally, the durability of your tethers improve, giving them the toughness of woven steel while still remaining as supple as silk.

1fp – Piercing Rain (Requires Shredding Volley)
Whenever you use the ability granted by Shredding Volley you may choose to unleash a storm of spikes in all directions instead of focusing on a single target. When you do so, all foes within 40', that do not have cover, must make a dexterity saving throw. A creature takes 3d10 damage on a failed save, or half as much damage on a successful one. The flurry of spikes benefits from your other alterations (tether, etc) as normal. The range of this effect increases by 5' for each time you have made the longshot spikes alteration.

Furthermore, if you would start a combat without any remaining uses of the ability granted by the Shredding Volley alteration you start with one remaining use instead.

2fp – Flickering Spikes (requires Ballistic Spikes or Goring Spikes)
As a bonus action, you can will your spikes to fade in an out of existence, taking on a phantasmal appearance. While flickering, your spikes can pass through any barrier between you and the target of your attacks. The range of your attacks do not change. If you cannot perceive your target, you can instead attempt to attack the square you think they’re in with disadvantage (like attacking a creature in a heavily obscured area). This attack cannot benefit from the effects of the Tether alteration. Furthermore, any melee attacks made with your spikes have advantage. This effect lasts for 1 round.

After using this ability twice, you must finish a short or long rest before using it again. You may make this alteration multiple times, each time increasing the number of times you can use this ability before needing to finish a short or long rest by one.

Puppet (Charisma)
Puppet is the least direct of all ozodrin traits, and one of the least offensive. Primary (Puppet) ozodrin would be wise to have at least one secondary trait that emphasizes offensive capabilities such as Eye, Spike, or Tentacle. As a secondary, Puppet pairs well with the Eye and Orifice traits and pairs well with most traits at higher levels.

Base Alteration: You can freely form tiny puppets, marionettes, and the like made of flesh/fur/etc. These creations are connected to you by one or more thin cords (which can be flesh, hair, etc). You can move your puppets like any body part. The cords can lengthen and retract as needed, with a maximum range of 5’. Puppets can benefit from any of your other alterations, although the puppets created by this base alteration cannot be used to attack or perform fine motions (although you can see through eyes you give them and the like). Puppets cannot move objects that weigh more than 1lb. Like any body part, damage dealt to puppets is dealt to you and spells targeted at them are actually targeted at you.

Tier 1 Advance Alterations:

1fp – Mass Assault
You can, as an action, have one or more of your puppets savagely assault a single target within 5’ of your puppets. This melee attack action deals 1d8 + charisma modifier damage, and your bonus on the attack roll is your proficiency bonus + your charisma modifier.

2fp - Parasitic Puppets
You can, as an action, have one of your puppets attempt to attach themselves to a creature within 5' of them and within the maximum range of their cord(s). The creature must make a dexterity saving throw. On a success this effect does nothing. Otherwise, the puppet attaches itself to their body for 20 minutes (after which point it detaches). While attached to the puppet, the afflicted creature is charmed by you and cannot move beyond the range of the attached puppet's cord. If you or one of your companions do anything harmful to the creature it ceases to be charmed. A creature attached to your puppet(s), that is not charmed, may make a strength saving throw at the beginning of each of its turns to detach itself from the puppet. When this effect ends, the target knows they were charmed/attached to the puppet.

After using this ability, you must finish a short or long rest before using it again. You may make this alteration multiple times, each time increasing the number of times you may use this ability before resting by two.

2fp - Durable Form
Your body becomes more resilient and doll-like, increasing your current and maximum HP by 10. When this alteration is unmade you lose 10 hit points and your maximum HP is reduced by 10. You may apply this alteration multiple times, its effects stack. This alteration costs 1 more form point each additional time it is made (For example, making this alteration three times would cost 2+3+4 = 9fp).

1fp – Lengthy Cords
The maximum range of the cords connecting your puppets increases by 15’. Moving your puppets more than 5’ away from you uses your movement (For example, if you had 30' of movement you could move 15' with your puppets, then have the puppets move 15' away from you on their own). If your puppets are in a different square they can be attacked separately, although they are still actually a part of you for all purposes including armor class (although puppets do not benefit from any worn armor / shields you possess). You can move some puppets to one location, and other puppets to another.

You may make this alteration multiple times, each time increasing the maximum range by 5’. This alteration costs 1 more form point each time it is made (So making it twice would cost 1+2=3fp etc).

1fp - Twitching Strings (Requires Lengthy Cords)
You can, a bonus action, gain additional movement for one turn. This increase is equal to your speed. This additional movement can only be used by your puppets (I.E. you can use it to move your puppets around but not yourself).

Tier II Advanced Alterations:

2fp – Deadly Puppets (Requires Mass Assault)
The ability granted by your Mass Assault alteration deals an additional 1d8 damage.

2fp – Advanced Puppet (Requires Lengthy Cords)
You can form up to a single puppet at a time that is as large as you are or one size category smaller. This more powerful puppet can move any objects you could and can be used to perform any actions you could perform (such as attacking with a weapon). You must spend your own actions to have the puppet do this – it is still just a part of your body. Any use limitations are shared between yourself and all of your puppets (e.g. if an ability can only be used twice before resting, and both you and a puppet use that ability, neither you nor your puppets can use it again before resting). If you make the Swallow alteration (from the Orifice Trait), all creatures swallowed by your puppets end up in your stomach (you do not gain an arbitrary number of stomachs).

You may make this alteration multiple times, each time increasing the number of advanced puppets you can have formed at the same time by one. This alteration costs 4 more form points each time it is made (2->6->10, etc).

2fp – Collapsing Puppets
Whenever you use your base puppet alteration to change your Inner Nature you may choose to sacrifice up to 15hp, reducing your maximum HP by the same amount. Your puppets gain a separate HP total equal to twice the amount of HP sacrificed (30hp). If the puppets are dealt damage it is subtracted from their own HP instead of yours. If your puppet(s) would be reduced to 0 HP they are instead unformed. Whenever the puppet(s) are unformed (whether by damage or as a part of altering your Inner Nature) you regain HP equal to one half the amount of HP the puppet(s) had remaining (rounded down), and your maximum HP total is increased by one-half the unformed puppet(s) maximum HP.

You may choose to further define the HP totals of individual puppets so long as the total sum is equal to the amount you sacrificed when creating them, puppets that would have 0hp are simply not effected by this alteration. Non-damaging effects targeting the puppets still effect you as normal.

For example, you could choose to have all of your puppets share their 20hp. Damage dealt to any puppet would reduce this total, and at 0hp they would all unform. Alternately, you could give 10hp to one puppet and 10hp to another puppet. Damage dealt to other puppets would not effect the hp total of these chosen puppets, and damage dealt to any puppet not effected by this ability would be dealt to you as normal.

You cannot use this ability if any of your puppets already have an HP total (e.g. you cannot use it twice to give puppets even more hp).

1fp – Missing Strings
Your puppets may have cords that technically don’t exist. Such strings may have no form at all, or they might look transparent/ghostly. The range of your puppets does not change – if a puppet would move out of range it is restrained as though it still had a cord connecting it to you.

2fp - Essence Shift
Once per turn you may, as an action, transfer your essence to one of your puppets. The puppet transforms into you while your former body transforms into the puppet. Any gear worn by you and/or the puppet remains at its previous location (if it does not fit you/your puppet it falls to the ground).

After using this ability twice, you must finish a short or long rest before using it again. You may make this alteration multiple times, each time increasing the number of times you can use this ability before needing to finish a short or long rest by one.

Tier III Advanced Alterations:

2fp – Empty Doll (Requires Advanced Puppet and Missing Strings)
The special puppets created by your Advanced Puppet alteration are no longer connected to you and have no maximum range, although they still count as being a part of your body. These empty dolls still do not have their own actions, although they can use their own movement. Such puppets have a walking speed equal to twice what their maximum range would have been if they were still connected to you, or 30’, whichever is higher.

1fp – Barrier Puppets (Requires Collapsing Puppets)
Spells and effects targeted at any of your puppets that have their own HP total do not effect you unless they effect the mind of their target. This also includes spells and effects whose area includes your puppets but not you (the puppets are still effected).

Furthermore, you may choose to sacrifice up to 40hp instead of 15hp when using the ability granted by your Collapsing Puppets alteration.

1fp - Covert Parasites (Requires Parasitic Puppets)
Creatures that fail their dexterity saving throw against the ability granted by the Parasitic Puppets alteration must then make a wisdom saving throw. Upon failure, they forget everything that happened during the past round. Furthermore, once the puppet detaches itself from their body they forget everything that happened while they were attached to it, and do not know they were charmed/attached to the puppet.

You can use the ability granted by the Parasitic Puppets alteration one additional time before needing to finish a short or long rest.

1fp – Crazed Puppeteering
You can, as a bonus action, roll 1d4-2. Until the beginning of your next turn, you must add the resulting number to all attack rolls made by your puppets and twice that number to all damage rolls made by your puppets. If you have made the Mass Assault alteration this ability likewise effects the attack and damage rolls made as a part of that ability.

Tier IV Advanced Alterations:

6fp – Independent Dolls (Requires Empty Doll)
You gain one additional action per turn that can only be used by your empty dolls. This action does not benefit from the Multiassault, Extra Attack, or similar class features.

1fp - Subjugating Parasites (requires Parasitic Puppets)
Once per turn you may use a bonus action to give a command to one or more creatures attached to your puppets. Until the beginning of your next turn, the commanded creatures take 6d10 psychic damage and become restrained until the beginning of your next turn whenever they disobey or refuse to obey the command.

2fp – Ephemeral Host (Requires Essence Shift)
You can use the ability granted by the Essence Shift alteration as a reaction. Once you use the ability this way you must finish a short or long rest before using it as a reaction again. You can still use the ability as a regular action, should you have any remaining uses.

2fp - True Spawn
You become capable of some form of asexual reproduction (if you weren't already), and can guide the development of the new life. This reproduction might be through budding, internal growth, etc, and takes one month. If you unmake this alteration while reproducing the attempt fails - although you do not have to stay in your true form this alteration must be made the entire time. The resulting spawn is a free-willed aberration whose stats are as follows:

The spawn's physical form is any combination of flesh, tendrils, spikes, fins, limbs, mouths, eyes, ears, noses, and hair/fur you desire that is within the size category you choose. It could look like a normal human, a tentacled monstrosity, etc.

Size: Choose upon birth (Minimum one size category smaller than you, maximum one size category larger than you)
HP: 32 (4d10+12)
Armor Class: 14 (Natural Armor)
Ability Scores: Str 14, Dex 10, Con 16, Int 10, Wisdom 10, Charisma 10
Saving Throws: Constitution +6, Charisma +3
Speed: 30ft and/or Swim 30ft (your choice)
Special Abilities (Choose Any Three Upon Birth):

Monstrous. The Spawn's maximum HP is increased by 20 and its attacks are magical.

Deceptive. The spawn can mimic nearly any sound, up to a maximum loudness of twenty humans shouting. Furthermore they can, as a bonus action, manipulate their flesh to form disguises as a bonus action (I.E. their flesh functions as a disguise kit, except it only takes a bonus action to use. The spawn is proficient with their flesh).

Capable. The spawn is proficient with any weapon(s) it wields with its limbs (should it have any) and is proficient with the slight of hand and athletics skills.

Adapted. The spawn gains resistance to the damage type of your choice, and can breathe the liquid/gas of your choice in addition to air (e.g. water, oil, etc).

Perceptive. The spawn is proficient with the Perception skill and can see sound as within 30' of it as though it were color (see the Crossed Senses advanced alteration of the Eye trait).

Digging. The spawn can hold its breath for up to 8 hours at a time. Furthermore, the spawn can dig about as quickly as eight strong humans with iron shovels and pickaxes. Finally, digging through soil is no more tiring for it than walking, and digging through stone no more tiring than jogging.

Swift. The spawn's movement speeds (walking, swimming, etc) are increased by 20' and it is proficient with the acrobatics skill.


Actions (Choose any number of available actions at Birth):

Tentacle. Melee Weapon Attack: +5 to hit, reach 10ft, one creature. Hit: 1d4+2 Bludgeoning or Slashing damage (Spawn's choice).

Bite Attack. Melee Weapon Attack: +5 to hit, reach 5ft, one creature. Hit: 1d6+2 Bludgeoning or Piercing damage (Spawn's choice).

Gore Attack. Melee Weapon Attack: +5 to hit, reach 5ft, one creature. Hit: 1d8+2 Piercing damage.

Fin Slap Attack. Melee Weapon Attack: +5 to hit, reach 5ft, one creature. Hit: 1d4+2 Bludgeoning damage.

Slam Attack. Melee Weapon Attack: +5 to hit, reach 5ft, one creature. Hit: 1d4+2 Bludgeoning damage.

Spine Attack. Ranged Weapon Attack: +3 to hit, range 40'/120', one creature. Hit: 1d8 Piercing Damage.

Alter. The spawn retracts or extends one or more appendages/spines/etc. What body parts it is capable of concealing in this fashion is decided by you when the spawn is born.

True spawn possess any alignment and personality you desire upon birth, but from then on the spawn is an NPC that is no longer a part of you (if you unmake this alteration any prexisting spawn are unaffected). You may choose how the spawn will age upon giving birth to it. Your spawn are always infertile.

Fin (Strength)
Fin offers offensive capabilities and mobility. Primary (Fin) ozodrin might want to choose a secondary trait that offers more general utility in social situations and/or increases their scouting capabilities (Eye, Flesh). As a secondary, Fin works well with most primary traits.

Base Alteration: You can freely form fins, granting you a swimming speed of 30’. Furthermore, you may form hardened fins suitable for use as melee weapons (1d4 bludgeoning damage, light). You are proficient with your fins. You can use the two-weapon fighting action with your fins.

Tier I Advanced Alterations:

2fp - Martial Fins
Your fins are positioned, weighted, etc. just right for rapid, mobile combat. Whenever you use an action to make a melee attack with a fin, Dash, or Disengage you may use a bonus action to make a melee attack with one of your fins.

2fp - Smashing Fins
Whenever you successfully damage a creature with a fin attack you may, as a bonus action do one of the following:

Use the force of the blow to push yourself 5' in any direction. This movement does not provoke an opportunity attack.
Force the stuck target to make a strength saving throw. On a success this effect does nothing. Otherwise, you may push them up to 10' away from you.

Furthermore, you may count shoving as a fin-trait granted ability for the purposes of the Focus Surge and Multiassault class features (e.g. when you use Mutliassault you could make two normal shove attacks).

1fp – Swift Fins
You can subtly alter your body and fins/wings to better support speedy movement (aerodynamic shapes, releasing jets of air through muscle motions, etc). Your swimming speed increases by 10’ and your walking speed increases by 5'. You may make this alteration multiple times, increasing your swimming speed by another 10' and your walking speed by another 5' each time it is made. This alteration costs 1 more form point each additional time it is made (For example, making this alteration three times would cost a total of 1+2+3 = 6fp).

1fp – Specialized Organs
You can modify your internal organs to better support continual movement and lengthy dives. You can hold your breath four times as long you would otherwise be able to, and become immune to atmospheric pressure effects and altitude sickness. You also have advantage on constitution saves made to move quickly for long periods of time without stopping and on any ability checks made to move in adverse conditions (stormy water, strong winds, etc).

1fp – Digging Fins
You can form tough, shovel-like fins that aid in excavating earth and soil and subtly modify your musculature to more efficiently perform the needed motions. This allows you to dig about as quickly as four strong humans with iron shovels. Furthermore, digging is no more tiring for you than walking.

Tier II Advanced Alterations

2fp – Razor Fins
Your fins may deal slashing damage instead of bludgeoning damage.

Furthermore, whenever you use your movement you may use a bonus action to do so destructively. Make a single Strength(Athletics) check. Until the end of your turn, any opponent you move within 5' of, whose armor class is less than the result of your check, takes 2d6 slashing damage. Roll the damage once and apply it to all effected creatures a single time (i.e. you can't damage the same creature twice with the same use of this ability). Any opponent damaged this way cannot make opportunity attacks against you for the rest of your turn. This ability is not effected by the benefit of the Deadly Fins alteration.

2fp – Deadly Fins
You can more skillfully combine shaping and wielding, taking advantage of being able to tweak every twitch from thought to strike for maximum lethality. Due to this, your fins deal an additional 1d6 damage.

1fp - Specialized Physique (Requires Specialized Organs)
You can alter the composition and structure of your bones and muscles to further enhance your ability to move. You can count the Dash and Disengage actions as fin-trait granted abilities for the purposes of MultiAssault and Focus Surge. Furthermore, you may add your proficiency bonus to Strength(Athletics) checks made while using your movement.

2fp - Strange Movement
You can, as a bonus action, use any amount of your remaining swimming movement to teleport the same distance to an unoccupied space you can see. From your perspective this feels the same as swimming through reality to the chosen location, although others simply see you disappear in a ripple and then reappear at your destination with another ripple (like watching a jumping fish enter and exit the sea).

After using this ability twice, you must finish a short or long rest before using it again. You may make this alteration multiple times, each time increasing the number of times you may use this ability before needing to finish a short or long rest one.

Tier III Advanced Alterations

3fp – Wings
You can form wings in addition to fins. Wings can be feathered, scaly, furry, etc. Forming wings grants you a flying speed of 30'. If you have made the swift fins alteration one or more times, the benefit to your swimming speed also applies to your flying speed. If you have made the Specialized Physique alteration you gain the ability to hover. You can use Wings as melee weapons (1d4 bludgeoning, light, finesse). Wings count as fins for all of your fin trait abilities (such as Smashing Fins and Deadly Fins). You can use the two-weapon fighting action with your wings.

2fp – Sprinting Fins (Requires Specialized Organs)
You may, once per turn as an action, gain additional movement for one turn. This increase equals twice your speed, after applying any modifiers. After using this ability, any attacks you make with your fins deal an additional 2d6 damage and the ability granted by your razor fins alteration deals an additional 1d6 damage. This effect lasts until the end of your turn. If you have made the Martial Fins alteration, you may use a bonus action to make a melee attack with a fin whenever you use this ability.

2fp – Unfettered Motions
Your superb fins give give you advantage on Dexterity(Acrobatics) checks made while using your movement. Furthermore, you gain advantage on ability checks made to escape from grapples and on saving throws against any effect that would restrain, reduce, and/or restrict your ability to move.

1fp – Absent Fins
You may form fins/wings that technically do not exist, but allow you to move as though they did. Such fins/wings may have no form, or they might look transparent/ghostly. These fins are unaffected by weather conditions and/or paralysis. When swimming with these fins you do not disturb the water and when flying with these wings you do not disturb the air. This alteration does not grant you the benefits of the Wings alteration if you have not made it.

Tier IV Advanced Alterations

2fp – Cosmic Fins (Requires Strange Movement)
Whenever you use the ability granted by the Strange Movement alteration you may instead choose to instead use all of your remaining movement to transport yourself to another plane. If you are attempting to travel to a location on another plane you have been to before you arrive at or near (closest unoccupied spot) the desired location. Otherwise, you can loosely describe the desired planar traits of your destination (“Evil-Aligned Plane, Watery Plane, etc"), but have no control over which plane you arrive at or where within that plane you arrive.

1fp – Space Weaving Fins (Requires Cosmic Fins)
Your cosmic fins are better suited for quickly weaving through the planes to reach 'local destinations. Whenever you use the ability granted by the Strange Movement alteration you may choose to instead use all of your remaining movement to teleport to any location you can see and/or have been to before, arriving at the closest unoccupied space. Furthermore, you can use the ability one additional time before needing to rest.

2fp – Immaculate Grace
You may add your proficiency bonus to dexterity saving throws. Furthermore, may also count the Dodge action as a fin-trait granted ability for the purpose of your MultiAssault and Focus Surge class features.

2fp – Supreme Charge
You may, as an action, move up to 10 times your remaining movement in a straight line. Using this ability expends all of your remaining movement (For example, if you had 40' of movement remaining you could use this ability to move 400' in a straight line, after which you would have 0 movement remaining). You have advantage on shove attempts, strength ability checks, and dexterity ability checks made while moving in this way. Any hit you score against a creature while moving this way is a critical hit.

After using this ability twice, you must finish a short or long rest before using it again. You may apply this alteration multiple times, each time allowing you to use the granted ability one additional time before needing to finish a short or long rest.

1fp - Eternal Rhythm (Requires Specialized Organs)
Your body is utterly efficient in its motions. You automatically succeed on constitution saving throws made to move quickly for long periods of time. Furthermore, you can rest while moving (like a shark).

Magikeeper
2015-06-29, 11:02 PM
Ozodrin and Multiclassing

Prerequisites
To qualify for a new class, you must meet the ability score prerequisites for both your old and new classes. The ability score prerequisites for an Ozodrin are Constitution 13 and Charisma 13.

Proficiencies Gained
When multiclassing into Ozodrin, you do not gain any of the class' proficiencies. You may, however, benefit from the proficiencies granted by your traits/alterations (if any).

Class Features
The following Ozodrin class features have special rules when used by multiclass characters:

Unarmored Defense - If you already have the Unarmored Defense feature, you can't gain it from another class.

Focus Surge - The Focus Surge class feature draws from the same pool of uses as the Action Surge class feature; using one counts as a use for both class features (so if you could use Action Surge a single time before resting, and you use Focus Surge, you would have to complete a short or long rest before being able to use Action Surge).

MultiAssault - The MultiAssault class feature cannot be used the same turn you use the Extra Attack class feature (or similar abilities) granted by other classes.

Magikeeper
2015-06-29, 11:03 PM
Again, reserved in case I need it.

Magikeeper
2015-06-29, 11:04 PM
Reserving one more after this.

Magikeeper
2015-06-29, 11:05 PM
Change Log

First Day Or So
> Fixed a bunch of Eye things.
> Changed Cost of Independent / True Spawn so that.. um.. you can actually use True Spawn.
> Fixed Long Tentacle's wording.
> Noted you can change torso/head/neck shape with Aberrant Metamorphosis.
> Devouring Mouths actually notes it can provide nourishment now, since the similar effects do that.
> Lingering Glare is now 2 times per alteration.
> Changed Lingering Sight from ten minutes to an hour.
> Long tentacle alteration now takes into account the idea of putting mouths and such on tentacles, implying you can do so, although it does not give hard rules for it. 5E seems to assume DM involvement to a degree 3E does not.
> Changed the scaling of swift fins to only be +1fp per additional application. This doesn't make a big difference early on, but helps fin-primary / secondary ozodrin. The tentacle movement alteration is remaining at +2fp, I don't find speed to be as central a focus for that trait.
> Wings alteration is now base 30' flight instead of having a base equal to your walking speed. This removes the weird interaction between tentacles and wings among other things.

7/1/2015
> I have nerfed Sinister Image. Only one object at a time, and you can't change objects until completing a short or long rest.
> Abnormal Perspective was changed to giving 1/2 prof intimidate vs non-aberrations and 1/2 prof Insight/Deception/Persuasion vs aberrations. This makes less incredibly niche.
> I added some clarifications to Decentralized Existence and Aberrant Metamorphosis.
> I removed the saving throw from rending tentacles. I don't think it is necessary.
> I swapped the damage change ability of Obliterating Toxins with the disadvantage giving ability of Overpowering Toxins. It makes more sense and a lot of creatures have poison immunity at mid-high levels.
> Overpowering Toxins also increases damage die now.
> The fluff of Hollow Spikes has been changed to something that makes more sense with volley and such. More importantly, it has been nerfed to being 1/turn. No more having to worry about 20th ozodrin mass spamming 10d8 toxic spikes in terrifying first-turn novas.
> Hollow Spikes now grants 2 uses (+1 per additional alteration), and Endless Generation provides 2 uses if you have 0. I really want merely dabbling in poison to be viable for spike primary ozodrin (instead of it being "Go all-in or don't bother"). I also reworded the weaker venom effect to be less wordy.

7/2/1015
> Reduced cost of Stomach Realm to 3fp.
> Tweaked a bunch of flesh features a little. A big change is that Sizing Flesh (formerly Condensed/Engorged flesh) now allows you to freely change size (within limit) whenever you enter/alter your True Nature. Magic Consuming flesh also protects against magical effects now, not just spells.
> I added the Martial Fins alteration (3fp). Tier I fin was pretty useless unless you happened to be near the water all of the time. If you aren't fighting in the water, then all it offers is holding your breath, better forced marching, and having meh armor and weapons. Now fins have TWF and the ability to replace one or both of those attacks with shoves - which in turn means primary fin users can use mutliassault at level 5 with shoves .
> Added the ability to engage in TWF with fins in the first place, which should have been there.
> Noted that you cannot replace the Razor Fin attack with a shove. I think being able to potentially knock all of your enemies prone would be too strong?
> Added Multiclass rules for Ozodrin.

7/3/2015
> Tweaked Tier 4 Puppet alteration costs again. I also changed independent puppet to only effecting 1 puppet per alteration. is is no longer possible for a 20th level Ozodrin to have more than two independent puppets at the same time. I also specified that Independent puppets do not benefit from non-alteration class features - they can't MultiAssault.
> Changed the wording of Razor Fin to be.. better. I also added the benefit of prevent foes from making opportunity attacks against you until their next turn if you manage to damage them with your attack (because otherwise trying to use Razor Fin might be suicidal).
> Added the Goring Spikes augment, Primary Spike ozodrin can now do stuff in melee if they didn't choose tentacle or orifice as one of their secondaries.
> Replaced the bizarre energy flesh alterations with a single alteration that just expands what you cna choose with the lower tier options.
> Added Regenerative Flesh to Tier III flesh. I had been looking for a place to put that.
> Sizing flesh has been tweaked to actually work with Aberrant Metamorphosis.
> I have changed the Efficient Pathways alteration. I think the new version better fits 5E design philosophy, and it also gives low-level Eye-Primary Ozodrin something besides darkvision to spend extra fp on.

7/4/2015
> SO MUCH FLUFF! IT'S LIKE A TEDDY BEAR STUFFING SUPPLY TRUCK DUMPED ITS LOAD ALL OVER THIS THREAD!
> Removed "this is a magical effect" from a bunch of abilities, as 5E doesn't seem to do that anymore.
> Damage increased for all of the first tier attack alterations except Devouring Gaze and Mass Assault. Tentacle, Fins, and Goring spikes are now finesse weapons. Far Reaching Gazes was moved to Tier I Eye. Vicious Mouths was moved to Tier II orifice. I think originally basing the damage off of the monk was too conservative, and ozodrin ac is rather crappy.
> Changed Quickbuild suggestions to accommodate changes.

7/5/2015 - Complete Overhaul of FP costs
> Changed wording of trait focus to use more 5E-y terminology. It is now trait archtype.
> I have changed all of the alterations to fit the new 2fp at level 1, 1fp per level after that set up. That should make the math much easier. I have also changed what all of the "Deadly" augments and such did - based on the responses I have been getting from the damage benchmark thread I'm thinking ozodrin wasn't dealing enough damage. Although I might have overshot it a little...
> Or maybe not... Obliterating Toxin now lets you add your constitution modifier (once) to the poison damage. Endless Generation's weaker poison was altered to be 1 damage base instead of 2, although it can benefit from the +Con alteration. Again, trying to support being able to just dabble in poison instead of all-or-nothing.
> Added Rejecting Glare to Eye tier III.
> Dashing Fins boosts damage as well now.
> Deadly Breath benefits from Vicious Mouths again. I'm basically tweaking the offensive abilities of tier III / tier IV stuff to help keep the ozodrin relevant.
> Supreme Dash now costs 2fp and is now 2 uses + 1 use per additional alteration, but also doubles dashing fin's damage if you used it that turn.

> Dash wasn't worded how I thought it was. Dashing fins and such have been tweaked. Dashing fins also does a whole finslap worth of extra damage.
> Specialized Organs now lets Dash and Disengage count as fin trait-alteration granted abilities. It was.. really niche before and it helps fin users feel more... mobile. Which is sorta fin's thing.

7/6/2015
> Swapped Volley and Piercing Rain and changed what they did. Less ranger-copying. Made them once per turn simply because of the amount of time making a bunch of dexterity saves probably takes. Granted, you could use them together... but shredding volley's main benefit to guarantee some damage and poison delivery probably earn it 1/turn anyway.

7/9/2015
> Changed Efficient Pathways. It no longer has an always-on effect, but the reaction is more versatile.

7/10/2015
> Cleaned up a lot of alteration wordings. Changed intro to Eye.
> Added the Destructive Drool Tier III orifice alteration. Orifice was somewhat lacking in the high level damage department.
> Specified that Devouring Glare deals force damage.
> Reduced cost of magic eating flesh to 3. 4 was a bit high.
> Reduced cost of Cosmic fin from 5 to 3. I think it was overcosted.
> Improved Adamentine stomach. Lowing the damage threshold didn't make much/any sense.
> Increased cost of Sealed Stomach to 3.

7/11/2015
> I was talked into adding the Unarmored Defense class feature.
> Efficient Pathways AC option now sets it to 18.
> Tweaked wording of Sophisticated tentacles.
> Replaced Living Mail with Sleek Fins.

7/12/2015
> Added "to a creature" to Devouring Mouths. No more attacking walls for healing..
> Re-added a section noting how you when you can change alterations. Although people seemed to understand without it? Interesting.

8/14/2015
> Altered rending tendrils to be be str/dex instead of just str since the rest of tentacle supports dex and there isn't a reason for it.. well, to not do so too.

8/16/2015
> Fixed some typos in Tier II puppet alterations, reworded section of Advanced Puppet that dealt with making it multiple times so that it no longer implies you need to have your maximum number of advanced puppets formed (you don't).

8/17/2015
> Fixed Deadly [s]Gaze Glare, changing all references to "Gaze" to "Glare" as intended.
> Nth Dimensional Flesh now starts out at 10'. I felt it was kinda weak for 3fp at 5', but the effect itself should probably be at least 3fp so.. more range it was.

8/18/2015
> Fixed FP example since you CAN apply efficient pathways twice.
> Fixed some other minor typos.
> Traveling Tentacle only takes 5' strange movement per 20' now.
> Altered Blending Flesh to allow the Hide action to count as a Flesh-Trait alteration granted ability for the purposes of MultiAssualt/Focus Surge. It just makes sense, really.

8/20/2015
> Gave the base Eye alteration actual mechanical benefits (No disadvantage in dim light, advantage on saves against effects that would blind/deafen)
> Some more typo fixing.
> Specifically noted you can use TWF action w/tentacles.
> After looking through warlock and such once more, I decided to buff Devouring Glare/Deadly Glare, take a weakened version of spirit eye (no school, no life/death detection) and combine it with the incredibly niche otherworldly senses, and then replace spirit eye at Tier III with something that has a side effect of increasing damage (Parallel Pathways, letting you get glares off with a bonus action)
> Continuing "Let's make Eye better" day, Rejecting Glare now gets two more uses per alteration.

8/22/2015
> Added Writhing Mass alteration to Tier IV tentacle, bringing it up to 4 alterations.
> I added a question to MultiAssualt - it was never intended to effect bonus actions (and I don't want it to) but I'm not sure if the wording technically allows it as-is.
> I reduced the cost of Grasping Limbs to 1. The trait/class basically doesn't build on it at all, so the benefit is pretty minor IMO.
> I changed Deadly Fins to follow the same pattern as every other deadly (+1 die size, +1 die). I likewise changed Dashing Fins to mirror the new Deadly.
> Dashing Fins now uses strength or dex like regular fins do - if for some reason you're actually using strength I suppose there is no reason to penalize you for it.
> Replaced remaining mentions of "augments" with "alterations".
> Spitting mouths now note you can TWF with them, as I noticed they were missing that line.
> Decentralized Existence now specifies it lets you survive without a head. I might remove the smaller text clarifying you might already have been able to use aberrant metamorphosis to gain that ability...
> Magic Consuming Flesh in now 2fp, and has the same pound wording as similar abilities.
> Energy Consuming Flesh is now at-will after passing 90 instead of a 100, which allows Flesh Secondary ozodrin to gain it at-will at 20 (10fp).
> Added Durable Form to puppet tier I - This is because A) Puppet tier I was kinda pathetic in combat and possibly in general. B) Actually, A pretty much covered it but d8 is kinda small for a potentially front-line class anyway. C) Extra HP works well this the high-tier puppet stuff (although 2fp/5hp might be a bit weak. Would definitely need to test that.).
> Tweaked wording of Durable Form to be more clear.
> Mass Harass is now a bonus action. This makes it possibly worth using before level 6. Or worth using at all, really.
> Advanced Puppet was reduced to costing only 2fp. It isn't really worth 3fp on its own, I think.
> Durable Puppets was altered to no longer form a weird infinite self-healing combo with advanced puppets. Also, renamed Sturdy Puppets since Durable Form is now using that word and I'd rather keep the reference to the old Ozodrin HP feat.

8/23/2015
> Reducing Piercing Rain to 2fp. Among other things I noticed cover is more common in 5E.
> Changed unfolding spike. It now increases damage per round to 4, but no longer gives disadvantage on the strength saving throw. I decided making the condition actually worth caring about was more useful than making it harder to end.

8/24/2015
Flesh Overhaul Day! Tried to make flesh a little less... boring? More synergistic with other traits (since it pretty much relies on them for high level combat)?
> Iron Flesh now gives advantage to Death Saving Throws, as Iron flesh is less useful on a class with Unarmored Defense. Granted, I then proceeded to make flesh use strength as its attacking stat..
> Honed Muscles added to Tier I flesh. 1/2 athletics is.. well, at least more general utility than flesh had, and the unarmed strikes are crappy but allow use of the new EGF (and give an attack to focus surge).
> Energy Generating Flesh is now a bonus action that adds 1d6 to most attacking features (not spike/eye/puppet).
> Deadly Flesh altered to work with EG.
> Energy Secreting flesh altered. Deals 3d8, doesn't stack anymore or allow mixing damage types.

11/11/2015
> Changed all of the poison alterations - they just weren't very good and required you to dump most of your FP into them to be worthwhile. (Also, hollow spike didn't work in a way that made any IC sense).

11/12/2015
> Changed Superior Toxins to 2fp. Poisoned, even for 1 round, strikes me as quite a nasty condition to inflict. Changes tertiary spiked wielders to having to wait until level 12 if they want to use it instead of level 8.
>Spikes can no longer be TWF. Mouths, Tentacles, and Fins had their Deadly augment damage reduced to 2d6. Deadly flesh was changed to 3d6. This lowered average damage at level 6 to the 17.4-19.4 range, I think, which is less than some of the martial classes but still okay (I think).
> Changed Hollow Spike again. Spike Ozodrin no longer need their bonus action for anything else, so I changed it to make more sense.
> I finally rewrote Harpooning Spike. It is very different now.
> I altered unfolding spike, tether, Shedding Volley, and Piercing Rain to work with the new Harpooning Spike.
> Piercing Rain can no longer be used with MultiAssault, but it CAN deliver poison.

11/13/2015
> Harpooning Spike now costs 2fp. I think the main reason it cost 3fp before was simply how clunky it was. The new streamlined version can just be tossed on without taking up much OOC time and is quite simple to use. In many situations it's worse than just taking deadly spike an extra time, at least by itself.

11/14/2015
> Harpooning Spike now deals slashing damage (forgot to give it a type), and the damage triggers whenever the creature performs a physical action / uses their movement. Somewhat clunkier, but auto-damaging at the start of each turn didn't make sense for a non-magical effect. Worse on creatures that can attack without moving, better on fighters that run around hitting things.

11/15/2015
> I have pretty much rewritten Piercing Rain. The previous reason for it being restricted in use was the concern of how much OOC time spent rolling dice Shredding Volley + PR being used together might result in. Then I thought about how PR is VERY similar to SV in execution and realized I could just make PR an upgrade / new use of SV, allowing them to use the per rest and per round restrictions without being clunky. I also lowered the damage to 3d10, reduced the cost to 1, and tossed in the ability to start a combat with 1 use of SV if you had none remaining.

11/16/2015
Eye Overhaul Day!
> Every Tier IV eye alteration has been changed.
>> I felt it was okay for Unbound Reception to be at-will, albeit at 2fp instead of 1.
>> I removed lingering sight, which didn't really match the feel of the rest of the class, and replaced it with the similar Decentralized Perception.
>> I removed lingering gaze entirely, as a changed variant of that would basically be sinister image for eyes.
>> I added Enveloping Glare, which was pretty much me trying to think of an Int-Save glare with a high "coolness" factor without being clunky.
>> Speaking of clunky, I removed Devouring Gaze and replaced it with the more streamlined Crippling Gaze. This does mean Eye never gets an area attack, which I admit is kinda strange for the most caster-like feature.
>> Proclaiming Gaze is now only based on what you can see, no more need for gaze-meeting.
> I changed tier IV Coiling Tentacle. I never liked the no-physical-action effect, finally figured out something to replace it with (resisting magical transportation).
> Nerferd the damage of the various stomach alterations (I missed them during the big damage nerf). I also changed swallow to 3fp, changed it to starting with large sized creatures, increased the regurgitation DC to something an Ozodrin might actually fail at lower levels (14->18, Orifice Ozodrin have many reasons to raise Con and it's one of the class' good saves), and lowered the regurgitation damage threshold to 20.
> Stomach realm now gives more room per additional alteration (twice as much, in fact).
> Remembered to nerf Secreting Flesh
> Increased total, but not per-round, damage cap of Energy Consuming Flesh to 30 and the immunity point to 80 (still 8fp). I figure it's less confusing if they are different numbers.

11/18/2015
> Changed locomotive limbs to only increasing in cost by 1 per application. I think 12fp for +30ft was... a lot.. 9fp is still a large amount as it is.
> Nerfed Tether - rope can only be as long as your spikes' normal range. Frenzied contraction was just nuts when it was max range and the ways I thought of to fix that by just changing FC weren't very good.
> Durable Form is now +10hp instead of +5, but the cost is increased by 1 per application. Far more useful in small quantities, and better overall until tying the old version at max possible bonus hp at level 19 [Technically, you could hit a higher HP bonus at levels 17/18 w/ the old rate]. Old version was incredibly expensive for hitting a noticeable value at mid/high levels and low-level puppet was hardly a powerhouse.

3/26/2016
> Altered Rejecting Glare - it can now be used as an action and/or as a reaction instead of as just an action. Playtesting suggested using it as an action was usually a bad idea.

4/23/2016
> Replaced Traveling Tentacle with Extended Tendrils, and then replaced that with Stretchable Tentacles. TT was clunky and just not very good - it's only real purpose was to combo with Sinister image..

4/24/2016
> Replaced Stretchable Tentacles with Synchronizing Tentacles, as the latter had some crippling wording issues.

4/29/2016
> Added a section to equipment noting what the Ozodrin gets a player chooses the page 143 starting gold option. Went with 5d4 gold, same as a monk.

4/30/2016
> Added Aerodynamic Fins to tier II fin, debated whether to make it tier I or not. Fin's power level varies to wildly between aquatic/navel games and regular ones at low levels... might alter this further in the future.
> Modified the wording of Specialized Organs to hopefully be a bit clearer. What it does has not changed.

5/2/2016
> Fin Day! - Massive overhaul of fin, to make it more useful at the earlier levels outside of aquatic campaigns.
>> Swift fin gives a lesser boost to walking speed in addition to the swim/fly benefit
>> Specialized Organs became 1fp, dash/disengage access moved to the new tier II Specialized Physique alteration along with some other benefits.
>> Elegant Fins removes, Unfettered split into two parts. Each part then had an extra effect added and became the new tier III Unfettered Motions and the tier IV Immaculate Grace.
>> Dashing fins bolsters speed in general now, and the alterations in general reference movement instead of just swim/fly. Immaculate Grace just gives prof to dex saves period now.

5/3/2016
>> Changed wording of Martial Fin. In practice it works out to be the same, but changing it to counting Shove as a Fin-Trait ability instead of the fin attack replacement effect allowed me to remove a potentially confusing "can't replace this..." sort of rule from Razor Fin.
>> Tweaked Grasping Limb - the held weapons count as Tentacle trait-granted attacks instead of just being any old trait-granted attacks. Primary(Tentacle) ozodrin can now use them with Focus Surge.
>> Reworded the explanation of how "costs X more each time" works.

5/8/2016
>> Changed the preamble for Fin to reflect its newly updated state.
>> Changed Cosmic Fin to 2fp.

7/27/2016
> Flesh Overhaul (Finally fixing the clunky Energy Consuming Flesh and such)
>> Energy Generating Flesh now effects claws/gore attacks as well and Psychic is a damage type option now.
>>> I've also changed Generating Flesh to 2 damage instead of 1d6, removed the ability to let you make the alteration multiple times, and changed it so you can just pick 2 energy types whenever you make the alteration. It was basically never worth it to take it more than once before, and +1d6 to every attack is too strong at low levels. A primary (Flesh) Ozodrin w/spike and tentacle secondary would have been dealing 1d6+1+1d6 energy each round at level one.
>> Moved Filtering Flesh to tier II and combined it with Liquid Converting Flesh
>> Drastically changed how Energy Consuming Flesh works and moved it to Tier I.
>> Added Energy Devouring Flesh to Tier II
>> Changed how Regenerating Flesh (still tier III flesh) works and increased its cost to 2fp. It basically uses Hit Dice as a resource now, replenishing them by eating food (1lb/dice) and letting you expend them as an action to regain 3hp per dice expended.
>> Added Acclimating Flesh to tier III, which is kinda really niche but covers the "I want high level Flesh Ozodrin to be able to survive dang near anywhere" issue without making Energy Consuming Flesh as clunkcy as it used to be...
>> Moved Bizarre Energy whatever (accidentally lost old version while updating) to tier IV and turned it into Bizarre Energy Metabolism.
>> Added Psychic to Secreting Flesh damage options. Basically just added it to all the "Energy" alterations, since that's sort of an aberration thing.

8/21/2016
> Massive overhaul. Much of this is less about balance and more about fixing some traits with monotonous early game play and tweaking the way damage works to better fit other classes. The deadly alterations worked so differently from how other classes did damage ( high base damage instead of lower base damage + powerful circumstantial effects) that it was very difficult to balance them. Furthermore, they suffered from trying to balance the traits combat-wise through 6-20 with a level 6 +damage ability. Design-wise I decided it'd be better to just tweak the higher level features.
> All deadly X alterations changed to just give +1dX damage, where X is the damage dice the weapon originally did. Deadly Flesh deals was changed to deal 2d6 damage. The ability to apply them multiple times was removed.
> Eye overhaul:
>> Move Disorienting Glare from tier II to tier I, made it clear you can't stealth disorient targets
>> Changed Devouring Glare to Dissolving Glare, reduced it to 1fp, removed healing effect.
>> Moved Far Reaching Glares from tier I to tier III, doubled benefit (15-30)
>> Removed Tremorsense from Tier II.
>> Added the healing effect of the old Devouring Glare to the tier II Devouring Glare alteration (1fp)
>> Changed Deadly Gaze to 1fp, since in practice it is the weakest deadly (Can't twf it, lacks spike's benefits).
>> Moved Rejecting Glare to tier II, removed the per-rest restriciton and made it 2fp. I might nerf it back to being X per rest...
>> Changed wording of Binding Glare, made it 2fp for 3 uses + 2 uses per additional alteration.
>> Removed the range limit from Proclaiming Gaze.

> Deadly Flesh was reduced to 1fp along with the damage nerf. Energy Generating flesh already costs 2fp.

> Finally replaced Coiling Tentacles with Paradox Tentacles.

> Orifice Overhaul:
>> Tweaked several wordings.
>> Spit attack wording changes - it is now a melee thrown weapon. This deals with the OP-with-Sharpshooter issue.
>> Tweaked Destructive Drool (Tier III) to be a bonus action effect. This was a nerf, might need to make this stronger again later.
>> Added Deranged Hunger to Tier III. Orifice's (sorta) tanking subtheme really needed to be thrown a bone at this tier.

> Changed base damage of Mass Assault (Tier I Puppet) to1d8+cha.
> Mass Harass now notes what kind of cover (3/4ths). That really needs to be playtested.

> Spike Overhaul:
>> I suggest completely re-reading this one.
>> Many wording changes.
>> Base Alteration now add 1d4 piercing to crits instead of +1 bonus damage always, and it effects your spikes as well. No more "Spike's base alteration does very little for spikes". I probably need to specify you can use poisonous spikes with it and such though..
>> Added Carved Spikes alteration to Tier I
>> Reworded Throwing Spikes and Renamed them Ballistic Spikes. Basically entirely so they can work with Sharpshooter feat. I thought they could before, but they technically did not qualify for the -5/+10. Ranged-spike-tossing Ozodrin don't want to be the only archery-sorts that can't make full use of the amazing archery feat..
>> Combined Hollow Spike and Superior Toxins alteration, lower the damage to 1 (plus other tweaks), and keep it at Tier I but change cost to 2fp.
>> Changed Hollow Spike (Now Poisonous Spikes) to 1 use, plus 2 uses per additional alteration. I might change this further in the future.. maybe have it cost more each time you add it? That'd be strange..
>> Moved Twisting Spikes to Tier II and changed how it works.
>> Added Smoke Spikes to Tier II
>> Slightly changed how Tether works - it no longer requires Harpooning Spikes.
>> Moved Harpooning Spikes to Tier III, rename it Burrowing Spikes and slightly re-fluff it. Changed the way the damaging effect works.
>> Tweak Obliterating Toxin's wording, have it add 1d6 damage.
>> Rearrange order of alterations (not a mechanical change, I think having Shredding Volley be first looks better)
> Removed Overpowering Toxins
> Change how Deleterious Existence works, change cost to 2fp
> Add Flickering Spikes to Tier IV

8/24-25/2016
> Made many changes to the Fin trait (will edit in changes later).
> All HP regaining was changed to be temp Hp. This was to help give Orifice a more dependable combat style, and the other changes were because mixing self-healing and temp HP could be problematic.
>> The Regenerating Flesh alteration was changed as well. It still enables self-healing but no longer makes it easy to heal large amounts every round in combat.
> Orifice's tier III breath weapon alteration is now stronger but only 2/short rest instead of at-will. Breathing every round would bog down combat.
> Moved Deranged Hunger to Orifice Tier IV, created the new Efficient Consumption for Orifice Tier III. I also combined the Iron Stomach / Antimagic Stomach alterations together to create the new Living Prison tier IV alteration. I tweaked Efficient Digestion as well (only 1/2 damage healing now) and renamed it Absolute Digestion

9/2/2016
> Overhauled Puppet, last of the major overhauls. Puppet now has mild parasite subtheme.
>> Added Parasitc Puppets (I), Covert Parasites (II), and Subjugating Parasites (III)
>> Removed Sturdy Puppets, changed Collapsing puppets to having a set upper HP sacrifice limit (15), and giving it the Sturdy benefit. Increased cost of collapsing puppets to 2fp.
>> Barrier Puppets now increase sacrifice limit to 40hp.
>> Added Frenzied Puppet alteration to tier III. Puppet needed a tier III +damage effect. It works well with other traits, but I've been dumping all general +damage special abilities into the bonus action slot so they compete with each other (and can't be focus spammed).
>> Removed some of the requirements of Independent Spawn
>> Seed puppet now allows dying as a reaction.
>> Removed Mass Harass
>> Moved Mass Support to tier II and renamed it Supportive Puppets. The real benefit is with Mutliassault anyway.
>> Added Twitching Strings to tier I
>> Increased initial distance of Lengthy Strings to +15', but removed the ability to retract as a bonus action.
>> Completely redid True Spawn. It just lets you build a monster from a multiple-choice list of sorts, give birth to it after a month. It works differently from all other Ozodrin alterations, being the only one you have to maintain for a long period (month) to get the effect, but I wanted to keep the ability to create monsters without giving the Ozodrin the ability to create setting-warping monstrosities. I may need to tweak this further in the future.

9/2/2016
> I completely changed how Martial Fin works. This means fin ozodrin can now do motion fighting from level 1. Instead of..trying to act like STR-based front-line warriors that are not really built for it at all.
> Razor Fin has the OA denial built-in again.
> I altered Tier I Tentacle, it now has the "Tugging Tendrils" alteration, to give tentacle more to actively do at low levels, and I changed how coordinated tentacles work to also have an activatable component. Tentacle has more of a move-stuff-around theme now, which I think is fitting.
> I changing Devouring Mouths to be a static amount of temp HP, and then raised the FP cost to three has balancing it for level 1 and having it work 2-4 just isn't possible. Reading up on moon druids in actual games suggests that early orifice, while not needing to be as high as that, was still way too low temp-hp wise. I improved the later temp HP abilities as well. Orifice seriously needs to be playtested, it's hard to guesstimate what these temp HP value should be.
>> The reason it became a set value is that making both the HP random, and tying it to an attack die roll, made orifice survivability far too swingy.
> I combined Furnished Stomach and Stomach Realm together, kept it at 1fp. That's still a total of 5fp for the whole thing.

9/4/2016
> Renamed Dashing Fins Sprinting Fins, reduced cost to 1fp, and made it require Specialized Organs. It's more flavorful and makes it easier to combine it with Specialized Physique. Noted its interaction with Martial fins here, removed it from Martial fins.
> Martial fins now triggers when you make a melee attack with a fin as well. It.. it's basically the martial arts ability, yeah. Fin needed more damage potential.
> Tweaked the wording Specialized Organs to be less swimming-specific.
> Tweaked Sleek Fins to be a little more generally useful, and to benefit all overland travel albeit with disadvantage.
> Wings no longer needed to be as wordy as before, since most of the swimming-specific augments are no longer swimming specific.
> I added a second option to Smashing fins (pushing yourself 5').
> Flesh:
>> I changed Honed Muscles to Tempered Body, it now gives a 1d8 slam attack in addition to the 1d4 unarmed strike.
>> I changed Energy Generating Flesh to also working with shoves and grapples.
>> I changed Iron Flesh, replacing the death saving throw benefit with a 1/short rest gain-resistance-verse B/S/P damage of a single attack. It now costs 2fp and can be made multiple times (+2 uses each time).
>>> The goal of all of these changes was to make low level flesh more interesting / less crappy in combat before level 6.
>> I changed Illuminated flesh to 10' bright, 10' Dim.

9/18/2016
> Eye: I combined Consuming Glare / Deadly Glare and removed the temp HP effect. It felt tacked-on and kinda clunky, didn't work with the rest of eye, and wasn't really strong enough of an effect anyway. I'd rather fit a more useful ability at that tier..
>> Speaking of which, I weakened Binding Glare, made it at-will, and moved it to tier II.
>> Enveloping Glare now deals 4d6 damage instead of 3d6.
>> Dissolving Glare now deals 1d8+cha damage instead of 1d6+cha, and the deadly was likewise bolstered.
>> Relentless Gaze doesn't give extra uses of eye trait abilities anymore (since only Enveloping has uses now), but it makes Enveloping full damage regardless of saving throw. Maybe I should have it just increase Enveloping's damage to 8d6 instead..
>> Added some text to Eye's base ability that makes it clear you can see through all eyes as easily as a human can see through theirs.
> Tentacle: I rearranged the tier I abilities. They otherwise were not changed.
> Flesh: I changed Deadly Flesh to instead deal 4d6 while using a focus surge. This is a weaker than before (since the 2d6/2d6 could be split), but is simpler to describe and stays closer to the goal of just ensuring flesh deals comparable-ish damage when focus surging.

1/15/2016
> Eye: I added the ability to see scents to crossed senses. Now with 100% more niche sensory prowess.
>> I then removed the ability to see scents, as a realized some issues that could cause (also, orifice already has an alteration for scent..).
>> I also replaced Enveloping Glare with Murmuring Glare. I think enveloping glare was difficult to adjudicate, and kinda shoe-horned into the class. Murmuring (imo) far better fits the classes' flavor and is clearer in what effects it does or does not have.
> Spike: Increased flickering spike to 2fp, changed it to being a bonus action that effects all spikes for 1 round, changed melee benefit to advantage, and made it 2 uses + 1/extra alteration. I might need to alter this further if it proves too strong in playtesting.
> Tentacle: Coordinated Tentacles is now any spot within your reach to any other spot within your reach. I think the opportunity cost of not, say, making an attack yourself is worth the ability to wield the party barbarian. The change only effects Ozodrin with extended reach anyway - the old 10' limit was enough for basic reach.

4/29/2017
> Tier I changes:
>> Devouring Mouths replaced with a 3fp Ravenous Maws.
>> Salivating Maws is now a ranged weapon you CANNOT use the TWF action with. Having it be a thrown melee weapon (to avoid sharpshooter + TWF) was just weird. You can, however, use strength on the attack rolls.
>> Sniping Mouths is now Free Flowing Drool, which costs 2FP, gives a larger range increase, and lets you attempt a spit attack (disadvantage -> neither advantage or disadvantage) whenever you successfully hit with a bite attack as a bonus action.
> Tier II changes:
>> Scent-Tasting tongues is now Refined Palette, which also lets you add your proficiency bonus to knowledge checks to determine the physical properties of things you've tasted (in addition to smelling things). Might be undercosted at 1fp.
>> Vicious Mouths is now Dire Consumption. It improves Ravenous Maw ability as well as damage (similar to before).
> Tier III changes:
>> Efficient Consumption has been replaced with Digestive Rift.
>> Destructive Drool, which is too similar (if better) to Free Flowing Drool, has been replaced by Butchering Fangs.
> Tier IV changes:
>> Absolute Digestion has been replaced by Haunted Stomach, which removes healing via digestive damage (Ravenous Maw works with digestion, unlike Devouring Mouths) in exchange for being a generally more interesting ability (IMO).
>> Some other minor wording tweaks (not mechanical changes).
>> Living Prison reduced to 2fp, and now requires Swallow. Swallow already costs 3fp as it is. Spending 9fp to have all the tier I-IV stomach alterations at once seems sufficient, maybe even a little high.

8/27/2017
> Replaced Crossed Senses with Listening Eyes. Same effect, only better described and a longer duration (1 round -> ten minutes but dismissable) per activation.
> Minor typo fixing
> Changed quick build to note dexterity is also an option for Primary(orifice) ozodrin. <- I undid this a few days later, should have slept first. >.>[/b[

[b]8/29/2017
> Removed restrictions on weapon wielding from tentacle - number of attacks isn't limb-number-based anyway. It's not really an issue, they have to gain proficiency from another source in the first place.
> Hooked Teeth alteration now allows grapple attacks to be used with MultiAssault and Focus Surge.
> Energy Secreting Flesh was rewritten to better match a balor's aura (closest equivalent). The damage was reduced to 2d6, but it is much easier to trigger the defensive damage now.

8/30/2017
> Tweaked wording of Smoke Spikes (to note shooting solid surfaces is fine).
> Tweaked wording of Deadly Quills, explicitly noted it works with all the various spike abilities, and removed ability to stack the effect.
> Changed Energy Secreting Flesh again, to now build off of Energy Generating flesh augment (given how similar it is it was rather strange it didn't..). Changed form point cost to 1.
> Changed how Concept Filtering Flesh worked - sensing presence/absence simply works but requires holding other forms of breath (solves lie detection problem, or at least makes it pretty obvious you're doing something). Also changed range to 120'.
> Adaptive flesh can be used while resting, which is rather essential to achieve the goal of enabling survival in environments that deal energy damage.
> Overpowering toxins replaces the 1 damage instead of being added to it now, and was generally changed to be less wordy.
> Various other small wording tweaks.

8/31/2017
> Changed the wording of Irregular Mind, as the old version's changing of the effects "maximum duration" could be viewed as making certain effects (like true polymorph) STRONGER due to making it easier to maintain for "the entire duration". This obviously wasn't the intent, and the new wording hopefully makes that clear.

9/3/2017
> Fateless ability no longer requires using a reaction to make charisma saves to avoid soul capture/destruction. No longer will Ozodrin be critically vulnerable to TWO foes trying to nom their soul at the same time. Honestly, this is very unlikely to come up but if it ever does it might as well be solid.

9/4/2017
> Changed how burrowing spike grappling works. The old version was more in line with 3.5 grapple rules and resulted in the strange situation of, say, reducing the movespeed of everything that hit you with a natural weapon to 0ft when combined with Deadly Quills. The new version makes it less gimmicky and gives much more of a reason to use it in a normal battle. It also promotes using goring spike and lets you do a fun combo with Frenzied Contraction which is a plus.

9/10/2017
> Replaced Strange Movement and Aberrant Perspective with Colluding Anatomy and Trait Overflow. The new powers better fit the fluff of the other main abilities.
> Overhauled Fin (again). New, more flavorful strange movement added to fin, digging weakened but moved to Tier I, Sleek Fins and Lethal Momentum removed, Deadly Fins slightly boosted in power (and cost), Cosmic Fins is now based on Strange Movement, Stranger Movement replaced with Space Weaving Fins, Grand Charge now turns hits into crits instead of giving melee advantage (will need to change tomorrow.. today.. gah the time.. to not boost ranged attacks), Eternal Rhythm added to tier IV.
> Unfettered Motions now gives advantage VS grapple as well.
> Specialized Physique gives +prof on Athletics made while moving instead of falling resistance. I like the falling resistance, but have no where else to put it and I dislike the idea of a Fin primary screwing themselves at char creation by not picking up the athletics razor fin needs.
> Changed Sprinting Fins from 1fp to 2fp. It's definitely worth 2fp.

> Puppet overhaul - I removed some unnecessary (IMO) clarification in the base trait and..
>> Changed Parasitic Puppets to last 20 minutes. 10 minutes was just long enough to be annoying.
>> Improved Covert Parasites - now at 1fp and +1 Parasitic use/rest.
>> Removed Supportive Puppets. The first part could arguable be done without needing an alteration. I do wonder if there's a way to sneak helping-as-a-trait-granted-ability back into the class but...
>> Added Essence Shift to Tier II. Basically swap places with your puppet as an action, except gear doesn't transfer.
>> Replaced Seed Puppets with Ephemeral Host (builds on Essence Shift - similar effect, but less passive & a bit stronger).

> Changed Tentacle a bit
>> Move Magic Ripping Tentacles to tier II, changed how they worked to fit the tier. Tentacles needed something to use with trait overflow and that ability would work fine at lower levels. Might reduce the number of uses/rest to one..?
>> Added Magic Disarraying Tentacles to tier IV.

> Streamlined the "straining - yadayada" wordings. Hopefully they're all the same now. >.>

1/22/2018
Spike:
> Finally replaced Burrowing Spike with Rooting Spike. It's streamlined now, and less restrictive fluff-wise. I also decided explaining how it working with objects / doesn't result in leaving a trail of spike rooting into the ground in your wake wasn't worth the hassle. It just effects creatures now. 5 damage / round isn't enough to bypass the hardness of most things you'd want to destroy anyway, so it'd be a lot of clunkyness for something that's rarely ever going to come up.
>> Also removed the weird not-grapple effect. I liked it, but it's incredibly wordy and also something that's rather niche.
> Changed Deadly Quills to be more generally useful. The previous version was just as strong, but only in certain campaigns (ones vs monsters and not armed foes). I'd really like playtesting of this one though... anyhow, it can now be used as a bonus action / reaction so you don't need to walk around in porcupine form 24/7 to get any use out of it.
> Changed Frenzied Contraction to Quivering Tether, which is the same as before only much more versatile. Now you can partially contract and extend the "ropes". The verbiage detailing how it worked with burrowing spike's not-grapple was removed, so the total wordiness it about the same.
ALL:
> The "straining" wording was uniformly changed to just be "After using this ability twice," and such.

Magikeeper
2015-07-04, 03:37 PM
The first few responses that follow below were made before the FP system, the wording of archtypes, etc was overhauled. The first version was dealing with 62fp at level 20, had costs ranging from 1 to.. 15fp, didn't use archtype terminology, etc.

I have added the promised fluff! So much fluff! So soft. So soft. I tried to match the style of the 5E player's handbook when writing it. Since magic/non-magic appears to be described in fluff these days (and the weave is in the PHB), I mentioned that as well. I also added a brief snippet in each Trait section talking about what that trait offers, what it pairs well with, etc.

I've also made a truckload of mechanical tweaks over the last week, that those of you who aren't checking this thread every day might have missed! Which I presume means everyone. :P

I also removed the FAQ as it I felt it wasn't that great yet and I don't really get asked any questions frequently. or at all.

JNAProductions
2015-07-04, 03:40 PM
Hang in there. Someone will take interest eventually.

I'd comment on it, but I'm really not sure what to say.

Gnomes2169
2015-07-04, 11:54 PM
Now the class is insanely complex, so I'm not making a full review just yet (I'm on a phone right now, just waiting for my break to be over), but I will say that the lack of subclasses confuses me a bit. Is there a reason why you chose not to add any?

Magikeeper
2015-07-05, 12:22 AM
Thanks for the responses!


but I will say that the lack of subclasses confuses me a bit. Is there a reason why you chose not to add any?

There are 60* different (Primary | Secondary, Secondary) trait combinations? Primary trait choice pretty much is a sublcass. Sure, you eventually get <limited> access to the traits you didn't pick but it isn't the same.
If my not-doublechecked math is right, anyway

The main reason, however, is that there is so much going on with the traits that I was iffy on adding a bunch of optional main class abilities on top of that. I did consider having more stuff like Focus Surge (main class abilities based on your primary trait choice to make it feel more subclass-y), but I haven't come up with any good ideas for such things.

Edit: In the long run I think adding "alternate traits" where each chosen alternate trait replaces one of the current 7 could work for expanding the class.

-----

Also, I keep rewriting how I describe forming things you can use as weapons. If anyone has a preference for how gaining a 1d6 finesse-able melee tentacle attack* should be worded by all means tell me. :D

*Just buffed most of the base weapons a little, more finesse as well as I've come to the conclusion that Ozodrin AC was pathetically low and maybe basing damage off of monks (who get more attacks) was being too conservative.

Scarce
2015-07-05, 12:58 AM
Now the class is insanely complex

Full agreement here. I'm going to have to dig through this and parse it all out before I pass any mechanical judgments. I don't want to be critical, but this is a tough read and I have a lot of questions.

Traits are clearly the focus of the class, but the Trait Focus feature is either really confusing, or I'm really dumb. There appears to be three categories of traits (Primary, Secondary, and Other. Though, this should really be Primary, Secondary, and Tertiary, unless Other is distinguished in some way as being mechanically different from the other two.) How do these differ? This desperately needs to be rewritten for clarity, and I'd offer some help, but I don't understand how this is supposed to work. (Which traits do you have access to or know? Do you pick one for each and that's it? Can I change this later? It seems like I can reallocate my Form Points for the traits I've selected, which are locked in, and I can't pick other traits ever after level 1.)

There is a Max Tier for each of these categories specified on the table and Form Points, which are addressed on a different feature. Is there a place here that I don't see where you carefully clarify how these interact? The rules of Form points are problematic in and of themselves, and require a lot of math. I could fully see a player stopping the entire session, as if to pick out spells for the day, just to do the math to determine which traits he can select in which slot.

I'll look through the rest of the class later, since this was one of the most interesting offerings in 3.5, but at the moment I'm afraid that the class isn't communicating its mechanics in a clear enough manner for me to get through.

Magikeeper
2015-07-05, 02:24 AM
At level 6 you gain access to the Tier II Advanced Alterations of your primary trait, the Tier I Advanced Alterations of your secondary traits, and the Base Alterations of all other traits.

I am not sure how to make this clearer? "Other" refers to all other traits. As in, every trait that is not Primary or Secondary.

At level 1 you pick a primary and two secondary traits. You gain Base/Tier I access at level 1 for the primary trait. You gain access to just the Base alterations of your two secondary traits at level 1. You do not gain any access to traits besides the three you have chosen at level 1. Every 5 levels (6,11,16) you gain access to the next highest tier for all traits (imagine Base being Tier 0, and having no access as being -1).

On FP and Tier interactions: 3.5 Ozodrin could spend FP on any augments they had access to, and their augments were restricted by feature and level. 5E Ozodrin can spend FP on any advance alterations they have access to, and their advanced alterations are restricted by Trait and Tier. For example, Wings is Tier III Fin. So if you don't have access to Tier III Fin, you can't spend FP on it. There is one more difference, however: As noted in the under form points you can only spend up to 1/2 your FP on non-primary trait alterations and only 1/4 on traits that are neither primary nor secondary. So a level 20 Ozodrin can spend at most 31fp on non-primary trait alterations, and at most 15 of that can be spent on non-primary non-secondary trait alterations.

You cannot re-pick which traits are primary/secondary after first level but you CAN redistribute form points. So your impression in that regard was correct.

Anyway, I think the confusion appears to be the concept of "alterations". You don't spend FP on Traits, your access to them just determines what alterations you can make. Advanced Alterations use FP.

For example: "Tentacle" is a trait. "Long Tentacle" is an advanced alteration. Choosing "Tentacle" to be your primary trait gives you access to "Long Tentacle" at level 1. Since "Long Tentacle" is an advanced alteration, you can only add/remove it (spending FP / regaining FP as appropriate) after a short or long rest.[/spoiler]

--

I think it ends up being less time intensive than the 3.5 update, which I feel was less time intensive than the original ozodrin. Most alterations cost 3-9fp and there are almost no +Number augments/alterations anymore which were the most fiddly. I kinda imagine most people will have a core fighting style that eats up much of their FP and then the rest is spent on their preferred utility? This class doesn't have much in the way of "silver bullet" abilities (at least, I try to avoid them), so unless someone's tastes drastically change after every rest I'd think small tweaks would be more common than respending all of your points? Eye has a bunch of cheap alterations, it is might be the most fiddly Trait. Although Tentacle probably has the most FP math going on. The least fiddly is probably.. Fin.

Granted, I could just limit how many points you can redistribute per rest but I think that could make it more complicated rather than less?

I have been a bit concerned about just how many alterations level 16 ozodrin have, and I did consider adding Tertiary Traits. Or possibly slowing down the rate you gain access to non-primary, non-secondary traits. On the other hand, I'm not sure it is really necessary. The pile of "other" alterations are fighting over a tiny amount of FP.

Gnomes2169
2015-07-05, 03:44 AM
Alright, with a quick reading of the material here, I'ma give this advice... Take your traits, break them up into associated categories, and then make those categories into (3, maybe 4) separate subclasses. Tiers will be unlocked with each subclass feature (allowing you to remove that category from the table), the class will have more specific themes that just "eldritch abomination" (one subclass might be "Cthulu", another might be "The King in Yellow" (eyes in particular fit this one) and a third might be "Abbadon"), and it will help the class mesh into the rest of the system to have subclasses.

Next, the whole primary/ secondary/ other divide is complexity that the 5e system doesn't really support, and is just... Confusing. I do a lot of math in arguments on the internet, but doing it for all of these abilities at the end of each long/ short rest, or designing and memorizing multiple loadouts that I would have to update whenever I level up strikes me as... Daunting. I haven't read too much of the 3.5 ozodrin, but I do recall something like the divide being in it, so I see why you might want to port it into the 5e version. However, it just feels like added paperwork for the sake of added paperwork currently, which is something 5e has gone out of its way to avoid. And I'll be honest... I'm not sure what the purpose of each division is (other than increasing costs somehow), and I'm not sure how one goes about setting a primary/ secondary/ other.

I would definitely suggest simplifying and clarifying them (maybe by making each trait beyond the first cost extra evolution points to buy initially?), or just cutting them entirely. I also suggest defining what a primary/ secondary trait is, and stating if/ when you can exchange them if you decide to keep the divide around.

ImSAMazing
2015-07-05, 04:31 AM
OMG, so much work to read xD.

Magikeeper
2015-07-05, 10:03 AM
Hrm. The different terminology seems to really be that big of an issue. Let's try this:


Trait Archtype
Each ozodrin is better at making certain kinds of alterations to their form. Choose one of the seven Traits (Eye, Tentacle, Flesh, Orifice, Spike, Puppet, Fin). This is your "Primary" trait. Then choose two of the remaining traits. These are your "Secondary" traits. All of the remaining traits are henceforth considered as your "Tertiary" traits. These designations form your Trait Archtype, which does not change as you progress through the class.

Each Trait has a "Base" alteration, and then four tiers (I, II, III, IV) of "Advanced" alterations. At level 1, you gain access to the "Tier I" and "Base" alterations of your primary trait and access to just the base alterations of your secondary traits.

At level 6 you also gain access to the tier II alterations of your primary trait, the tier I alterations of your secondary traits, and the base alterations of your tertiary traits.

At level 11 you gain access to the tier III alterations of your primary trait, the tier II alterations of your secondary traits, and the tier I alterations of your tertiary traits.

At level 16 you gain access to the tier IV alterations of your primary trait, the tier III alterations of your secondary traits, and the tier II alterations of your tertiary traits.

Does that make more sense? Trait Archetype also determines how you can spend your FP but that would be in the Form Point section. "Tertiary" is what the class was calling "all other traits" but that seems to be confusing people as well so I gave it a special name too. This does not cover all concerns mentioned, but I'd like to be sure people understand what is going on currently for the sake of discussion. I could split the traits into subgroups tied to some flavor, yes, although that would be very different from old Ozodrin. I found that people's Ozodrin PCs were all over the place creed/flavor wise.

As for the daunting-ness, I suppose I could just make it long-rest only. I'd need to tweak a few alterations, but in general it would also reduce complexity since the number of viable set ups for a whole day is less than what you might be able to swing for a few hours. Spellcasters manage to pick their spells each day.

PotatoGolem
2015-07-05, 12:08 PM
Wow. This is pretty cool, but it's really complex- hard to determine what's balanced. I agree with Gnomes that it could do with some heavy simplification. One thing that jumps out as iffy though is the +AC abilities. That's not really something 5e does (aside from shields and the shield spell)- armor and spells usually set your AC to a given value. One level of Eye or Fin Ozodrin for a permanent bonus to AC is a bit much on a Paladin or Fighter.

Magikeeper
2015-07-05, 12:51 PM
One thing that jumps out as iffy though is the +AC abilities. That's not really something 5e does (aside from shields and the shield spell)- armor and spells usually set your AC to a given value. One level of Eye or Fin Ozodrin for a permanent bonus to AC is a bit much on a Paladin or Fighter.

I am aware of that, but the Eye/Fin +AC bonus does not stack with armor nor with each other (nor with monk bonus). Eye is sorta a variant unarmored defense while the fin +AC alteration is just light armor. Although now that you mention it, armor does seem to set AC to a value. As does unarmored defense? I think I'll reword those. Same mechanical effects, but they are both armor replacements.

Edit: Living Mail (fin) has been reworded to set AC. Not seeing an easy way to have Efficient Pathways (Eye) set your AC, since it only increases AC against opponents you are aware of in addition to only giving the benefit when unarmored (and you can't benefit from Unarmored Defense or similar abilities at the same time).

Hrm, I could just remove the need to be aware of your opponent, and then change the AC bonus to some static value (11 + Dex, reaction 14 + Dex?)

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

Idea - If I tweaked the advanced alterations to all be multiples of 3, then divided all of the costs by 3 and just gave Ozodrin 1 form point per level (2 form points at level 1), would that help with the complexity?

Actually yeah, I'm going to just do that.

EDIT: I have changed all of the alterations to fit the new 2fp at level 1, 1fp per level after that set up. That should make the math much easier. I have also changed what all of the "Deadly" augments and such did - based on the responses I have been getting from the damage benchmark thread I'm thinking ozodrin wasn't dealing enough damage. Although I might have overshot it a little...

Nezbit9
2015-07-11, 01:14 PM
First, a tip of the hat to you sir. This was no small undertaking.

I don't have much specific advice until I have a chance to playtest this (and I intend to), because its damage/general potential is too complicated to figure out theoretically. With this many moving parts, this class needs to be put on a character sheet.

The first suggestion I have:
Add a Barbarian-style Dex+Con unarmored class feature at first level. As a player looking to try this, one of the first things I noticed was that there is no reliable way to get decent AC. This class isn't a caster (even with Eye focus) and it isn't a skill monkey, so that means it has to be combat based. Every core combat class (heck, every core class except for wizard) has a means to boost it's AC to 15 (Dragon sorcerer) to 20 (heavy armor focused alt human fighter with a shield), with 16 being the most common.

The only way for this class to get anywhere to close to that is to take the Fin focus, which is extremely constricting. And even that isn't comparable to a dragon sorcerer's AC boost.

Replace the living scales trait with something else, make the efficient pathways trait more closely resemble a limited-use Danger Sense (Barbarian), and add unarmored defense at first level.

It shouldn't cause any issues with the sophisticated tentacles- that's basically just a shield with a little RP advantage.

With those alterations, minimum AC becomes 14, max becomes 18, which is about in line with core classes.

Magikeeper
2015-07-11, 11:39 PM
Thanks! I look forward to hearing how the playtesting goes. :D

@AC: Hrm.. I admit, I had considered that a few times. I suppose I'll add it. *Does that*

I changed efficient pathway's AC option to 18, replaced Living Mail with Sleek Fins, and tweaked Sophisticated Tentacles to still work with UD. I know Barbarians can straight up use shields with their defense, but dexterity isn't a big stat for them and Ozodrin aren't even proficient in shields.

Extra Anchovies
2015-07-12, 02:32 AM
What's this? Is it... Yes! It is! It's a version of the Ozodrin that I can actually wrap my head around! I love it.

Question: does altering your "mental age" have any mechanical effect?

Kerleth
2015-07-12, 07:45 AM
Well done! I actually think this is much better than the original. Embracing 5E's simplicity has done wonders to make this class more accessible than the 3.X versions. It seems interesting, and it looks like you put a lot of work into keeping it fairly balanced. A couple of points.

1) The lack of a limit on how many form points you can spend on your primary feature means that it is possible to overspecialize. This means that, in damage in particular, you can outdo all but the most min-maxed multiclass comboey of builds, but will have almost nothing else. This isn't necessarily a bad thing, but the fact that you can change up on a short rest means that you could specialize for a specific scene/encounter then swap out to a more general build in the right situations. I don't think this is gamebreaking, but it is a point of concern. I have a feeling that the class as a whole is actually a touch weaker in total simultaneous abilities than the core classes, but makes up for it in adaptability. It's something to keep in mind and ask about as this gets playtested (looking forward to reading about that btw).

2)The healing mechanic. Allowing at will attacks that heal you based on damage is potentially problematic. For example, I attack the squirrel, or I attack the stick. This is just a general pitfall with these sorts of abilities, and can be easily handled by a gentleman's agreement between the dm and player not to abuse these with silly stuff. On the other hand, any campaign that allows that probably allows all sorts of other wild exploits, so it may actually not be gamebreaking in the end. I don't think that this potential problem is a good enough reason to trash fun and flavorful abilities, but it is another concern that deserves to be noted.

3) I ABSOLUTELY LOVE the lack of a subclass. By choosing a primary and two secondaries you have a sort of build your own subclass effect. Like having a specialist mage choose "subclass" by putting together a handful of small and focused spell lists and abilities. I know it breaks the 5E mold, but this is the friggin' OZODRIN! If there is any class that has a good reason to break away from the norm, it's this one. There's absolutely no reason why every class must follow that design. It's a good design and I quite like it, but the ozodrin offers plenty of customizability without needing it. And as was mentioned upthread, an ozodrin is pretty much designed to be a mix and match character, and any subclass system runs the risk of ruining that.

4) I just want to mention again how incredible a job you did at simplifying this thing. I've never actually managed to read through the 3.X Ozodrin in one sitting. This one, I skimmed and bookmarked yesterday, then read it this morning top to bottom. And it never felt like a chore. I don't even have a headache or that sinking feeling of confusion!!! *Slow Clap*


The ozodrin was a very ambitious and cool project by the original poster way back when. I can honestly say that though you may have "stood on the shoulders of geniuses" to get there, this is just the absolute best. My hat is off to you!

Magikeeper
2015-07-12, 10:06 AM
Thanks! :D

I just noticed that the section noting.. how you actually change alterations... was somehow lost during earlier edits. Although how it works is heavily implied by the other abilities and such, and people don't seem to be confused by it? Anyway, I have added this to the end of the Form Points ability:

"Base trait alterations do not cost form points, and can be added/removed at any time as an action and/or bonus action. Advanced trait alterations can only be added/removed after completing a short or long rest."

Unless everyone thought base trait alterations could only be changed after resting as well? The idea is that changing general aesthetics (having your "sleeve" unravel into tentacles and such) is at-will while the mechanical effects (besides being able to form attacks or look different) only changed after resting.

---

@Mental age: Not that I know of, although it specifically notes "sleeper agent" as a possibility, which I imagine could give you advantage on deception checks and such (or more). Mostly a fluff thing.

@Damage: Hrm, the Damage Benchmark thread in the 5E section had convinced me that DPR at high levels was pretty high. Still, if that turns out to be the case I could change the damage scaling, or make the "Deadly" alterations cost more each time they are applied like the speed ones.

@Healing: Added "to a creature" to Devouring Mouths. Hauling around bags of rats to chug as healing potions is one thing, being able to attack walls is.. another. That said, Ozodrin is a largely martial class with a D8 hit die.

Belac93
2015-07-12, 02:27 PM
I like this, seems a lot like the aquanaut class from the cerulean seas for pathfinder, but better.

Scaileanna
2015-08-02, 03:18 AM
Would Decentralized Existence make me immune to vorpals instakill ability as my head does not die when severed and in essence could be reattached like any other limb ( and since I can make mouths,eyes,ears, etc. I wouldn't really suffer for being headless)

Magikeeper
2015-08-14, 10:40 PM
Oops, missed the last question.


Would Decentralized Existence make me immune to vorpals instakill ability as my head does not die when severed and in essence could be reattached like any other limb ( and since I can make mouths,eyes,ears, etc. I wouldn't really suffer for being headless)

Personally, I'd say "yes". I currently left it up to the DM as to whether Aberrant Metamorphosis' ability to change your internal anatomy makes you immune to things, which is why I didn't specify such immunities in Decentralized form. Hrm.. maybe I should specify that immunity? Or specifically note it might grant immunities at the DM's discretion (like metamorphosis does).

I also altered rending tendrils to be be str/dex instead of just str since the rest of tentacle supports dex and there isn't a reason for it.. well, to not do so too

Magikeeper
2015-08-20, 10:11 AM
Say, could the fantastic folks playtesting this class note what archetypes they are using? I'd rather not fiddle with traits that are currently being tested.


------
I'm currently fiddling with Eye - the base alteration was the only one that didn't really give a mechanical benefit so I added (an admittedly circumstantial) one.

Since Devouring Glare is one of the few Ozodrin attacks that can't be used with TWF I was thinking of boosting it to 1d6+Cha, and Deadly Glare to 2d8+Cha. Although maybe I could just break the pattern of "Deadly is +1 die size, +1 die" as it's really just the first 4 levels I'm worried about. See below..

I have heard that damage in 5E jumps ~level 11, but not all traits have a damage boosting tier III alteration. I wonder if this is a problem, or if the ability to keep taking deadly X for +2 each time makes it a non-issue.

EDIT: After looking through warlock and such once more, I decided to buff Devouring Glare/Deadly Glare, take a weakened version of spirit eye (no school, no life/death detection) and combine it with the incredibly niche otherworldly senses, and then replace spirit eye at Tier III with something that has a side effect of increasing damage (Parallel Pathways, letting you get glares off with a bonus action).

Edit 2: Among other things, I added Durable Form to tier I puppet:

2fp - Durable Form
Your body becomes more resilient and doll-like, increasing your current and maximum HP by 5. When this alteration is unmade you lose 5 hit points and your maximum HP is reduced by 5. You may apply this alteration multiple times, its effects stack.

^This is because A) Puppet tier I was kinda pathetic in combat and possibly in general. B) Actually, A pretty much covered it but d8 is kinda small for a potentially front-line class anyway. C) Extra HP works well this the high-tier puppet stuff (although 2fp/5hp might be a bit weak. Would definitely need to test that.).

Magikeeper
2015-11-11, 09:07 PM
Major Overhaul of Poisons! Also, possible TWF changes.

After finally creating a high-level 5E ozodrin PC I have come to conclusion that the poison alterations are… not good. They demand you dump piles of FP into them to be of any use and what you get in exchange is… some sort of weird sneak attack variant. I think the new poison alterations eat less FP to be useful and do stuff besides damage (they admittedly don't do much damage anymore).

I’m also pondering changing/nerfing the mass amount of TWF-able weapons the class grants As I think it results in low-level damage being too high compared to other classes (assuming they aren’t being heavily optimized).

Without TWF a level 6 Spike Ozodrin is looking at 4d10 + 2x Dex, which is already on the high side.

OLD POISON ADVANCED ALTERATIONS

1fp – Hollow Spikes
Your spikes can generate poison. Once per turn, upon damaging a creature with one or more spikes, you can choose to have the damaged foe make a constitution save or take an additional 1d4 poison damage. You are immune to this poison.

After using this ability twice, you may not use it again until completing a short or long rest. You may make this alteration multiple times, each time increasing the number of times you can use this ability before needing to complete a short or long rest by one.

--

1fp – Superior Toxins (Requires Hollow Spikes)
The poison created by your hollow spikes deals an additional 1d4 poison damage. You may apply this alteration multiple times, the bonus to damage stacks.

---

1fp – Obliterating Toxins (Requires Hollow Spike)
The damage die of the poisons generated by your spikes is increased to 1d6 (this includes extra damage granted by Superior Toxins), and you may now add you constitution modifier (once) to the damage dealt. Furthermore, the poisons generated by your spikes can deal necrotic and/or force damage instead of poison damage. Creatures immune to poison are still effected by your altered toxins unless they are also immune to necrotic and/or force damage. Finally, the bodies of creatures slain by the damage dealt by your toxins dissolve into sludge or dust (your choice, their gear is not effected).

-----

1fp – Overpowering Toxins
The damage die of the poisons generated by your spikes is increased to 1d6, or 1d8 if they already dealt 1d6 (this includes extra damage granted by Superior Toxins). Furthermore, Creatures that successfully save against the effects of the poisons generated by your spikes still take half damage. Finally, any creature dealt damage by your poison(s) is disadvantaged on constitution saving throws made to resist poison(s) until the damage your poison(s) dealt to them is healed.

1fp – Endless Generation (Requires Hollow Spikes)
If you would start a combat without any remaining uses of the ability granted by the Hollow Spikes alteration, you start with two remaining uses instead. Furthermore, you can generate an endless amount of a weaker but more dependable toxin without needing to rest. This weaker poison deals 1 poison damage (no save), plus 1 for each time you have made the Superior Toxins alteration. Effects that would increase this weaker poison's damage die have no effect, although other bonuses (such as the ability to add your constitution modifier) to damage still apply. Your spikes can still only generate poison once per turn (either regular toxin or weaker toxin).

SHINY NEW POISON ALTERATIONS!!

1fp – Hollow Spikes
As a bonus action you can will your spikes to generate poison. Until the end of your next turn, any creature damaged by one or more of your spikes must make a constitution save or take 1d4 poison damage (if hit by multiple attacks they are still only effected once). You are immune to this poison.

After using this ability twice, you may not use it again until completing a short or long rest. You may make this alteration multiple times, each time increasing the number of times you can use this ability before needing to complete a short or long rest by one.

--

2fp – Superior Toxins (Requires Hollow Spikes)
You may add your constitution modifier to the amount of damage dealt by the poison your spikes generate. Furthermore, any creature damaged by your poison becomes poisoned for 1 round. You may apply this alteration multiple times, increasing the amount of damage your poison deals by 2 each time.

---

1fp – Obliterating Toxins (Requires Superior Toxins)
Choose force or necrotic. The poisons generated by your spikes deal can deal the chosen damage type instead of poison damage. Creatures immune to poison / the poisoned condition are still effected by your altered toxins unless they are also immune to necrotic and/or force damage (including becoming poisoned, if used with the Superior Toxins alteration). Furthermore, the bodies of creatures slain while poisoned by your toxins dissolve into sludge (necrotic) or dust (force). Their gear is not effected.

-----

2fp – Overpowering Toxins (Requires Superior Toxins)
Creatures have disadvantage on saving throws made against your spike-generated poison. Furthermore, creatures that fail their saving throw against your poison lose all damage resistances they possess for 1 round (apply poison damage after removing resistances). This ability does not remove damage immunities nor does it remove magic resistance.

1fp – Deleterious Existence (Requires Superior Toxins)
If you would start a combat without any remaining uses of the ability granted by the Hollow Spikes alteration, you start with two remaining uses instead. Furthermore, the amount of damage dealt by your poison increases to 2d6 + your constitution modifier.

Thoughts?

EDIT - I have lowered various damage totals, some attacks (like spikes) are no longer eligible for TWF, etc. I believe average DPR at level 6 now ranges from 17.4-19.8, not counting limited use abilities like poison [The way that fin is 1.8 higher than neo-spike's average of 18 is... eehhh... but fin is non-reach melee only....] or stuff that requires saves like Harpooning Spike.

I believe Spike previously had an average of ~27 at level 6, btw, at least following the same gist as https://docs.google.com/spreadsheets/d/1Jy_EoOrlar_M6W_jsmJVJuXog1ULIT4SKINSiyHqaCQ/edit#gid=1473051734]This spreadsheet from the 5E damage benchmarks thread

Magikeeper
2016-03-26, 02:35 PM
Updated Rejecting Glare to also be usable as a reaction, it's far too niche as just an action.

Alas, I only had a brief opportunity for playtesting. Has anyone else been using this class? I periodically search the forums for uses of the term "Ozodrin", but last I checked the 5E games on-site usually don't allow homebrew.

AuraTwilight
2016-03-26, 02:51 PM
I've also been attempting to use it, but my 5E group's going through a bout of of real-life-interruptus disease. I'll try to keep you posted.

Magikeeper
2016-03-26, 03:26 PM
I've also been attempting to use it, but my 5E group's going through a bout of of real-life-interruptus disease. I'll try to keep you posted.

Thanks! :D

Real-Life-Interruptus is pretty common in the RP community, yep.

Faxn
2016-03-31, 08:57 AM
I read over the class and I'm leaving my notes here. I included the text of the subjects being commented on for quick reference and historical context.
The comments are obviously suggestions even though I may have worded some of them too strongly. Overall I think it's a great improvement over the original and a very fun looking class. Good Job.

I haven't gotten to playtest it yet, and I might not get to anytime soon. This has re-motivated me to try to get a group together though.

General changes
"Using this ability is tiring – after using it you must complete a short or long rest before being able to use it again. You may apply this alteration multiple times, each time increasing the number of times you may use the granted ability before needing to take a short or long rest by one."

I would take out all of this templating and replace it with a class wide single store of 'effort' similar to ki points. This makes the class somewhat simpler to keep track of in play, which matters since the form points are already quite a lot to keep track of compared to most 5e non-casters.
A cool way to do it might me to have these things powered by burning off form points(or active features), making them unusable until next rest. Having to burn off your puppet to block an attack with Efficient reactions seems like a cool tactical decision, but such a setup might be hard to explain and severely hamper an ozodrin's endurance.
Trait Tier Progression

As it is you get nothing for about four levels then a whole pile of new abilities. It might be smoother in play to stagger the tier increases so you get some new tiers of Traits every other level. This would give players more to time to get used to having these abilities, and lets them look forward to leveling more often than once every four.

2fp – Devouring Glare
As an action, you can attempt to tear away and consume bits and pieces of a foe you can see within 60’, the victim’s essence seemingly flowing into one or more of your eyes. This ability deals 1d6 + your charisma modifier force damage unless the target succeeds on a constitution saving throw. You regain hit points equal to half the damage dealt this way (rounded down). Every 10 hit points regained this way (or would be, if you cannot regain any more hp) provides as much nourishment as a pound of food and a glass of water. The ability granted by this alteration is considered to be a magical effect.

Leave the devouring niche for the mouths. Being able to hang back and bite someone and heal yourself with a glare is too nonsensical even for an ozodrin. It's okay it exists, but as it is; it sees to be the core power for an eye ozodrin's offense and it doesn't seem fit for that flavor-wise.
Kerleth also brought up concerns with heal on damage abilities, and I agree. At least ranged heal on damage shouldn't be one of the first abilities you get.
Consider replacing this with eyebeams based heavily after the Eldritch Blast cantrip. Eyebeams might not fit flavor though. I'm not sure.
Alternately you could just leave damage out of eyes and focus on it's role as a set of debuff abilities.

1fp – Proclaiming Gaze
You may telepathically communicate with any creature within 120’ that you can see. This does not give you the ability to comprehend languages you do not know, but images and the like can also be communicated this way.

Telepathy for monsters usually breaks language barriers allowing clear communication with anything that has a language. The idea it that pure concepts are being sent across so language is unnessary. The line of sight requirement already makes this weaker than telepathy.
Ambigous warning - Specify that the creature contacted can respond telepathically, or that it can't. You seem to intend that it can.
At least elaborate on "images and the like". something like "Images, Feelings and Vague Concepts". This ability shouldn't be nerfed by misunderstanding. This would leave it up to the GM wether to just treat it like sharing a language or force stream on nouns communication. Either way it's about as useful.

1fp - Traveling Tentacles
You may, as an action, flow through one of your tentacles and emerge from the other end, changing your location to any point within the tentacle’s reach. Using this ability is tiring – after using it you must complete a short or long rest before being able to use it again. You may apply this alteration multiple times, each time increasing the number of times you may use the granted ability before needing to take a short or long rest by one.
You may also sacrifice 5’ of your Strange Movement class feature per 20’ traveled this way to use this ability without it counting against the number of times you can use it before needing to rest.

Are opponents supposed to get opportunity attacks against this? As is they do. Either Way makes about as much sense in flavor, but spending an action to move 20' should offer some benefit. Currently It's almost only useful when used with tentacles on detached parts.

2fp - Coiling Tentacles
Your tentacles excel at maintaining their grasp, even when resisted by magical forces. Any creature that attempts to leave your grasp through magical means must make a charisma saving throw. If they fail they take 2d8 bludgeoning damage and their ability has no effect. If they succeed, the ability works normally except that you know the direction, but not distance, they traveled (I.E., as though they had physically tugged themselves free of your grip). If they traveled to another plane you know they did so but do not learn which one. This sensation is similar to feeling someone pull away from you. This is not a divination effect.

I don't like this. Freedom of movement and teleport are supposed to be hard counters to grapple. Putting an extra obstacle on these seems wrong. When fighting a foe with freedom of movement or plentiful teleports you should have to figure out other ways of dealing with him/her/it besides being an overspecialized grappler. Pulling out a narrow use hard-counter softener like this is just bad taste.

1fp - Regenerative Flesh
Whenever you eat a pound of food, or benefit from an effect that counts as a pound of food for the purposes of avoiding starvation, you may choose to regain 5 hp instead of gaining any sustenance from the meal.

Strength is a good stat for ozodrin and you don't need armor or weapons, so fill your pack with trail mix and gouge yourself every short rest. With filtering flesh[wood] and a nice mouth you could just go ahead and start eating trees to heal. Is this the intended use and power level? Probably needs play test info before it can really be judged, but it's something to examine further. It's really cool. I hope it's keepable.


3fp – Swallow
You may, once per turn as an action, make a bite attack against a large sized or smaller target you are grappling (this may involve unhinging your jaw and the like). If the target is your size or larger you are disadvantaged on the attack roll. If the attack hits, the target is also swallowed, and the grapple ends. While swallowed, the target is blinded and restrained, it has total cover against attacks and other effects outside of you, and it takes 3d6 acid damage at the start of each of the your turns. If you take 20 damage or more on a single turn from swallowed creatures, you must succeed on a DC 18 Constitution saving throw at the end of that turn or regurgitate all creatures you have swallowed, which fall prone in a space within 10 feet of you. You can also choose to regurgitate all swallowed creatures as a bonus action. If you die, a swallowed creature is no longer restrained by you and can escape from your corpse by using 15 feet of movement, exiting prone. If you change forms to one that does not benefit from this alteration any creatures you have swallowed are immediately regurgitated. If you teleport, any creatures you have swallowed remain in your stomach.

"large sized or smaller" If an ozodrin player really, really wants to swallow a titan I say let them. Do something to remove or soften this hard cap on swallowed creature size. Perhaps just remove it and let the inherent problems with grappling something four times your size be the issue.

3fp – True Spawn (Requires Independent Spawn, Barrier Puppets, and Collapsing Puppets)
The special puppets created by your Advance Puppet alteration, that have their own HP total, become separate creatures after being able to take their own actions for one consecutive week. You have no control over these creatures, who are free-willed aberrations that have your ability scores and any alterations you made to them. You can, however, decide their initial alignment and what initial languages they know (selected from ones you know). The resulting creatures have their own stomachs, and need to eat, drink, and sleep like normal creatures. The resulting creatures live about as long as a human but are infertile. You may choose to have the resulting creatures have lower ability scores than yours, but their intelligence must be at least 3. These free-willed aberration no longer count as puppets, are no longer considered a part of your body, and have souls.

Very interesting, but it's very complicated and out of the cracks come some questions on how exactly to handle this at a table.
When they become separate what happens if you remove the True Spawn feature or the Advanced puppet slot supporting them? Do they drop dead or are they independent enough to exist without your support? The latter allows you to bud off an army trainable and expendable ozolings. The former means reallocating your form points might be a moral dilemma.
If they aren't a part of your body anymore does that mean you can't alter their advanced alterations anymore? If you can't does that mean the points are still tied up? Do they get to have advanced alterations at all?

Magikeeper
2016-03-31, 08:55 PM
Thanks for the critique!

Proclaiming Gaze - Yeah, replacing "images and the like" with something more descriptive sounds fine.

Traveling Tentacles - Not supposed to trigger AoOs. You have a point - it has a few other uses but could stand to be rewritten. It's mostly a hold over from 3.5 Ozodrin.

Coiling Tentacles - I haven't played enough 5E to know if high-level grappling is at all viable without something like this. That'd be quite the change from 3.5. I could probably replace this with a more interesting ability, possibly something involving Sinister Image. I'd like more folk to weigh in on this.

Devouring Glare -Less "biting" more.. dissolving and pulling in. A withering sort of gaze. It could also be described as ripping the life out of things, although that sounds more necromantic. I'll think about the description. I think, mechanically, it is interesting and plays nicer with the other class abilities than eye beams would. I also find Eyebeams less fitting the Ozodrin than doom glares.

Swallow - Last line: "You may make this alteration multiple times, increasing the maximum size category you are capable of swallowing by one each time." Max size also effects stomach size.

Regenerative Flesh - Really, if someone is determined to start every battle fresh Devouring Mouths and such would be sufficient. But yeah, that's fine. I've never had an issue with players being able to full-heal outside of combat in 3.5, and 5E seems to be even friendlier to the concept. Why would Filtering Flesh be involved though? It doesn't let you swiftly digest solids or otherwise speed up eating?


True Spawn: Yeah, you're supposed to get the FP back after they are no longer connected to / controlled by you in anyway I mixed up my memories of 3.5 and 5E - I worded the 5E version to make that a non-issue, you arent investing it in a specific spawn. I did add a bit noting they cannot be further modified by your abilities, since they aren't a part of you anymore). And becoming separate creatures is as it sounds - you no longer have any direct influence over them. They are a unique monster the ozodrin pretty much gave birth to. If the puppet had advanced alterations before becoming separate, those would still be there. Whatever abilities the puppet had is what the new creature has. Granted, the combined FP cost of True Spawn + everything it requires is so high that you can't fit many other abilities onto that (which is intentional).

[B]On tiers: It's set up like that because that's how most 5E classes are set up and I didn't feel that rocking the boat was necessary. Familiar form makes it easier to get it accepted, and any system of breaking it down further would require a fair amount of additional complexity anyhow. I'd pretty much have to re-write the system. Also, although this is less true at higher levels, the +1 fp/level does change how many of those new abilities you can reasonably use at the same time.

On "Using this ability is tiring/straining/etc" : Eye has several of these, but most of the others only use it 1-2 times or not at all. Most of the effects are at higher tiers as well. Outside of Eye-centric Ozodrin this is unlikely to really be that complex at all (and even then, it's like being part spellcaster if anything).

As for per-trait solutions, Spike has Shredding Volley / Piercing Rain use the same counter. The eye abilities don't require each other or really build on each other, so the same thing wouldn't work as well for them.


The burning thing, although interesting, would be quite hard to balance. It'd also make the class much more complex than it already is. Complexity is a scarce resource, it really needs to be saved for the most central aspects of a class. If the Ozodrin was woefully underpowered it might need such a meta-fp ability.. but I don't think that is the case.


----

It'll probably be a day or so before I make the minor updates / clarifications.

Magikeeper
2016-04-23, 09:15 PM
Okay, finally did most of the stuff mentioned in my previous post!


I replaced traveling tentacle with Stretchable Tentacles:

2fp - Stretchable Tentacles
You may, by using your reaction, increase the effective reach of your tentacles/limbs by 10' for one round.This increase works like the benefit from the Long Tentacles alteration, and stacks with that benefit. If you have made the locomotive tendrils alteration, each use of this ability also increases your base walking speed by 10' for one round.

Tell me what you think!

---

Although I have not yet replaced it, I have been pondering possible abilities that could be used to replace Coiling Tentacles at Tier IV tentacle. My most recent ideas:

Ideas for replacing Coiling Tentacle (One of the Tier IV tentacle alterations):
2fp - Synchronizing Tendrils
While grappling or touching another creature, you may choose to have any magical effect that effects that creature effect you as well (For example, if they attempt to teleport away you may choose to be teleported with them). If the effect has a duration, it ends for you as soon as you are no longer touching the creature (even if its duration would normally be longer, for example if you touched a wizard casting Foresight you would lose the benefit as soon as you let go of them).

---

2fp - Seed Tendrils
Whenever your tentacles successfully strike a target you may, as a bonus action, have them place 'seeds' on the target the immediately erupt into a mass of tentacles. If the target fails a dexterity saving throw they take 2d6 bludgeoning damage and are restrained for 1 round. If it succeeds on the save, the target’s movement speed is instead halved for 1 round and they take half as much damage.

^
Eh, not sure I like this one.

---

2fp - Denying Tendrils
You may, as a reaction, make a tentacle/claw attack against any target you can reach. If the attack is successful, the target takes damage as normal and must make a constitution saving throw. If they fail the saving throw, any action they were performing before being effected by this ability fails (for example, if they were trying to case a spell, and we successfully hit be this ability, the spell would not be cast if they failed their saving throw).

Using this ability is straining - once you've used it twice you cannot use it again until completing a long or short rest. You may make this alteration multiple times, increasing the number of times you may use it before needing to rest by one each time.

^
Not sure how I feel about this one either...

Faxn
2016-04-24, 10:16 AM
2fp - Stretchable Tentacles
You may, by using your reaction, increase the effective reach of your tentacles/limbs by 10' for one round.This increase works like the benefit from the Long Tentacles alteration, and stacks with that benefit. If you have made the locomotive tendrils alteration, each use of this ability also increases your base walking speed by 10' for one round.

Tell me what you think!


I don't think that's how you are supposed to use reactions.
A reaction is an instant response to a trigger of some kind, which can occur on your turn or on someone else’s. This use of reaction has no trigger. On top of that, you usually only get one reaction a turn, so if you use this to extend reach, you can't then opportunity attack with your new reach. Perhaps make it not cost and action, be usable at any time and be straining/tiring.

Synchronizing Tendrils: narrow scope but not too narrow. Just the sort of thing an Ozodrin should have in it's extra-dimensional pocket.

Seed Tendrils: I wish I could offer better critique, but I agree with "Eh".

Denying Tendrils: Even worse reaction abuse, turning the reaction into another attack action.

Seed tentacles got me to think of how I would imagine a Ozodrin would infect someone if it could, and I would have the tentacles going in and lurking, instead of erupting immediately. This would make for more of a utility Alteration. It would probably use affliction rules, taking hours or days to set in, and successful infection would give the Ozodrin tremendous power over the victim. Something like being able to inflict damage and disadvantage on all rolls to them as a bonus action(no save, they already failed all the saves). You might also get telepathy with them and perhaps even count them as part of your body like sinister images.

Magikeeper
2016-04-25, 12:18 AM
Hrm, yeah, opportunity attacks are a reaction and that's the situation you'd want to suddenly have more reach as a reaction in. 5E does not have free actions, and making it a bonus action wouldn't play nice with the rest of tentacle (which was an earlier draft of it). I'll have to think of something else. Edit: Ended up replacing it with Synchronizing Tentacles.

Still thinking of something to replace Coiling with.


1fp - Shadow Tendrils (Requires Absent Absent Locomotion)
You may form ghostly, shadowy, or other, similar tendrils that are intangible but still capable of being used to attack with. Such tendrils deal force or psychic damage (your choice, chosen each time you attack) instead of bludgeoning or slashing damage, and do not trigger effects involving physical contact (e.g., if creatures that strike an opponent take 1d6 fire damage when attacking it with a body part, you wouldn't take that damage when striking it with your shadow tendrils). Any creatures damaged by these tendrils must make a charisma saving throw. If they fail the save, they count as a part of your body for the purposes of the Decentralized Form and/or Sinister Image class features for ten minutes (but not for any other purpose). Your shadow tendrils can be used to manipulate objects and make grapple attacks, and can pass though solid objects without effecting them.

^
Well, it's certainly an interesting ability. I had already been thinking about connecting it to sinister image, but my earlier ideas were just sorta.. clunky. Also, I tried to keep the effects of advance alterations short in duration - otherwise you could just use them in your down time and just swap them out for other alterations when actually adventuring. True Spawn is about the only exception to that trend.

Edit: yeah, as written the decentralized existence bit is confusing Will fix, I am leaning towards this one. Edit 2: Tweaked it.
-----


3fp - Seed Tendrils
As an action, you may will one of the tips of your tendrils to detatch, leaving it at any location within their reach. The detached tip erupts into a 5' radius mass of tendrils that attempt to bind any opponents within their reach at the end of each of your turns. Effected creatures must make a dexterity saving throw. If they succeed, their movement speed is halved (rounded down to the nearest 5ft increment) for 1 round. If they fail their save, they are restrained and may attempt to free themselves each turn by making a strength saving throw as an action. Upon a success, their movement speed is halved for 1 round but they are no longer restrained. If they fail, they take 2d6 bludgeoning damage from the tendrils. The tendrils dissolve after 1 minute, freeing anyone still restrained by them. The tip of your tendril regrows immediately.

Using this ability is straining - after using it twice you cannot use it again until completing a short or long rest. You may apply this alteration multiple times, each time increasing the number of times you can use the granted ability before completing a short or long rest by one.

^
Main issue is how wordy it is, and that it currently results in tendrils that float in mid-air if not near ground, which doesn't make much sense.

Magikeeper
2016-05-08, 01:18 PM
So! You may have noticed I severally overhauled fin to remove its aquaman-esq dependency on being near the water for a third of its earlier alterations to do anything. I also fixed up some wordings.


As for Tendril, my latest idea for replacing coiling is this:
1fp – Paradox Tendrils (Requires Absent Locomotion)
Your absent limbs can do more than move – you can form missing/ghostly/etc limbs that are capable of interacting with creatures and objects as though they were real and solid. This means these tendrils can be used to attack creatures, manipulate objects, make grapple attempts, etc, but otherwise pass through objects and barriers (such as a wall of force, flaming spheres, etc). Worn/wielded objects count as being a part of a creature for this effect (e.g. if you attack a creature, its armor is still effective). This benefit does not extend beyond the paradox tendrils and any alterations that add to them (E.g. a mouth on a paradox tendril would gain this alteration’s benefit, but if the mouth had a breath weapon the breath would be stopped by barriers like it normally would. Likewise, an attached spike would benefit from this effect but it would lose this benefit if it was thrown/detached). The tendrils otherwise have the same reach, strength, etc. as your regular limbs.

Basically a modification of shadow tendrils. I realized just the passing-through-stuff ability was rather complex and interesting without tossing in the Sinister Image bonus. Tell me what you think!

Gideon Falcon
2016-06-20, 02:59 AM
So, am I right in assuming that you have abandoned the 3.5e reboot in order to focus on this one?

Qwertystop
2016-06-22, 06:28 PM
Typo in Focus Surge: "At level second level and above"

EDIT: For MultiAssault, I would think that if you want bonus actions to not count you need to actually say so.

Magikeeper
2016-07-09, 12:13 AM
Huh, once again I vanish for awhile and then the responses start flowing in. :P


So, am I right in assuming that you have abandoned the 3.5e reboot in order to focus on this one?

If anyone wants me to post on that thread so they could suggest stuff and such that's fine, in that case I'd check up on it now and then.

I suppose I never did update the prestige classes.. Updating Cosmic Horror / finishing Menacing Manor (which is already playable but isn't quite finished) would be simple enough. Malshaper.. I'd really need to get back into a 3E mindset to update that one, it'd be very tough to balance.

The 3.5 base class itself plus feats and such are done - it could be altered further, but the class doesn't have any holes in it (aside from missing prestige classes, but Ozodrin was always built to make 1-20 a fine option, and the changed Farspawn makes it more multi-class friendly than the original). It's very playable.

I don't really get the impression that class is even being used, which is sad given the ridiculous amount of time I put into it :P. On rare occasions I search the site for the term and/or google, but.. to give an example, the only recent use is someone suggesting the previous 3.5 version to someone else. I was genuinely surprised to see you bring it up, tbh.

----

I play in a 5E game every other week now, which allows me to finally get some playtesting in. There's also a few things about this class I don't feel completely confident in balance-wise yet (I want to see damage in practice, and such), and a few alterations (like energy consuming flesh) that I'm not happy with.


-------

Qwertystop: Thanks!

Qwertystop
2016-07-09, 05:29 PM
I don't really get the impression that class is even being used, which is sad given the ridiculous amount of time I put into it :P. On rare occasions I search the site for the term and/or google, but.. to give an example, the only recent use is someone suggesting the previous 3.5 version to someone else. I was genuinely surprised to see you bring it up, tbh.

Personally, I was using it, but then the game died. At least, I think it was that version of it - it's been a while. Can't really sustain more than one or two games at once when they're moving at a good pace, or I'd be looking for somewhere to play this one - even though I haven't actually played 5e before.

Magikeeper
2016-07-27, 09:18 PM
Qwertystop: Glad to hear it! :D Do tell if you ever find time to join such a game.


I just made a pile of changes to the flesh feature!

> Energy Generating Flesh now effects claws/gore attacks as well and Psychic is a damage type option now. EDIT: I've also changed Generating Flesh to 2 damage instead of 1d6, removed the ability to let you make the alteration multiple times, and changed it so you can just pick 2 energy types whenever you make the alteration. It was basically never worth it to take it more than once before, and +1d6 to every attack is too strong at low levels. A primary (Flesh) Ozodrin w/spike and tentacle secondary would have been dealing 1d6+1+1d6 energy each round at level one.
> Moved Filtering Flesh to tier II and combined it with Liquid Converting Flesh
> Drastically Changed how Energy Consuming Flesh works and moved it to Tier I.
> Added Energy Devouring Flesh to Tier II
> Changed how Regenerating Flesh (still tier III flesh) works and increased its cost to 2fp. It basically uses Hit Dice as a resource now, replenishing them by eating food (1lb/dice) and letting you expend them as an action to regain 3hp per dice expended. Please tell me what you think about this change!
2fp – Regenerative Flesh
Whenever you would consume, or effectively consume for the purposes of avoiding starvation/thirst, a pound of food you may regain an expended hit die instead of gaining sustenance. You also gain greater control over your metabolism, allowing you to digest eaten food as quickly or slowly has you desire.

Furthermore, you may, as an action, expend any number of hit dice. Instead of their normal effect you regain 3 hp for each hit die so expended.

> Added Acclimating Flesh to tier III, which is kinda really niche but covers the "I want high level Flesh Ozodrin to be able to survive dang near anywhere" issue without making Energy Consuming Flesh as clunkcy as it used to be...

> Moved Bizarre Energy whatever (accidentally lost old version while updating) to tier IV and turned it into Bizarre Energy Metabolism.

> Added Psychic to Secreting Flesh damage options. Basically just added it to all the "Energy" alterations, since that's sort of an aberration thing.



---

In other news, if no one sees an issue with it I'm going to replace Coiling Tendrils with Paradox Tendrils.

Magikeeper
2016-07-30, 02:12 AM
What's this? Another round of "Magikeeper howls possible class changes into the empty void?"

It is! This is a big one though.. I started working on some small tweaks of the Spike feature and ended up overhauling the whole thing. Too much +damage at level 6, far too many passive abilities, some of the stuff isn't worded all that well, and the higher level alterations are mostly +damage.

So here is what I'm thinking about:

NEW:
Base Alteration: You can add spikes/spines/etc to your true nature. Their exact form can vary, but they are sharp. These spikes add 1 piercing damage to any tentacle/tail attacks, claw attacks, fin/wing slap attacks and unarmed strikes you make. This alteration does not grant you any of the above attacks if you are not already capable of making them. Spikes removed from your body deteriorate after one hour.

Tier I Advanced Alterations:

1fp – Throwing Spikes
You can fire or hurl your spikes as a ranged attack action (1d8 + Strength or Dexterity modifier piercing damage, thrown (range 60'/180'), finesse). Your attack roll is equal to your proficiency bonus plus either your strength or dexterity modifier (as normal). You cannot use the two-weapon fighting action with this attack. Fired/Hurled spikes quickly regrow.

1fp – Longshot Spikes (Requires Throwing Spikes)
The range of the ranged attack granted by your Throwing Spike alteration is increased by 20’/60’. This alteration may be made multiple times, the range increase stacks.

1fp - Goring Spikes
You can form spikes that are more suitable for melee combat, granting you the ability to use your spikes to make melee gore attacks (1d8 + Strength or Dexterity modifier piercing damage, finesse). Your bonus on the attack roll is your proficiency bonus + your Strength or Dexterity modifier. You cannot use the two-weapon fighting action with this attack.

1fp - Carved Spikes
You can subtly alter your spikes, dulling them, adding sharp side edges, adding holes, and otherwise form spikes in any rough shape they could be quickly carved into. This allows you to form spikes that deal bludgeoning and/or slashing damage, spikes that create a whistling sound as they move through the air, etc. You may detach these spikes from your body as a part of any action (A new spike quickly grows to replace it).

2fp – Hollow Spikes
As a bonus action you can will your spikes to generate poison. Until the beginning of your next turn, any creature damaged by one or more of your spikes takes 1 poison damage and must make a constitution saving throw. On a failed save, the creature is poisoned until the end of your next turn. You are immune to this poison. A creature hit by multiple spikes in the same round only takes the poison damage once / makes a single saving throw.

After using this ability twice, you may not use it again until completing a short or long rest. You may make this alteration multiple times, each time increasing the number of times you can use this ability before needing to complete a short or long rest by one.

Tier II Advanced Alterations:

2fp - Deadly Spikes (Requires Throwing Spikes or Goring Spikes)
Your spikes are especially lethal in their design (Sharper, larger, etc). The ranged attack action granted by your Throwing Spikes alteration and/or the melee attack granted by your Goring Spikes alteration deals 2d10 + your ability modifier damage instead of their regular amount. You may apply this alteration multiple times, increasing the amount of damage by 2 each time.

2fp – Smoke Spikes
As a bonus action you may fill your spikes with an unstable mixture. Until the beginning of your next turn, whenever one of your spikes strikes a targeted creature or object (such as by using the ranged attack granted by the Throwing Spikes alteration) it deals damage as normal before exploding. This explosion deals 2 points of bludgeoning damage to the struck target (no save) and creates a 10’ radius cloud of thick smog centered around the point of detonation. This smog lasts for 1 round and its area is heavily obscured. A wind of moderate or greater speed (at least 10 miles per hour) disperses the cloud. You can choose the color and smell of the smog, and can choose to create a cloud whose radius is less than 10ft.

You may choose to have only some of your spikes explode. If an exploding spike was still attached to you, you take 2 bludgeoning damage when it explodes.

Using this ability is straining. After using it three times, you may not use it again until completing a short or long rest. You may make this alteration multiple times, each time increasing the number of times you can use this ability before needing to complete a short or long rest by two.

1fp – Tether (Requires Throwing Spikes)
You can choose to have any of your fired/thrown spikes remain connected to you by some kind of secretion – spider silk, goo, etc - that hardens when your spike hits something or when you will it to do so (willing the material to harden before the spike hits something causes the attack to miss). This secretion has the durability of silk rope. A tether cannot be longer than your spikes' normal range (not maximum range) - if the spike is fired beyond that range the tether can still be formed but it will not be connected to you. Using this with the Carved Spikes alteration effectively allows you to use your spikes like grappling hooks, along with anything else you might use a rope for.

Any “rope” created this way dissolves in an hour and can easily be identified as a material that isn’t going to last very long. You can detach the end of a “rope” that is connected to you as a bonus action.

1fp – Twisting Spikes
You can use muscular action to powerfully twist your spikes in a drill-like motion, doubling the amount of damage they deal to objects. Such spikes also embed themselves into any objects they damage. An embedded spike can support up to 1000 pounds of weight without getting pulled out.

Furthermore, this spinning motion can aid in keeping a fired spike on course – attacking at long range does not impose disadvantage on your ranged spike attack rolls and you may ignore half cover when making ranged spike attacks. This alteration doesn’t give you the ability to make ranged spike attacks if you cannot already do so.

Tier III Advanced Alterations:

2fp – Shredding Volley (Requires Throwing Spikes)
You may, once per round as an action, make a single ranged attack as described in the Throwing Spikes alteration and apply it against any opponent within range of your throwing spikes. All other foes within 5' of the targeted opponent must make a dexterity saving throw or take damage as though they were hit by the attack (even if the attack misses). If the attack misses, the targeted opponent still takes half damage (no save). The flurry of spikes benefits from your other alterations (tether, etc) as normal.

Using this ability is straining - once you use it twice you cannot use it again until after you complete a short or long rest. You may make this alteration multiple times, each instance increasing the number of times you can use it before needing to complete a short or long rest by one.

2fp – Burrowing Spikes
Your spikes embed themselves in any creatures they damage, expanding/unfolding/etc to push themselves deeper into your foes. An opponent with one or more spikes embedded in them takes 3 points of slashing damage at the start of each of your turns. They also take 5 points of slashing damage whenever they use their movement and/or are successfully shoved/pushed.

An afflicted opponent can use an action to remove all spikes embedded in themselves, dealing 1d10 slashing damage to themselves in the process.

If you damage a creature with a spike that is still attached to your body (such as via the Goring Spike or Deadly Quills alteration), you may choose to have the spike detach itself from you when it embeds itself in a foe. If you don't detach the spike, both you and the damaged opponent gain the grappled condition until the opponent removes the embedded spike or you choose to have the spike detach itself from you (like releasing a creature from a grapple). If an afflicted opponent is more than two size categories larger than you it does not gain the grappled condition, but any movement it makes carries you with it until you detach the spike or the opponent removes it. As with throwing spikes, new spikes grow to replace any detached spikes.

1fp – Obliterating Toxins (Requires Hollow Spikes)
Choose force or necrotic. The poison generated by your spikes deals 1 point of the chosen damage type in addition to the 1 point of poison damage. Creatures immune to poison / the poisoned condition are still effected by your altered toxins (including becoming poisoned) unless they are also immune to the chosen damage type. Furthermore, the bodies of any creatures that die while poisoned by your spikes’ toxin dissolve into sludge (necrotic) or dust (force). Their gear is not effected.

2fp – Deadly Quills
Creatures that attack you with an unarmed strike or a weapon that is a part of their body takes 2 piercing damage from your spikes. This alteration may be made multiple times, increasing the amount of damage dealt by 1 each time.

Tier IV Advanced Alterations:

2fp – Deleterious Existence (Requires Hollow Spikes)
Creatures have disadvantage on constitution saving throws made against the effects of your secreted toxins. Furthermore, any creature damaged by your spike’s poison has disadvantage on all constitution, strength, and dexterity saving throws for 1 round (even if they succeed on their constitution saving throw).

If you would start a combat without any remaining uses of the ability granted by the Hollow Spikes alteration, you start with one remaining use instead.

1fp – Frenzied Contraction (Requires Tether)
You may, as an action and/or bonus action, will one of the “ropes” created by the effects of your Tether alteration, that is still connected to you, to contract. This effect rapidly pulls you and anything connected to you towards the spike on the other end with immense force (but does not exert any force on the spike itself). The spike on the other end re-attaches to your body when you reach it (if it is embedded in a creature, both you and the creature are now grappled as noted in the Burrowing Spikes alteration).

1fp – Piercing Rain (Requires Shredding Volley)
Whenever you use the ability granted by Shredding Volley you may choose to unleash a storm of spikes in all directions instead of focusing on a single target. When you do so, all foes within 40', that do not have cover, must make a dexterity saving throw. A creature takes 3d10 damage on a failed save, or half as much damage on a successful one. The flurry of spikes benefits from your other alterations (tether, etc) as normal. The range of this effect increases by 5' for each time you have made the longshot spikes alteration.

Furthermore, if you would start a combat without any remaining uses of the ability granted by the Shredding Volley alteration you start with one remaining use instead.

1fp – Flickering Spikes (requires Throwing Spikes or Goring Spikes)
As an action, you may make a single attack with one of your spikes (as granted by your Throwing Spikes and/or Goring Spikes alterations). This spike fades in and out of existence, taking on a phantasmal appearance as it passes through any barrier between it and the target of your attack. The range of your attack does not change. If you cannot perceive your target, you can instead attempt to attack the square you think they’re in with disadvantage (like attacking a creature in a heavily obscured area). This spike cannot benefit from the effects of the Tether alteration.

Using this ability is straining - after using it twice, you may not use it again until completing a short or long rest. You may make this alteration multiple times, each time increasing the number of times you can use this ability before needing to complete a short or long rest by one.

OLD:

Base Alteration: You can add spikes/spines/etc to your true nature. Their exact form can vary, but they are sharp. These spikes add 1 piercing damage to any tentacle/tail attacks, claw attacks, fin/wing slap attacks and unarmed strikes you make. This alteration does not grant you any of the above attacks if you are not already capable of making them.

Tier I Advanced Alterations:

1fp – Throwing Spikes
You can fire or hurl your spikes as a ranged attack action (1d8 + Strength or Dexterity modifier piercing damage, thrown (range 60'/180'), finesse). Your attack roll is equal to your proficiency bonus plus either your strength or dexterity modifier (as normal). You cannot use the two-weapon fighting action with this attack. Fired/Hurled spikes quickly regrow.

1fp – Longshot Spikes (Requires Throwing Spikes)
The range of the ranged attack granted by your Throwing Spike alteration is increased by 20’/60’. This alteration may be made multiple times, the range increase stacks.

1fp - Goring Spikes
You can form spikes that are more suitable for melee combat, granting you the ability to use your spikes to make melee gore attacks (1d8 + Strength or Dexterity modifier piercing damage, finesse). Your bonus on the attack roll is your proficiency bonus + your Strength or Dexterity modifier. You cannot use the two-weapon fighting action with this attack.

1fp – Twisting Spikes
Your spikes can deal any combination of slashing and piercing damage instead of just piercing damage, including the damage added to tentacles, claw attacks, etc (although, being a single point, this latter damage must be one or the other). Furthermore, any slashing damage your spikes deal to objects is doubled. If you have a burrow speed, this alteration lets you burrow through solid stone.

1fp – Hollow Spikes
As a bonus action you can will your spikes to generate poison. Until the beginning of your next turn, any creature damaged by one or more of your spikes must make a constitution save or take 1d4 poison damage (if hit by multiple attacks they are still only effected once). You are immune to this poison.

After using this ability twice, you may not use it again until completing a short or long rest. You may make this alteration multiple times, each time increasing the number of times you can use this ability before needing to complete a short or long rest by one.
Note: I changed this one to beginning, as "end of.." was a typo I noticed while making this post.

Tier II Advanced Alterations:

2fp – Superior Toxins (Requires Hollow Spikes)
You may add your constitution modifier to the amount of damage dealt by the poison your spikes generate. Furthermore, any creature damaged by your poison becomes poisoned for 1 round. You may apply this alteration multiple times, increasing the amount of damage your poison deals by 2 each time.

2fp - Deadly Spikes (Requires Throwing Spikes or Goring Spikes)
Your spikes are especially lethal in their design (Sharper, larger, etc). The ranged attack action granted by your Throwing Spikes alteration and/or the melee attack granted by your Goring Spikes alteration deals 2d10 + your ability modifier damage instead of their regular amount. You may apply this alteration multiple times, increasing the amount of damage by 2 each time.

2fp – Harpooning Spikes
Your spikes embed themselves in any creatures they damage (via sharp barbs, segments that slightly unfold upon impact, etc). An opponent with one or more spikes embedded in them takes 2 points of slashing damage whenever they perform a physical action (such as using multiattack) or use their movement. An afflicted opponent can use an action to remove all spikes embedded in themselves (taking 2 slashing damage in the process).

If you damage a creature with a spike that is still attached to your body (such as via the Goring Spike or Deadly Quills alteration), you may choose to have the spike detach itself from you when it embeds itself in a foe. If you don't detach the spike, both you and the damaged opponent gain the grappled condition until the opponent removes the embedded spike or you choose to have the spike detach itself from you (like releasing a creature from a grapple). If an afflicted opponent is more than two size categories larger than you it does not gain the grappled condition, but any movement it makes carries you with it until you detach the spike or the opponent removes it. As with throwing spikes, new spikes grow to replace any detached spikes.[/i]

1fp – Tether (Requires Harpooning Spikes and Throwing Spikes)
You can choose to have your fired/thrown spikes remain connected to you by some kind of secretion – spider silk, goo, etc - that hardens when your spike hits something or when you will it to do so (willing the material to harden before the spike hits something causes the attack to miss). This secretion has the durability of silk rope and effectively allows you to use your spikes as grappling hooks. A tether cannot be longer than your spikes' normal range (not maximum range) - if the spike is fired beyond that range the tether can still be formed but it will not be connected to you.

Any “rope” created this way dissolves in about ten minutes and can easily be identified as a material that isn’t going to last very long. You can detach the end of a “rope” that is connected to you as a bonus action.

Furthermore, your spikes can embed themselves into any objects they damage. Such objects do not take any additional damage, but an embedded spike can support up to 500 pounds of weight without getting pulled out. Any creature can spend an action to remove all spikes from an object.

Tier III Advanced Alterations:

1fp – Obliterating Toxins (Requires Superior Toxins)
Choose force or necrotic. The poisons generated by your spikes deal can deal the chosen damage type instead of poison damage. Creatures immune to poison / the poisoned condition are still effected by your altered toxins (including becoming poisoned) unless they are also immune to the chosen damage type. Furthermore, the bodies of creatures slain while poisoned by your toxins dissolve into sludge (necrotic) or dust (force). Their gear is not effected.

1fp – Unfolding Spikes (Requires Harpooning Spikes)
Your spikes powerfully unfold after reaching their target (or missing), forming barbed X-shaped hooks or other similar designs. Creatures with such spikes embedded in them take 3 damage whenever the perform an action or use their movement instead of 2, and any creature that removes one or more embedded spikes from their body takes and additional 1d10 slashing damage in the process.

Furthermore, if you have made the tether alteration, your embedded spikes can support up to 2000 pounds of weight without getting pulled out.

2fp – Shredding Volley (Requires Throwing Spikes)
You may, once per round as an action, make a single ranged attack as described in the Throwing Spikes alteration and apply it against any opponent within range of your throwing spikes. All other foes within 5' of the targeted opponent must make a dexterity saving throw or take damage as though they were hit by the attack (even if the attack misses). If the attack misses, the targeted opponent still takes half damage (no save). The flurry of spikes benefits from your other alterations (tether, etc) as normal.

Using this ability is tiring - once you use twice you cannot use it again until after you complete a short or long rest. You may make this alteration multiple times, each instance increasing the number of times you can use it before needing to complete a short or long rest by one.

2fp – Deadly Quills
Creatures that attack you with an unarmed strike or a weapon that is a part of their body take 2 piercing damage from your spikes. This alteration may be made multiple times, increasing the amount of damage dealt by 1 each time.

Tier IV Advanced Alterations:

2fp – Overpowering Toxins (Requires Superior Toxins)
Creatures have disadvantage on saving throws made against your spike-generated poison. Furthermore, creatures that fail their saving throw against your poison lose all damage resistances they possess for 1 round (apply poison damage after removing resistances). This ability does not remove damage immunities nor does it remove magic resistance.

1fp – Deleterious Existence (Requires Superior Toxins)
If you would start a combat without any remaining uses of the ability granted by the Hollow Spikes alteration, you start with two remaining uses instead. Furthermore, the amount of damage dealt by your poison increases to 2d6 + your constitution modifier.

1fp – Frenzied Contraction (Requires Tether)
You may, as an action and/or bonus action, will one of the “ropes” created by the effects of your Tether alteration, that is still connected to you, to contract. This effect rapidly pulls you and anything connected to you towards the spike on the other end with immense force (but does not exert any force on the spike itself). The spike on the other end re-attaches to your body when you reach it (if it is embedded in a creature, both you and the creature are now grappled as noted in the Harpooning Spikes alteration).

1fp – Piercing Rain (Requires Shredding Volley)
Whenever you use the ability granted by Shredding Volley you may choose to unleash a storm of spikes in all directions instead of focusing on a single target. When you do so, all foes within 40', that do not have cover, must make a dexterity saving throw. A creature takes 3d10 damage on a failed save, or half as much damage on a successful one. The flurry of spikes benefits from your other alterations (tether, etc) as normal. The range of this effect increases by 5' for each time you have made the longshot spikes alteration.

Furthermore, if you would start a combat without any remaining uses of the ability granted by the Shredding Volley alteration you start with one remaining use instead.

Summary of Proposed Changes:

> Add Carved Spikes alteration to Tier I
> Combine Hollow Spike and Superior Toxins alteration, lower the damage to 1 (plus other tweaks), and keep it at Tier I but change cost to 2fp.

> Move Twisting Spikes to Tier II and change how it works.
> Add Smoke Spikes to Tier II
> Slightly change how Tether works - it no longer requires Harpooning Spikes.

> Move Harpooning Spikes to Tier III, rename it Burrowing Spikes and slightly re-fluff it. Change the way the damaging effect works.
> Tweak Obliterating Toxin's wording.
> Rearrange order of alterations (not a mechanical change, I think having Shredding Volley be first looks better)

> Remove Overpowering Toxins
> Change how Deleterious Existence works, change cost to 2fp
> Add Flickering Spikes to Tier IV

Anyway, thoughts? Knee-jerk reactions are also useful.

Qwertystop
2016-07-30, 08:07 PM
Anyway, thoughts? Knee-jerk reactions are also useful.

Ask and ye shall receive (though not much for balance, since I still don't know much 5e):

Twisting is effectively completely different, and since it's in a different tier as well, comparison is difficult. The old one was certainly relatively boring.

Carved could use some more detail on what you can do - "create a whistling sound" is not insignificant in terms of the amount of control implied. Can you make them curve in flight, allowing ranged attacks around cover/corners? That seems well within reach of the described ability (given that it can reasonably be done with a Frisbee) but is also pretty big tactically. Can you give them barbs, so they get stuck and must be ripped out? Can you make hollow-point bullets, or ones fragile enough to shatter on launching and get a spray of (non-harmful, but painful in the eyes) fragments? Again, within the description but potentially a significant impact on combat. Also, it allows you to detach them at will - which means that even if you don't have Throwing Spikes, you could still throw them. Probably need rules for that.

Hm. Guaranteed minimum damage with the possibility of disadvantage, instead of a chance of varying damage and no disadvantage. I don't have practical 5e experience but I would mark that as probably a decent buff overall - disadvantage being better than what's probably only a one-point damage increase on average, and it's even better against enemies with high Constitution throws.

Not needing Harpooning to be able to use Tether is good - "I want rope" doesn't automatically mean "I want to grapple at range". On the other hand, sticking it to objects now requires Twisting - I would have thought it made reasonable sense as part of Harpooning. Tether-to-objects is now 3fp where it was 4fp, and tether-to-opponents is unchanged at 4fp, but getting both now totals 5fp where it was 4fp.

Typo in Obliterating Toxin - "deal" should be "deals". Unclear point: If they are not immune to poison, but are immune to what you chose, what happens?

Deleterious Existence - poison is less unending so resource management still matters (no situation where it becomes a good idea to waste your last shot so that if a fight comes up you'll have two, which the old version could do). Also, sticking with the model of poison as a debuff first, extra damage second. That's good.

Flickering Spikes doesn't make much sense with Goring - if it's a melee attack, and only the spikes can pass through things (not your entire limb/body), it's not going to help you hit through much that you couldn't just punch through. Possible modification: Reduced effect of nonmagical armor or shields if used with Goring rather than Throwing? Also, it might be fitting (in flavor, no idea whether it's needed for balance) to make it require Carved.

Magikeeper
2016-07-31, 12:06 AM
Whooo, comments! *Hits the 'rain internet cookies' button*

@Carving
Hrm. You could do much of that with that wizard conjuration option, but I admit the surroundings of Carved Spike imply a more combat-centric bent. As for the specific ideas:
> Hollow Point: I think this would be interesting but not really abusive, and hitting eyes and stuff might be called shot territory which generally isn't allowed anyway.
> Barbs: Hrm.. wouldn't normal arrows typically get stuck in their targets? That's one of the reason why I changed Harpooning's fluff to better imply it is more than just getting stuck - it goes above and beyond regular arrows in its continual damage dealing.
> Greater Elvish Dire War Frisbees - Yep, this is a problem. Throwing Spikes + Carved sorta imply you can shoot any shape and make it work. I need to come up with a line noting that's not so, or else.. Frisbees.
> Look Ma, No Throwing Spikes! - Also a problem. I guess I could just change it so it is only detachable if you have throwing spikes. Detached spikes don't last longer than a short rest right now, so that should work. Otherwise I think any restricting text I write to prevent such use is going to sound nonsensical.

@Hollow Spikes (whose name I should change..)
Yeah, if anything I'm worried it might a little too good. It's kind of similar to the first level spell Ray of Sickness, at least until you get multiassault.

Harpooning and Objects
Hrm.. I originally had harpooning sticking to both, but removed "and objects" because I realized a single burrowing spike - if left in a section of wall for an entire hour - would deal 1800 damage, and if I specified objects weren't effected I'd have a... actually, I could just specify object embedding at the end. I guess that wouldn't be very clunky. Or just let burrowing spikes destroy objects, it's not nonsensical that a spike continuously trying to unfold could break something and you could break most things faster by just attacking them for a couple minutes. Switch it to just effect anything it strikes, maybe? I will ponder this.

@Obliterating

Unclear point: If they are not immune to poison, but are immune to what you chose, what happens?
Then you have made a poor life decision. :P
Seriously, though, I think I'll just add a "both poison and.." so you only get blocked if they are immune to both. Edit: Currently going with it dealing an extra point of damage instead of replacing the poison damage. That implies the "also" later in the ability works both ways, I think.

@Deleterious Existence
Huh. I had not noticed that 2-shot issue. Yeah, that'd need to be fixed in anycase.
I think moving away from having the poison be all about damage was a good idea, yeah.

@Flickering Spikes
Yeah, interaction with Goring is very iffy. I don't want to mess around with negating armor and such as that's really more a 3E thing - 5E seems determined to keep AC mostly static in combat for streamlining purposes, relying on advantage/disadvantage instead of changing the number.
I could have Flickering Spikes have advantage vs armored foes, but.. eh, not sure about that.

I'll ponder this one as well. Also, I could see a fluff connection between Flickering/Carving, but as far as dependencies are concerned I try to avoid them whenever it is reasonable to do so.

Qwertystop
2016-07-31, 06:10 PM
Whooo, comments! *Hits the 'rain internet cookies' button*

@Carving
Hrm. You could do much of that with that wizard conjuration option, but I admit the surroundings of Carved Spike imply a more combat-centric bent. As for the specific ideas:
> Hollow Point: I think this would be interesting but not really abusive, and hitting eyes and stuff might be called shot territory which generally isn't allowed anyway.
> Barbs: Hrm.. wouldn't normal arrows typically get stuck in their targets? That's one of the reason why I changed Harpooning's fluff to better imply it is more than just getting stuck - it goes above and beyond regular arrows in its continual damage dealing.
> Greater Elvish Dire War Frisbees - Yep, this is a problem. Throwing Spikes + Carved sorta imply you can shoot any shape and make it work. I need to come up with a line noting that's not so, or else.. Frisbees.
> Look Ma, No Throwing Spikes! - Also a problem. I guess I could just change it so it is only detachable if you have throwing spikes. Detached spikes don't last longer than a short rest right now, so that should work. Otherwise I think any restricting text I write to prevent such use is going to sound nonsensical.

Hollow-point rounds and called shots are nothing to do with each other - it's roughly 'shortly after impact, splashes, causing massive internal hemorrhaging'.

Yes, arrows would tend to get stuck - but then, IRL arrows would be problematic in general, especially if someone's moving the hit area, and the game doesn't model that. It's one of those vague areas where effects that would reasonably be default are instead tied to specific extras, which makes it hard to figure out what other things relating to those effects would do. If nothing else, adding extra barbs might be seen as increasing the difficulty of removing a Burrowing spike.

Re: Frisbees: The specific shape isn't an issue - just the fact that if you allow things like whistling (caused by making a shape that produces different airflow), it's not far from there to curving in the air (same). Boomerangs would be the same problem. Frankly, spheres would be the same problem - it's called a curveball.

As far as throwing - you could just say in Throwing that without Throwing, spikes are not ranged weapons (even if detached some other way). There are still rules for improvised thrown weapons, right? Without spending points on making them throwable, they won't be any better than grabbing a tent spike or a shortsword and throwing that.

Magikeeper
2016-08-21, 10:26 PM
Okay, I've been pondering a number of changes these past two weeks, and today was the day I made them all.

Some of these were the proposed Spike changes, so I'll note how I changed the proposed.. changes:

> Had carved note it doesn't give any proficiency. Since I changed the wording of Ballistic/Goring spikes it's pretty clear you need those alterations to be proficient in those weapons so that's that. As for frisbees and stuff, after more thought I decided most of those wouldn't really be that bad in practice. Everyone can move and shoot in 5E. Hollow point, if it came up, would need to be DM/player thing, it is dealing with aspects of archery 5E doesn't go into and the ability doesn't explicitly suggest making those so.. same as archer making hollow point arrows - DM has to decide on something. There are other abilities in the game that could do similar things (but don't suggest doing them either).

> Currently set Poisonous (formerly hollow) spikes to 1 use / 2fp and then each additional alteration is +2 uses. Might change this further.

> The base alteration of spikes now lets you deal piercing instead of regular damage type when you choose, and adds 1d4 piercing damage to critical hits. The latter effect benefits Ballistic/Goring spikes as well, which fixes the issue that the base spike alteration... did very little for the spike trait itself.

> Throwing Spikes became Ballistic Spikes. Not being a ranged weapon apparently prevents full use of the Sharpshooter feat, which when allowed is just too important for archery types. So it's now explicitly a ranged weapon with reverse finesse (you can use strength for it).

> Flickering Spikes deny reactions when opponent is within 5ft. There, it does something for Goring spikes.

> Burrowing Spikes can hit objects again.

> Smoke Spikes no longer damage you in melee. Trying to make Goring more viable.

> Other wording tweaks

> Massive overhaul. Much of this is less about balance and more about fixing some traits with monotonous early game play and tweaking the way damage works to better fit other classes. The deadly alterations worked so differently from how other classes did damage ( high base damage instead of lower base damage + powerful circumstantial effects) that it was very difficult to balance them. Furthermore, they suffered from trying to balance the traits combat-wise through 6-20 with a level 6 +damage ability. Design-wise I decided it'd be better to just tweak the higher level alterations.
> All deadly X alterations changed to just give +1dX damage, where X is the damage dice the weapon originally did. Deadly Flesh deals was changed to deal 2d6 damage. The ability to apply them multiple times was removed.
> Eye overhaul:
>> Move Disorienting Glare from tier II to tier I, made it clear you can't stealth disorient targets
>> Changed Devouring Glare to Dissolving Glare, reduced it to 1fp, removed healing effect.
>> Moved Far Reaching Glares from tier I to tier III, doubled benefit (15-30)
>> Removed Tremorsense from Tier II.
>> Added the healing effect of the old Devouring Glare to the tier II Devouring Glare alteration (1fp)
>> Changed Deadly Gaze to 1fp, since in practice it is the weakest deadly (Can't twf it, lacks spike's benefits).
>> Moved Rejecting Glare to tier II, removed the per-rest restriciton and made it 2fp. I might nerf it back to being X per rest...
>> Changed wording of Binding Glare, made it 2fp for 3 uses + 2 uses per additional alteration.
>> Removed the range limit from Proclaiming Gaze.

> Deadly Flesh was reduced to 1fp along with the damage nerf. Energy Generating flesh already costs 2fp.

> Finally replaced Coiling Tentacles with Paradox Tentacles.

> Orifice Overhaul:
>> Tweaked several wordings.
>> Spit attack wording changes - it is now a melee thrown weapon. This deals with the OP-with-Sharpshooter issue.
>> Tweaked Destructive Drool (Tier III) to be a bonus action effect. This was a nerf, might need to make this stronger again later.
>> Added Deranged Hunger to Tier III. Orifice's (sorta) tanking subtheme really needed to be thrown a bone at this tier.

> Changed base damage of Mass Assault (Tier I Puppet) to1d8+cha.
> Mass Harass now notes what kind of cover (3/4ths). That really needs to be playtested.

> Spike Overhaul:
>> I suggest completely re-reading this one.
>> Many wording changes.
>> Base Alteration now add 1d4 piercing to crits instead of +1 bonus damage always, and it effects your spikes as well. No more "Spike's base alteration does very little for spikes". I probably need to specify you can use poisonous spikes with it and such though..
>> Added Carved Spikes alteration to Tier I
>> Reworded Throwing Spikes and Renamed them Ballistic Spikes. Basically entirely so they can work with Sharpshooter feat. I thought they could before, but they technically did not qualify for the -5/+10. Ranged-spike-tossing Ozodrin don't want to be the only archery-sorts that can't make full use of the amazing archery feat..
>> Combined Hollow Spike and Superior Toxins alteration, lower the damage to 1 (plus other tweaks), and keep it at Tier I but change cost to 2fp.
>> Changed Hollow Spike (Now Poisonous Spikes) to 1 use, plus 2 uses per additional alteration. I might change this further in the future.. maybe have it cost more each time you add it? That'd be strange..
>> Moved Twisting Spikes to Tier II and changed how it works.
>> Added Smoke Spikes to Tier II
>> Slightly changed how Tether works - it no longer requires Harpooning Spikes.
>> Moved Harpooning Spikes to Tier III, rename it Burrowing Spikes and slightly re-fluff it. Changed the way the damaging effect works.
>> Tweak Obliterating Toxin's wording, have it add 1d6 damage.
>> Rearrange order of alterations (not a mechanical change, I think having Shredding Volley be first looks better)
> Removed Overpowering Toxins
> Change how Deleterious Existence works, change cost to 2fp
> Add Flickering Spikes to Tier IV

I noted a new ability for Tier III Orifice in the above. It is this:

2fp - Deranged Hunger (Requires Devouring Mouths)
Whenever you successfully deal bludgeoning or piercing damage to a creature with your bite attack you may use a bonus action to enter a feeding frenzy for one round. While in this state you have advantage on wisdom and charisma saving throws and disadvantage on wisdom ability checks and intelligence ability checks. Furthermore, if you would be reduced to 0 HP while in this state you are instead reduced to 1 HP and this effect immediately ends.

High-tier orifice felt like it was really lacking something in the combat department, at least for anyone that didn't want to focus on spit/breath.

I seriously overhauled eye, I suggest just re-reading it. Hopefully the changes make it more enjoyable to play in an actual game over numerous encounters and such, although removing the per-rest restriction from Rejecting Glare might not be a good idea..

EDIT: I overhauled eye again, I'll add the changes to the log tomorrow.
> Removed darkvision, added Crossed Senses
> Altered Heightened Senses. It's slightly stronger now, but the change was to decomplicate using it with passive perception.
> Moved Rejecting Glare to tier IV, tweaked fluff and weight reduction amount (1/10 -> 1/100). It is still at-will.
> Moved Enveloping Glare to tier II, changed how it works.
> Changed Relentless Glare to 2fp, it now also lets you regain a use of a single eye-trait ability you're out of each combat.
> Removed Crippling Gaze, eye has 4 pretty nice IV traits now.

EDIT: Major Overhaul of Fin. I started the overhaul to make it more interesting during the first 5 levels, then those changes propagated through the upper tiers. I also modified the alterations to make more combinations viable (Fin had more-or-less the most linear progression. Well, aside from Puppet (which needs some tweaks as well)).

Magikeeper
2017-01-15, 11:34 PM
Updates!

EYE:

> Enveloping Gaze, although interesting, is something that could well cause table-side arguments in play. It could be obnoxiously powerful or not that strong at all, and fixing the wording would make it rather verbose. On top of that it always felt rather shoehorned in... in anycase, while working on fixes I thought about replacing it with Murmuring Glare:

2fp – Murmuring Glare
You can, as an action, force a thought of your choice (such as “something is watching me” or “A pie would taste real good right now”) upon a target within 60’ of you, forcing them to make a wisdom check. On a failure the thought gets stuck in their head for the next minute or hour (your choice), like an annoyingly catchy song. The target is not compelled in any way to obey the thought, but someone thinking about how great a pie would be right now might be more easily convinced to buy one. On a success the target only hears the thought a single time. In either case, you may choose whether the thought feels foreign or if it feels like it came from their own mind (although some thoughts, such as "I should swear fealty to the stranger that just walked up to me", may cause suspicion of foul play).

Using this ability is straining– once you use the ability granted by this alteration twice you may not use it again until you complete a short or long rest. You may make this alteration multiple times, increasing the number of times you can use the granted ability before needing to complete a short or long rest by one each time.

--

^I think this fits the flavor better, and would be more interesting in play without causing the same issues as Enveloping. The change reduces the peak damage of Eye, true, but not by that much?

The now removed Enveloping Glare:

2fp – Enveloping Glare
You can, once per round as an action, force an opponent you can see within 60' of you to make an intelligence saving throw. On a failure, they take 4d6 psychic damage and become unable to sense anything except for themselves and you for one round, as though you were both floating in an empty void. On a success they take half as much damage and their senses are not effected. Creatures with truesight or similar abilities have advantage on this saving throw, but such abilities do not overcome the effect. This ability is a magical effect.

Using this ability is straining– once you use the ability granted by this alteration twice you may not use it again until you complete a short or long rest. You may make this alteration multiple times, increasing the number of times you can use the granted ability before needing to complete a short or long rest by one each time.

-----

SPIKE:
> Tweaking Flickering Spike. The old version empowers singular attacks.. but a single spike attack doesn't do all that much. Even the poison isn't useful without other attacks (that aren't flickering) being involved.
New Version:

2fp – Flickering Spikes (requires Ballistic Spikes or Goring Spikes)
As a bonus action, you can will your spikes to fade in an out of existence, taking on a phantasmal appearance. While flickering, your spikes can pass through any barrier between you and the target of your attacks. The range of your attacks do not change. If you cannot perceive your target, you can instead attempt to attack the square you think they’re in with disadvantage (like attacking a creature in a heavily obscured area). This attack cannot benefit from the effects of the Tether alteration. Furthermore, any melee attacks made with your spikes have advantage. This effect lasts for 1 round.

Using this ability is straining - after using it twice, you may not use it again until completing a short or long rest. You may make this alteration multiple times, each time increasing the number of times you can use this ability before needing to complete a short or long rest by one.

^ Changed the melee benefit to just having advantage.


----
TENTACLE:

> Coordinated Tentacles no longer has a 10' limit - it is now any spot within reach to any other spot within reach. If you want to basically wield the party barbarian I think that's fine (there is obviously a sizable opportunity cost in not, y'know, attacking yourself). Also, this only effects Ozodrin with extended reach since the old limit was enough for a 5' reach PC.


--


Any and all comments very welcome!

Edit: Decided against adding scent to Crossed Senses.

Hanuman
2017-04-12, 09:34 AM
Hey magikeeper I'm planning on playing your class :smallsmile: not too familiar with 5e yet so I don't have much to PEACH.



The Freedom of Flesh
There are many shapeshifitng powers in the world,

Would it be unbalanced to instead of one element for energy producing flesh, add extra bludgeoning damage (for kinetic energy :smallbiggrin:)? Perhaps make it not able to crit, anything else balance-wise?

Magikeeper
2017-04-24, 11:53 AM
Hey magikeeper I'm planning on playing your class :smallsmile: not too familiar with 5e yet so I don't have much to PEACH.



Would it be unbalanced to instead of one element for energy producing flesh, add extra bludgeoning damage (for kinetic energy :smallbiggrin:)? Perhaps make it not able to crit, anything else balance-wise?

A comment!?

I should probably set up some kind of notification system for when people respond to this thread. >.>

On energy producing flesh: That justification sounds more like Force energy, really. I don't think I'd mind tossing it in if asked by a player while running a game but I think adding bludgeoning to the actual class ability is iffy.

Thanks for the typo notification!

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

A while back I was planning on pushing an overhaul of Orifice but then life stuff happened and I haven't had the chance. I suppose I have it mostly typed up.. somewhere....

Well, I need to still remember what all I was changing but I'll stash some of the stuff here:

Things would replace the current temp HP alterations (haunted stomach would replace the current soul-eating alteration):

Tier I changes:

2fp - Ravenous Maws
Whenever you eat a pound of food, successfully hit a creature with a bite attack, or deal damage to a creature in your stomach, you may gain 5 temporary hit points and enter a Digestive Surge for one minute. While surging, you gain 3 temporary hit points at the start of each of your turns. Any temporary hit points granted by this alteration do not stack*, and last until after you complete a short or long rest. Using this ability removes any nourishment you would have otherwise recieved from the meal (as though you had not eaten it in the first place). Effects that are equivalent to eating a pound of food, such as receiving nourishment from the Energy Consuming Flesh alteration (See Flesh trait), may be used to fuel this ability.
*As per page 187 of the DMG, if you have 3 temporary hit points and gain 5 more from another bite, you have a total of 5 temporary hit points (the higher number)

Tier II changes:

1fp - Refined Digestion
Whenever you successfully bite, swallow, lick, or otherwise consume part of a creature or object you gain advantage on all knowledge checks made to discern its physical properties (what it's made of, how old it is, if its resistant to fire, etc). This benefit lasts for 10 minutes.

Furthermore, if you have made the Ravenous Maws alteration the number of temporary hit points granted by it are increased by 100% (5/3 -> 10/6).

Tier III changes:

1fp - Digestive Rift
Your warped digestive track exceeds comprehension, granting you immunity to ingested poisons.

Furthermore, whenever you eat you can choose to store the nourishment it would provide instead of benefiting from it immediately. You may gain the benefit of any amount of this stored nourishment, using it up in the process, as a bonus action. For example, you could eat a pound of meat today, gain no benefit of it (still hungry, etc), and then use a bonus action the following week to suddenly gain the benefits of eating that pound of meat (nourishing yourself, fueling a digestive surge if you have made the Ravenous Maws alteration, etc). There is no limit to how much nourishment you can store this way.

Furthermore, if you have made the Ravenous Maws alteration, the number of temporary hit points granted by it are increased by 100% (5/3 -> 10/6). This benefit stacks with the increase granted by Refined Digestion alteration (10/6 -> 15/9).

Tier 4 Changes:

2fp - Haunted Stomach
Whenever a creature dies in your stomach, you may choose to keep its soul trapped within you instead of letting it pass on. You can telepathically communicate with the bound spirit, although you can choose to silence it as well. Furthermore, you can trap the dead spirit in inescapable nightmares (or dreams) of your own design. You gain advantage on all ability checks made to interact with the trapped soul, and on any Intelligence checks made to know things about the spirits' lives/feelings/etc. This ability might give advantage on other checks as well, at the DM’s discretion. The spirit cannot be resurrected while so trapped. You can choose to release a trapped soul as a bonus action.

Whenever you take a short or long rest you may choose to begin digesting one or more bound souls, erasing them entirely upon successfully completing the rest.

If you unform this feature, all currently trapped spirits are released.


Largely changing the core "eat stuff for temp HP" mechanic to be more dependable round-by-round instead of relying on a large pre-battle HP buffer. I think I was going to have a Tier 4 ability that increased the temp HP gain by another 100%, but I don't see it in my notes..? Other than that this would bring back the refined palate ability ozodrin could get via feat in 3.5 and one of the interesting Cosmic Horror powers in a pre-epic way (haunted stomach).

I also believe I was planning on removing using TWF with spit attacks, and maybe from bite attacks as well. Other aspects of the trait would be changed accordingly. It's been a few months though, so I'd need to refresh my memory. >.>

Old Alterations:

3fp – Devouring Mouths
Whenever you deal damage to a creature with your bite attack you gain 5 temporary hit points. Furthermore, whenever you eat three or more pounds of food in a single meal you gain 12 temporary hit points. You can digest ordinary food far faster than normal - you are never full unless you want to be. Temporary hit points granted by this alteration last until you finish a short or long rest.
Reminder: Temporary hits points do not stack. See page 198 of the Player's Handbook for more details.

1fp – Salivating Maws
Choose the damage type when making this alteration (Acid, Fire, Cold, Lightning, or Thunder). You may use your drool/spit as a melee weapon (special, light, finesse, thrown (range 30/90)), that deals 1d6 + your constitution modifier damage of the chosen damage type. You are proficient with your spit. You can use the two weapon fighting action with spit attacks.

This alteration may be made multiple times, each additional application lets you choose another energy type. You may have your spit attacks be any combination of your chosen types (for example, you could have a spit attack's damage be half fire and half acid damage).
Note: Melee spit is weird (licking?), but it stops dual wielding sharpshooter -5/+10 and generally works better for the class.

1fp – Sniping Mouths (Requires Spitting Mouths)
The range of your thrown spit attacks increase by 10’/30’. You may make this alteration multiple times, the range increase stacks.

1fp - Destructive Drool (Requires Spitting Mouths)
Whenever you successfully hit a creature with a bite attack, you may use a bonus action to add your drool/spit's damage to the result of the attack (e.g., if your spit dealt 1d6 + your constitution modifier fire damage you would add that to the damage dealt by your bite attack).

1fp - Efficient Consumption (Requires Devouring Mouths)
Whenever you would gain temporary hit points via the abilities granted by your Devouring Mouths alteration, you gain that many + 5 instead. For example, if you would gain 5 temporary hit points you would gain 10 instead.

2fp – Absolute Digestion (Requires Swallow)
Whenever a creature takes damage due to the ability granted by your Swallow alteration you regain hp equal to half the damage dealt. Furthermore, whenever a creature dies in your stomach you may choose to begin digesting its soul. This process takes 24 hours but does not take up space in your stomach. If the soul is digested, it ceases to exist entirely and you gain advantage on any ability checks made to remember interesting facts about the digested creature’s life and/or to impersonate that creature.

Sariel Vailo
2017-04-24, 01:26 PM
I am now intrested prepare to have this tested alot.

Magikeeper
2017-04-29, 12:45 AM
I am now intrested prepare to have this tested alot.

Great! :D


----

Alright, I've overhauled Orifice. Changes:

> Tier I changes:
>> Devouring Mouths replaced with a 3fp Ravenous Maws. It's a bit wordier, but I think it plays nicer with the other traits and alterations now. Also, the digestive surges fix the issue of this ability being very swingy (with devouring mouths you either were hitting and gaining temp HP, or missing and not gaining any temp HP at all). Might change the name "digestive surge" to not use the word "surge", however...
>> Salivating Maws is now a ranged weapon you CANNOT use the TWF action with. Having it be a thrown melee weapon (to avoid sharpshooter + TWF) was just weird. You can, however, use strength on the attack rolls.
>> Sniping Mouths is now Free Flowing Drool, which costs twice as much (2FP), gives double the range increase (same as 2x sniping), and lets you attempt a spit attack (disadvantage -> neither advantage or disadvantage) whenever you successfully hit with a bite attack as a bonus action. (Deadly Breath is now improved for every FFD instead of once per 2xSniping Mouths, since FFD costs 2fp instead of 1fp).
> Tier II changes:
>> Scent-Tasting tongues is now Refined Palette, which also lets you add your proficiency bonus to knowledge checks to determine the physical properties of things you've tasted (in addition to smelling things). Might be undercosted at 1fp.
>> Vicious Mouths is now Dire Consumption. It improves Ravenous Maw ability as well as damage (similar to before).
> Tier III changes:
>> Efficient Consumption has been replaced with Digestive Rift.
>> Destructive Drool, which is too similar (if better) to Free Flowing Drool, has been replaced by Butchering Fangs.
> Tier IV changes:
>> Absolute Digestion has been replaced by Haunted Stomach, which removes healing via digestive damage (Ravenous Maw works with digestion, unlike Devouring Mouths) in exchange for being a generally more interesting ability (IMO).
>> Some other minor wording tweaks (not mechanical changes).

That was the last overhaul I had planned. Please feel free to critique these changes!

Blindseer
2017-08-20, 08:05 AM
While I haven't had the chance to playtest this masterpiece, I would just like to ask how this class "keeps up" at higher levels? Some of it doesn't seem as leveling friendly, with so many abilities and attacks specifically stating numerical damage instead of rolls. While that predictability is a strength in its own right, I don't think bombarding dragons with predictability is as effective as power.

Also I just want to thank you for making this and putting so much time in to it. I've been looking for a Homebrew class to allow me minor shapeshifting effects like this for a month, and while it's unlikely I'll get a chance to use it soon this is by far (no contest whatsoever) my favorite class I've ever seen for flavor. I've wanted to play as an aberration for the longest time and this is so much better than I could have expected.

Magikeeper
2017-08-22, 12:44 PM
@Blindseer Thanks!

On numerical damage: This seems to be Spike-Trait specific - the only other numerical damage that comes to mind is tier I flesh, and the tier II deadly flesh augment changes that.

Spike trait does have a number of X damage abilities, but most of those are main effect+small amount of extra damage. The exception would be burrowing spike, and I do not yet know for sure how well that works in practice - I am playtesting a primary spike Ozodrin but they've only reached level 6 so far.

More generally, I did consult various spreadsheets and such that detailed expected damage per round for various class/feat combinations while making this class. Based on that, I think the class keeps up at high levels - it seems PC damage tends to greatly increase around level 6, increase again around level 11, and then stay the same or only slightly increase after that. That said, I would greatly appreciate playtesting data should you ever get the chance to play this class!

Blindseer
2017-08-22, 02:03 PM
@Magikeeper

Thank you for the explanation, it really cleared it up for me. Part of my concern grew from inexperience, I suppose I was thinking of this too much in castor terms when in reality this is more versatile with more uses. Where castors are locked up by slots, this class can keep renewed and constant effectiveness. Not to mention it's better at hand to hand than a wizard or the like. Thanks again.

Magikeeper
2017-08-31, 08:42 PM
Should Ozodrin have the Shapechanger subtype (when they become aberrations)?

For: In the MM, monsters that "magically" polymorph are not shapechangers (Change Shape ability), but those that do not mention the change being magical are shapechangers (Shapechanger ability). Also, shapechanger appears to be more of an innate ability (they keep their abilities, etc). Ozodrin are more similar shapechangers than change shape users.

Against: Ozodrin do not have the "Shapechanger" ability all shapechangers appear to have.

On the other hand: There aren't any monsters whose abilities work like an Ozodrin's. Shapechangers are seemingly the closest of those that exist.


Thoughts?

JBPuffin
2017-08-31, 11:25 PM
Should Ozodrin have the Shapechanger subtype (when they become aberrations)?

For: In the MM, monsters that "magically" polymorph are not shapechangers (Change Shape ability), but those that do not mention the change being magical are shapechangers (Shapechanger ability). Also, shapechanger appears to be more of an innate ability (they keep their abilities, etc). Ozodrin are more similar shapechangers than change shape users.

Against: Ozodrin do not have the "Shapechanger" ability all shapechangers appear to have.

On the other hand: There aren't any monsters whose abilities work like an Ozodrin's. Shapechangers are seemingly the closest of those that exist.


Thoughts?

I'd say it depends on just how "wtf is this?" you want the flavor to be. There are many shapechangers; do you want the Ozodrin in that box, or set it free by releasing it from those chains of stereotyping (also, I missed the shapechanging aberrations - which ones would those be)?

Magikeeper
2017-09-01, 10:27 PM
I'd say it depends on just how "wtf is this?" you want the flavor to be. There are many shapechangers; do you want the Ozodrin in that box, or set it free by releasing it from those chains of stereotyping (also, I missed the shapechanging aberrations - which ones would those be)?

There are no shapechanger aberrations in 5E that I know of. On one hand, it really isn't quite the same as the other shapechangers, on the other hand 'shapechanger' is apparently also the box for creatures with enough control over their own bodies to not be effected by polymorphing magic and the like. I kinda DO want Ozodrin to be in that group but... eh, I guess I'll leave it off.

Speaking of polymorphing, I realized the old wording of Irregular Mind (which changed the maximum duration of the effect) might be viewed as increasing the power of spells that do horrible things if maintained for their "entire duration". The new version is slightly wordier but avoids the issue. It took.. quite awhile to settle on a new wording for that one.

JBPuffin
2017-09-01, 10:31 PM
There are no shapechanger aberrations in 5E that I know of. On one hand, it really isn't quite the same as the other shapechangers, on the other hand 'shapechanger' is apparently also the box for creatures with enough control over their own bodies to not be affected by polymorphing magic and the like. I kinda DO want Ozodrin to be in that group but... eh, I guess I'll leave it off.

That would actually be pretty nice - if being a shapechanger gives you that immunity, I'd totally want that as a player. You could also have that subtype replace their normal racial subtype - they're no longer human or whatever, they're full-on aberration (shapechanger)s.

Magikeeper
2017-09-04, 11:43 PM
Question: Does this ability make sense / is it needlessly complex?:

2fp – Burrowing Spikes
You can form spikes that embed themselves in any creatures or objects they damage, expanding/unfolding/etc to push themselves deeper into your foes. Creatures and objects with one or more spikes embedded in them take 3 points of slashing damage at the start of each of your turns. Creatures so afflicted also take 5 points of slashing damage whenever they use their movement.

An afflicted opponent can use an action to remove all spikes embedded in themselves, dealing 1d10 slashing damage to themselves in the process.

If you damage a creature or object with a spike that is still directly attached to your body (such as via the Goring Spike or Deadly Quills alteration), you may choose to have the spike instantly detach itself from you when it embeds itself into them. If not, you are effectively grappled by the target unless you are two or more size categories larger than them, in which case they are instead effectively grappled by you. In either case, unlike a normal grapple, you can end/automatically break free of all opponents grappling/grappled by you this way as bonus action that removes the spike(s) and deals 1d10 slashing damage to each opponent. Furthermore, your opponent cannot willingly release you/break free of the grapple without removing the embedded spike (as noted above), which automatically ends the grapple. Any other effect that ends the grapple removes the embedded spike and deals 1d10 slashing damage to your opponent.


-----

I think it's the second third fourth wordiest advanced alteration, and I've pondered just removing all the grapple stuff (just have it always detatch). At some point I want to make a proper PDF and spread the class around, so stuff like "this ability is too complicated for its own good" is a concern.

Qwertystop
2017-09-05, 07:33 AM
Question: Does this ability make sense / is it needlessly complex?:

2fp – Burrowing Spikes
You can form spikes that embed themselves in any creatures or objects they damage, expanding/unfolding/etc to push themselves deeper into your foes. Creatures and objects with one or more spikes embedded in them take 3 points of slashing damage at the start of each of your turns. Creatures so afflicted also take 5 points of slashing damage whenever they use their movement.

An afflicted opponent can use an action to remove all spikes embedded in themselves, dealing 1d10 slashing damage to themselves in the process.

If you damage a creature or object with a spike that is still directly attached to your body (such as via the Goring Spike or Deadly Quills alteration), you may choose to have the spike instantly detach itself from you when it embeds itself into them. If not, you are effectively grappled by the target unless you are two or more size categories larger than them, in which case they are instead effectively grappled by you. In either case, unlike a normal grapple, you can end/automatically break free of all opponents grappling/grappled by you this way as bonus action that removes the spike(s) and deals 1d10 slashing damage to each opponent. Furthermore, your opponent cannot willingly release you/break free of the grapple without removing the embedded spike (as noted above), which automatically ends the grapple. Any other effect that ends the grapple removes the embedded spike and deals 1d10 slashing damage to your opponent.


-----

I think it's the second third fourth wordiest advanced alteration, and I've pondered just removing all the grapple stuff (just have it always detatch). At some point I want to make a proper PDF and spread the class around, so stuff like "this ability is too complicated for its own good" is a concern.

It's definitely complex. It basically does two things - a DOT plus move-punishing, no matter what, and a grapple effect only if they're attached.

I would say... make them always detach. Make another feature for the grapple effect - it is a neat one, it's just too much to put in one feature. Maybe "Barbed Spikes"? Or this one could be Barbed and the other could be, I dunno, Strong Roots or something. Not sure whether that would require this or be separate from it.

I think the damage might be a bit high? Entirely separate from whether the numbers are appropriate for when you get it (you didn't specify a tier), just the different kinds of damage relative to each other. Losing an action is a high cost for tearing out already, without the damage; if you remove that damage and the per-turn damage, it becomes a much more interesting question of "lose an action, or take damage every move". Or maybe make it a small tick on every move and every action, and then make the tear-out damage scale with how long you left them in (up to a cap)? Not sure. Would need playtesting.

Magikeeper
2017-09-05, 11:38 PM
It'd still be tier III spike. Right now the holes it fills are-
A) Tier III spike needs a "more damage" option. It's typical for classes to have a damage increase ~lv11 and none of the other spike alterations at tier III really fit the bill.
B) It gives more combat applications for tether.

--

Removal tweaks: Given that they're probably just going to get more spikes stuck in them next round, and the relatively small amount of damage, it's generally only worth removing the spikes when trying to run away anyway.

Having it be based on the number of rounds they've been afflicted could get bookeeping intensive, which is an issue for an ability that would be going off every round and possibly effecting large numbers of creatures (w/Shredding Volley & Piercing Rain). I'm trying to keep the constant burrowing effect simple to run.

--

On damage on actions: A long time ago I did play around with a version of burrowing spike that dealt damage whenever the foe took an action instead of DOT. Then I realized that most foes are going to take an action every turn anyway. It would make the effect stronger against foes with legendary actions, but I'm not sure that's a good thing.

Hrm, "Rooting Spike" better fits how I imagine the effect looking.

Maybe...

2fp – Rooting Spikes
You can form spikes that embed themselves in any creatures or objects they damage, taking root/expanding/unfolding/etc to push themselves deeper into your foes. Creatures and objects with one or more spikes embedded in them take 3 points of slashing damage at the start of each of your turns. Creatures so afflicted also take 5 points of slashing damage whenever they use their movement.

An afflicted opponent can use an action to remove all spikes embedded in themselves, dealing 1d8 slashing damage to themselves in the process.

If the spike was directly attached to your body (Goring Spike, Deadly Quills) it detaches from you when embedding itself into a target. This ability can be used with the tether alteration, it stays connected to the 'rope'.

1fp - Latching Spikes (Requires Rooting Spikes)
You are capable of exerting finer control over your rooting spikes. If you damage a creature or object with a rooting spike that is still directly attached to your body (such as via the Goring Spike or Deadly Quills alteration), you may choose to have the spike remain attached to your body. If you do, you are effectively grappled by the target unless you are two or more size categories larger than them, in which case they are instead effectively grappled by you.

Unlike a normal grapple, you can end/automatically break free of all opponents grappling/grappled by you in this way as bonus action that removes the spike(s) and deals 1d8 slashing damage to each opponent. Any other effect that ends the grapple, such as your opponent releasing you, removes the embedded spike and deals 1d8 slashing damage to your opponent.

The rooting spike otherwise functions as normal (the opponent takes damage at the start of each of your turns, etc).

Damage of removal was determined for Latching Spike rather than Rooting Spike - I'd like it to stay the same and it's much more important for the former.

Pampukin
2017-09-07, 01:49 AM
First, awesome work.
Second, I was working on a class like this (had no idea the ozodrin was a thing) based on the totemist, except its more like base natural weapon features and separate movement features, and the ability to combo them for added effects, might still write up something.
Third, really kept looking for a rolling ball of spikes-like ability.
Fourth, I am probably englishing wrong, its not my native tongue and my phone is trying to spellcheck everything to spanish.

Magikeeper
2017-09-07, 03:37 PM
Third, really kept looking for a rolling ball of spikes-like ability.


You could use the Razor Fin alteration, cover yourself in spikes, and fluff your destructive movement as being a rolling spike death ball. Other fin-trait abilities could then be used to shove opponents and such while 'rolling'.

Each of the offensive traits went in a different direction combat-style wise, with Fin being the movement fighting trait.

--------

Say, something said to me earlier reminded me of my pondering on Strange Movement: It's always been an Ozodrin staple but.. it no longer has an obvious fluff relationship with the class. Only Primary(Orifice) Ozodrin are doing strange stomach stuff as early as level 7. I'm thinking of tweaking the ability. Not sure how though...

Qwertystop
2017-09-07, 04:54 PM
I would agree that it feels less relevant now that Ozodrin has solidified as "freeform shapeshifter" with the specifically extradimensional-eldritch fluff falling by the wayside. Also, it's not explicitly Stomach-related anymore.

One idea: Drop it. Instead, give every type of feature a teleportation ability as a Tier 2, with different limitations. I like the idea of making each one's limitations based conceptually on the feature.

Eyes are for looking. You can teleport to anywhere you can see, and from which you can see your original location. Peepholes no (can't see back), reflections yes.
Tentacles are for touching. Touch something, teleport to anywhere else from which you can touch that thing. Line of sight not required. Put a limit on object size, so "the ground" doesn't count unless it's a distinct boulder or something.
Flesh is for feeling. Not sure what to do here. Teleport things-that-injure-you, instead of yourself? Alternately, flesh is for being, teleport to parts of yourself. Good for going back if you leave a trail of blood or something, bad for going farther forwards unless you can throw bits of yourself really far.
Orifices are for eating. Eating is fundamentally destructive. If you eat the distance from here to there, it's gone (temporarily), so someone else can follow you. You can't go through nonempty space.
Spikes are for combat. Teleportation must be followed by an attack, on a target in-line for your direction of travel. You don't get the attack for free - you still have to take the action. So this one is less useful for noncombat movement (someone must be there to take the hit).
Puppets are for secrets. You can't be observed when you leave, and you can't be observed arriving. Observed locations count as inside solid objects - be shunted out, and take damage for the distance. Also, you swap with a puppet.
Fins are for swimming, and more generally, for movement. Teleporting isn't moving, not really; you just stop being one place and start being another place; on the other hand, the fin is all about mobility. So... Many microjumps. Teleport distance limited to 10', but you can make as many teleports in one action as you like, as long as all intermediate locations are valid (not occupied by another object, not in midair unless you can fly, et cetera). Also, each 10' jump only counts as 5' for the limit, so you can go faster/farther than the other kinds as long as you have safe stepping-stones.

All of these features would share one 5'-per-class-level-per-day limit, which would be stated in the Strange Movement feature.

I'm not sure about some of these - the limits are of vastly different scope. On the other hand, all the features are already different in what they can do, that's the point, so maybe it's okay if some are better at teleporting than others.

Magikeeper
2017-09-07, 07:21 PM
Hrm, folding it into some tier abilities might work.. although maybe I should just drop it entirely. Most traits already have some sort of existence fading in/out thing at tier IV. Your orifice idea is particularly cool, but it might be too difficult to describe in a way that wouldn't imply all sorts of side effects.

Still, I'd need to replace the ability either way:

Trait Overflow - Starting at 9th level you may, as an action, choose a single advance alteration you have currently made (such as "Poisonous Spikes"). You regain all uses of the ability(s) granted by that alteration as though you had completed a short rest. The chosen alteration must be from your primary or secondary traits.

Once you use this ability, you must finish a long rest before you can use it again.

-----

I made it primary OR secondary because Tentacle never gets an alteration with per-rest uses, and Fin doesn't get any until Tier IV. Anyway, it also helps stabilize the class in games that have unusually few short rests per long rest.

Edit: I've realized the it's possible to use a trait archtype that cannot use this ability at level 9, and has very little use of it at 11. Removing all restrictions at least makes it useful to such archtypes at 11. Being able to use a tertiery low-tier ability a few more times per day is a fine use anyway.

Since you get Tier II at level 6, getting the extra uses at level 7 seems to soon. So this would make Abnormal Perspective the level 7 ability.

Frankly, I'm not that pleased with Abnormal Perspective either. None of the rest of the class is focused on being buddies with aberrations, and aberrations aren't known for having an easier time getting along with other horrors. It feels like a random filler ability because.. well, it IS a random filler ability. But it's tied to fluff there isn't any real reason for the rest of the class to follow.

Maybe..


Obedient Anatomy - Starting at 7th level, your internal organs and processes become mildly responsive to your will.
You have advantage on saving throws made against poisons and diseases.

Furthermore, you may use a bonus action to exercise conscious control over one or more of your automatic bodily functions (control your heartbeat, stop sweating, etc).

^It's sufficiently minor and serves as a better lead-up to the body altering later abilities.

--------

Flesh Over Mind - Starting at 7th level you may, as an action, suppress any of your memories and/or create false memories. You may choose for this to effect both of your forms, or just one of them (Worldly Guise or True Nature).

Your memories return to their original state whenever you complete a short or long rest. Starting at 17th level, you may instead have the changes last until a some sort of trigger occurs ("10 hours pass", "I see the color red", "I fear for my life", etc).

^This is neat, but really focused for a certain kind of character. Also, at level 17 you could already do this (only better) every long rest and that's probably the better place for it.

Magikeeper
2017-09-10, 11:41 PM
So, I replaced Strange Movement and Aberrant Perspective with Colluding Anatomy and Trait Overflow. Keeping the main ability fluff a bit more focused.

I created a Tier II, more flavorful Strange Movement alteration for Fin (Which led to a fin overhaul).

I also created a Tier II alteration for Puppet that basically lets you trade places with a puppet, which led to a couple other Puppet changes.

Tentacle needed to have a low-tier alteration that can be used with overflow, so I ended up moving Magic Ripping Tendrils down and changing it to fit Tier II power level (might reduce uses to 1/r). Added Magic Disarraying Tentacles to Tier IV.

I'd go more into it but then everyone's eyes would glaze over so... um.. thoughts on changes would be appreciated!

Qwertystop
2017-09-11, 11:03 AM
The phrasing on the X-times-per-rest limits seems awkward. I'm not sure off the top of my head of a better phrasing, since you seem to be conspicuously avoiding phrasings like "You may use this {N times} per short rest".

JBPuffin
2017-09-11, 01:24 PM
The phrasing on the X-times-per-rest limits seems awkward. I'm not sure off the top of my head of a better phrasing, since you seem to be conspicuously avoiding phrasings like "You may use this {N times} per short rest".

That's one thing I miss about 4e's syntax - being aloud to use "per short rest" as shorthand for "you regain all uses of this ability after a short or long rest."

Which ability has this wording?
I can't find it right now, but once i take a look I should have an alternative that might sound better to you, Qwerty.

Qwertystop
2017-09-11, 03:04 PM
That's one thing I miss about 4e's syntax - being aloud to use "per short rest" as shorthand for "you regain all uses of this ability after a short or long rest."

Which ability has this wording?
I can't find it right now, but once i take a look I should have an alternative that might sound better to you, Qwerty.

At minimum, the two new Tier II alterations. Probably other things as well.

What, doesn't the system have a standard phrasing for this? I know 3.x was perfectly fine with saying "per day".

JBPuffin
2017-09-11, 04:40 PM
At minimum, the two new Tier II alterations. Probably other things as well.

What, doesn't the system have a standard phrasing for this? I know 3.x was perfectly fine with saying "per day".

It does, but it's that long chunk I just quoted (sometimes short rest isn't there, sometimes it's "the use", and so on). Easy enough to copy and paste, but it's quite long.

For Essence Shift and similar...Lemme see here...

"You may use this ability a number of times equal to 2 plus the number of times you make this alteration, and regain all uses of this ability after a short or long rest." Slightly more compact, at least?

Magikeeper
2017-09-11, 04:43 PM
What, doesn't the system have a standard phrasing for this? I know 3.x was perfectly fine with saying "per day".

I based the phrasing on the 5E fighter's Action Surge class feature, which is:


Once you use this feature, you must finish a short or Long Rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.


Another variation is:


You can use this feature twice. You regain expended uses when you finish a short or Long Rest.


Other abilities seem to use a similar wording. I agree that "X per rest" would be less verbose, but I would prefer to match the wording used by the official classes whenever possible.


I suppose I could remove the "Using this ability is straining - " part, however? Have it more directly match the action surge wording.

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

Edit: Later is now:
@JBPuffin: An advanced alteration can't be made multiple times unless is says so, so the wording has to include "You may..." in it. With that addition, I don't think it'd end up being much more compact.

JBPuffin
2017-09-11, 04:59 PM
I suppose I could remove the "Using this ability is straining - " part, however? Have it more directly match the action surge wording.

I definitely suggest removing that tagline before describing the usage limits, as they're actually rather loose for something supposedly difficult. A better model would actually be the paladin's Divine Sense - "You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses." Add the "short or" before long rest and change the number to "2 + the number of times you make this alteration," and...you end up with what I got. Huh. I didn't even remember that's how Divine Sense worked until I pulled it up in the PHB...

Edit: "You may make this alteration multiple times. You may use this ability a number of times equal to 2 + the number of times you make this alteration, and regain all uses of this ability after a short or long rest."

Magikeeper
2018-01-22, 02:55 PM
I finally changed the per-rest alteration wording to remove the "straining" bit.

Also, Burrowing Spike has been replaced with a new version of Rooting Spike. I decided the latching effect was too niche and wordy to be worth it, and the damage-upon-moving only worked for specific fluff and required more memorization than just damage-at-start. The damage-at-start was increased from 3 to 5, and the damage upon removal was decreased to 1d6. It also deals piercing instead of slashing each round, but still does slashing when removed.

It also only effects creatures now. The object stuff created a bunch of niche complications and most objects you'd actually want to destroy have hardness >5 so the ability wouldn't have much of an effect.

----

Deadly Quills have been made more generally useful (effects melee non-reach attacks as well as body part ones) and can be retracted/extended as a reaction/bonus action so you don't have to look like a porcupine 24/7 to use it. I'd really like playtest data on this one (and Rooting Spike, for that matter)...

-----

Frenzied Contraction has been replaced with Quivering Tether, which is just somewhat more versatile Frenzied Contraction. It's not much wordier than it was before we removed the latching stuff.


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

As always, comments and playtest data are very welcome!

Darthteddybear
2018-02-08, 06:14 PM
I made an account just so I could post to this, I find the idea of this class really cool I will send play-test data if my DM will let me play it.

Magikeeper
2018-02-20, 01:04 AM
I made an account just so I could post to this, I find the idea of this class really cool I will send play-test data if my DM will let me play it.

Hope that worked out for you!

thargent
2018-08-31, 07:44 PM
I've been following this thread on and off for years now, and just now made an account to share my joy with you that I'm finally playing an Ozodrin. Currently level 3.
We rolled for stats (which is important to mention because it left us with an average equivalent of like, 40 point buy), so my data might be a bit skewed.

We've had a minimum of combat so far, and I am never going to take my points out of Ravenous Maws: They're very helpful for my self-assigned role as the party's tank.

sallyisgreat
2018-09-14, 10:21 PM
I've been interested in this thread for a long time. Just wondering if you have any plans to format the class and post it on dmsguil d in the future. Even if it ends up costing something to purchase I'm all for it.

Magikeeper
2018-11-23, 03:19 AM
@thargent - Sounds great! Thank you for sharing, I always wonder if folk are actually playing this class outside of my own tests. How has the class fared so far?

@sallyisgreat - I've considered doing so. Uploading it there would likely get the Ozodrin more widely played, which would be very nice given the truckload of work that's gone into this class. Why that hasn't been done already:

1) I'd still like to get a little more playtesting feedback before creating what would effectively be a finalized document - the class has handled fine thus far but, to give an example, I have no data on Primary(Puppet) Ozodrin at all and very little data regarding Ozodrin at high levels. Theoretically there shouldn't be any issues - research into what other classes can do, DPS capabilities, etc was certainly done - but I'd like to have that confirmed. Obviously it'd be infeasible to test every single archtype combination, but having all 7 Primary possibilities tested at low, mid, and high levels would be nice.

2) Formatting that will take a ton of time. I'd also like to get some actual art for the document, and the person I'd likely ask to do it is completely swamped for the foreseeable future.

Magikeeper
2018-12-11, 03:09 AM
With playtesting resuming, I've been pondering about Ozodrin-As-PDF, which led me thinking about the current wording of "Manifest Form" - it's basically a carry over of the old terms and I think it could be clearer.

So the change would be:

Manifest Form
In addition to your original form, henceforth referred to as your “Worldly Guise”, you have a second form – your True Nature. This second form is altered via your other class abilities, and is otherwise the same as your worldly guise. Whichever form you are currently in is considered to be your “true form” for spells and effects. You may freely switch from one form to another as an action and/or as a bonus action.

To:

Manifest Form
You have two forms. The first, your “Worldly Form” looks like your old self without alteration. The second, your “Inner Nature”, can be modified by your Trait Archetype and Form Points class abilities. You can change which of these forms you’re in as an action and/or bonus action, and remain in that form indefinitely.

To an Ozodrin like yourself, this ability is as mundane as a human combing their hair. Spells and effects treat whichever of these forms you’re currently in as your “Original Form”. Upon death, an Ozodrin remains in whichever of these forms it was in.

I'm thinking of changing Worldly Guise / True Nature -> Worldly Form / Inner Nature so it's less confusing how whichever one you're in counts as your Original / True Form.


I also considered just altering it so you only have one form, but that would make wording the abilities a lot harder.

That said, does anyone have an opinion on the Manifest Form wordings?

Qwertystop
2018-12-11, 08:57 AM
With playtesting resuming, I've been pondering about Ozodrin-As-PDF, which led me thinking about the current wording of "Manifest Form" - it's basically a carry over of the old terms and I think it could be clearer.

So the change would be:

Manifest Form
In addition to your original form, henceforth referred to as your “Worldly Guise”, you have a second form – your True Nature. This second form is altered via your other class abilities, and is otherwise the same as your worldly guise. Whichever form you are currently in is considered to be your “true form” for spells and effects. You may freely switch from one form to another as an action and/or as a bonus action.

To:

Manifest Form
You have two forms. The first, your “Worldly Form” looks like your old self without alteration. The second, your “Inner Nature”, can be modified by your Trait Archetype and Form Points class abilities. You can change which of these forms you’re in as an action and/or bonus action, and remain in that form indefinitely.

To an Ozodrin like yourself, this ability is as mundane as a human combing their hair. Spells and effects treat whichever of these forms you’re currently in as your “Original Form”. Upon death, an Ozodrin remains in whichever of these forms it was in.

I'm thinking of changing Worldly Guise / True Nature -> Worldly Form / Inner Nature so it's less confusing how whichever one you're in counts as your Original / True Form.


I also considered just altering it so you only have one form, but that would make wording the abilities a lot harder.

That said, does anyone have an opinion on the Manifest Form wordings?

The new wording is better.

Magikeeper
2018-12-11, 02:07 PM
Well alright then, change made!

I also greatly overhauled Aberrant Metamorphosis while I was at it.

Aberrant Metamorphosis
Starting at 10th level you are forevermore an aberration instead of your previous type (usually humanoid). This changes how some spells and effects interact with you. Furthermore, you gain the ability to modify your Worldly Guise after a long rest. This works like altering your True Nature except as follows:

> You may add/remove non-trait alteration body parts, up to a maximum of however many you would have had without this ability (For example, you could remove your normal legs one day and regain them a different day or move them from one part of your body to another). You can also change the general shape of your torso, neck, and head.
> You cannot remove any alterations made this way when entering your True Nature (For example, if you make an advanced alteration to your worldly guise that alteration is also present when you enter your true nature, just as though it were one of your non-alteration granted abilities/body parts). You can remove the alterations as normal the next time you change your worldly guise.
> You can freely change the form but not capabilities of your internal organs. For example, you can choose to be filled with a semi-solid goo that performs all of the actions your internal organs used to perform but you would still need to eat/drink/etc as normal. This anatomy change may protect you from certain kinds of attacks at the DM's option.

Aberrant Metamorphosis
Starting at 10th level you are forevermore an aberration instead of your previous type (usually humanoid). This changes how some spells and effects interact with you.

Furthermore, you may use your Base Alterations and currently chosen Advance Alterations to modify your Worldly Form instead of / in addition to your Inner Nature. This does NOT let you choose any more Advance Alterations than your form points allow. Any Advance Alteration costs/effects based on how many times you've currently made them to your Inner Nature are instead based on how many times you've made them to either of your forms.

Finally, you gain the ability modify your non-trait body parts (such as your normal legs). This ability works as follows:

> Unlike other alterations, you can only modify non-trait body parts after completing a long rest.
> Changes made this way effect both your Inner Nature AND your Worldly Form.
> You can change the general shape and features of your Torso, Neck, and Head. For example, you could become a ball of flesh with limbs or some kind of dog-person.
> You may add/remove/relocate non-trait alteration body parts, up to a maximum of however many you would have had without this ability. For example, you could remove your normal eyes one day and regain them a different day or move them from one part of your body to another.
> You can freely change the form but not capabilities of your internal organs. For example, you can choose to be filled with a semi-solid goo that performs all of the actions your internal organs used to perform but you would still need to eat/drink/etc as normal. This anatomy change may protect you from certain kinds of attacks at the DM's option.

I think the new version is much clearer. It also changes the ability mechanically - Altering non-trait body parts can still only be done after a long rest but your Worldly Form can be modified by your Base/Advance Alterations whenever you could modify your Inner Nature. This avoids the issue of potentially having Advance Alterations you can't remove after a short rest. The only reasons to limit using the alterations on your worldly form are fluff and at level 10 you become an aberration anyway.

Thoughts?

Qwertystop
2018-12-11, 09:43 PM
Well alright then, change made!

I also greatly overhauled Aberrant Metamorphosis while I was at it.

Aberrant Metamorphosis
Starting at 10th level you are forevermore an aberration instead of your previous type (usually humanoid). This changes how some spells and effects interact with you. Furthermore, you gain the ability to modify your Worldly Guise after a long rest. This works like altering your True Nature except as follows:

> You may add/remove non-trait alteration body parts, up to a maximum of however many you would have had without this ability (For example, you could remove your normal legs one day and regain them a different day or move them from one part of your body to another). You can also change the general shape of your torso, neck, and head.
> You cannot remove any alterations made this way when entering your True Nature (For example, if you make an advanced alteration to your worldly guise that alteration is also present when you enter your true nature, just as though it were one of your non-alteration granted abilities/body parts). You can remove the alterations as normal the next time you change your worldly guise.
> You can freely change the form but not capabilities of your internal organs. For example, you can choose to be filled with a semi-solid goo that performs all of the actions your internal organs used to perform but you would still need to eat/drink/etc as normal. This anatomy change may protect you from certain kinds of attacks at the DM's option.

Aberrant Metamorphosis
Starting at 10th level you are forevermore an aberration instead of your previous type (usually humanoid). This changes how some spells and effects interact with you.

Furthermore, you may use your Base Alterations and currently chosen Advance Alterations to modify your Worldly Form instead of / in addition to your Inner Nature. This does NOT let you choose any more Advance Alterations than your form points allow. Any Advance Alteration costs/effects based on how many times you've currently made them to your Inner Nature are instead based on how many times you've made them to either of your forms.

Finally, you gain the ability modify your non-trait body parts (such as your normal legs). This ability works as follows:

> Unlike other alterations, you can only modify non-trait body parts after completing a long rest.
> Changes made this way effect both your Inner Nature AND your Worldly Form.
> You can change the general shape and features of your Torso, Neck, and Head. For example, you could become a ball of flesh with limbs or some kind of dog-person.
> You may add/remove/relocate non-trait alteration body parts, up to a maximum of however many you would have had without this ability. For example, you could remove your normal eyes one day and regain them a different day or move them from one part of your body to another.
> You can freely change the form but not capabilities of your internal organs. For example, you can choose to be filled with a semi-solid goo that performs all of the actions your internal organs used to perform but you would still need to eat/drink/etc as normal. This anatomy change may protect you from certain kinds of attacks at the DM's option.

I think the new version is much clearer. It also changes the ability mechanically - Altering non-trait body parts can still only be done after a long rest but your Worldly Form can be modified by your Base/Advance Alterations whenever you could modify your Inner Nature. This avoids the issue of potentially having Advance Alterations you can't remove after a short rest. The only reasons to limit using the alterations on your worldly form are fluff and at level 10 you become an aberration anyway.

Thoughts?

1: "Advance" should really be "Advanced".
2: "how many times you've made them to either of your forms" should be either "how many times you've made them to both of your forms" if it sums, or "how many times you've made them to one of your forms (whichever has more)" if it doesn't sum. Or perhaps "how many times you've made them to your current form". Possibly there's a better phrasing, but the current one is unclear.
3: It's more generally unclear – Say I'm level 10. Without this ability I have 11 form points, so I could take five 2fp alterations and a single 1fp alteration. With this ability, can I make five 2fp alterations and a 1fp alteration to my Inner Nature and a different set of five-and-one to my Worldly Form, or is the total limited (so I could, for example, put three-and-one on my Inner Nature and the rest on my Worldly Form)?
4: "Changes made this way effect"... pretty sure that should be "affect".
5: "Torso, Neck, and Head" shouldn't be capitalized.
6: The first point and the last three points on the final ability can basically be combined and simplified a lot without significant mechanical change; it ends up as roughly "You can change your non-Trait body shape however you want when you complete a long rest. This does not give you new natural weapons, change your movement speed, or change or remove basic requirements of your body (such as the need to eat, drink, and breathe). It may provide protection from certain specific-anatomy-based attacks, at the DM's option." (and then tack on examples like "you can be a goo-filled skin-bag, a ball of arms, or a dog-monster").

Also, if you're planning the PDF release as any sort of finalization (which it will be; the PDF will almost certainly circulate if people take interest), you should probably try to get someone to do a serious editing pass. And more structured playtesting, perhaps.

Magikeeper
2018-12-12, 04:02 AM
It'll likely be a good long while before any sort of PDF release, but yes it'll need to be carefully gone through and de-typo-fied.

Anyhow, based on the questions the re-wording was much more confusing than I thought. I'd explain intent, but I'd rather see if I can reword it so the intent is clear. >.>

On Affect and Effect: *Consults Google* You... you might actually have used "affect" correctly. Good lord, you really are an otherworldly horror. "The Letters of a Pale Sun", perhaps? Or maybe "The Tapping Sound's End". Something like that, don't eat me.

Anyway, that'd be:

-----------
Furthermore, you may use your Base Alterations to modify your Worldly Form. In addition, whenever you modify your Inner Nature with an Advanced Alteration you may choose to have that advanced alteration affect both your Worldly Form and your Inner Nature.
-----------

The re-wording did tweak the mechanics a bit, in that it is no longer possible to have an advanced alteration just affecting one's Worldly Form.

As for shortening the list somehow, I'll think about it. I feel that's an area where someone completely new to the class will be more confused than someone more familiar with the Ozodrin. Also, being able to specifically re-add what you remove becomes important if a PC has body parts they can't mimic with their Ozodrin class abilities (Like wings if not focusing on Fin, or anything with unique mechanics attached to it) or body parts that would cost form points to mimic instead of being free (like noses). I'd rather be a little longer and very clear than shorter and potentially confusing for this one.

Aberrant Metamorphosis
Starting at 10th level you are forevermore an aberration instead of your previous type (usually humanoid). This changes how some spells and effects interact with you.

Furthermore, you may use your Base Alterations to modify your Worldly Form. In addition, whenever you modify your Inner Nature with an Advanced Alteration you may choose to have that advanced alteration affect both your Worldly Form and your Inner Nature.

Finally, you gain the ability modify your non-trait body parts (such as your normal legs). This ability works as follows:

> Unlike other alterations, you can only modify non-trait body parts after completing a long rest.
> Changes made this way affect both your Inner Nature AND your Worldly Form.
> You can change the general shape and features of your torso, neck, and head. For example, you could become a ball of flesh with limbs or some kind of dog-person.
> You may add/remove/relocate non-trait alteration body parts, up to a maximum of however many you would have had without this ability. For example, you could remove your normal eyes one day and regain them a different day or move them from one part of your body to another.
> You can freely change the form but not capabilities of your internal organs. For example, you can choose to be filled with a semi-solid goo that performs all of the actions your internal organs used to perform but you would still need to eat/drink/etc as normal. This anatomy change may protect you from certain kinds of attacks at the DM's option.

sallyisgreat
2018-12-13, 07:14 PM
I really enjoy the mechanics of this class, but have been wondering about what kind of lore one would use for a character with this class. I enjoy the bit where it talks about being severed from the world, but it is very open ended. Anyone that has played this class and can share their background, I would be interested to hear it.

Qwertystop
2018-12-13, 07:47 PM
I really enjoy the mechanics of this class, but have been wondering about what kind of lore one would use for a character with this class. I enjoy the bit where it talks about being severed from the world, but it is very open ended. Anyone that has played this class and can share their background, I would be interested to hear it.

I've tried a few times but never in a game that went very far (and with a different version of the class, in 3.P). The first one thought he was normal – that is, that everyone could and did shift freely, teleport short distances, etc. (but it was "more polite" to e.g. make a point of going through B when going from A to C). His backstory didn't check out against actual history; every PC in that game was half-siblings initially meeting up for their mutual father's funeral; the father never actually met my character's mother (but they had a lot of near-misses and he slipped in from a maybe). He didn't know that last bit. Game was a PbP on here, died when DM left, came back when replacement DM turned up, died again when the replacement left.

The next one had always been an Ozodrin and was strongly discouraged from using them early on by a nonparental caregiver, without any good explanation. Came up with his own explanation, which was that everyone was acting and nobody gave him the script, but he should try not to disrupt things too badly. Never talked about this, rarely broke role. That game made it about half a session before I left – I'm not good at in-person.

sallyisgreat
2018-12-13, 08:03 PM
I had a potential character backstory. My character is an aasimar and this granted him his powers as an ozodrin. This is inspired by stories of the strange and alien nephilim, another take on half-angels. His father, the angel Thorzial, had him in order to act as a mortal example to inspire a newborn god, statted as a hundun in The Tome of Foes, in order to teach it to become a diety of good. The character would be reluctant, and have arguments with a tiny Angel on his shoulder that only be can see.

Magikeeper
2018-12-13, 10:47 PM
The one I played the longest did make a big deal out of being an Ozodrin / had a more elaborate origin (more on that below, see the spoiler box), but most other PCs, NPCS, PCs I've been in the same group as / DM'd for didn't make that their focus.

The simple "somewhere in my family tree lies either a horrifying otherworldly horror and/or someone that had quite the adventure" has been the usual backstory. Not all sorcerers make why they're a sorcerer the main focus of their backstory - that's just what they are. Many Ozodrin PCs I've had/seen likewise didn't make a big deal of their origin. Granted, they virtually always creeped out the other party members just by existing (even if they were otherwise friendly individuals).

It's like how I had this one wizard that had a long backstory explaining why he was an illusionist specifically while most other illusionist PCs I played just chose the school because they liked it.

I also did the "was the victim of a mad science experiment" route once but that campaign was too short to really work with the concept~


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One I played the longest:

The Ozodrin I played the longest (~4-5 years, first the original 3.5 version and then the 3.5 update) had encountered a unique opportunity in the far realms during a multiplanar war as a minor soldier, effectively getting broken down and having to pull themselves together in what felt like an eternity to become that level 1 Ozodrin. There was more to it than that, but that was the gist of that part of their backstory.

For them, becoming what they later called an Ozodrin was more a sacrifice they had consciously made to become something unique enough to really make a difference.They were pretty much the embodiment of Chaotic Good, or at least the party/DM felt so (I generally left alignment blank on my chars and just played their personality). "Cthulu Jesus" was a term thrown around OOC a few times during the later campaigning years :P.

Some of the campaign stuff was pretty interesting (well I think it all was but I digress), as I rarely see folk talk about arguments on the Chaos/Law axis of the 3.5 alignments while basically all of the heated inter-party stuff in that game was between the Ozodrin and the Paladin arguing about how to best help others. It was a terrible day when someone finally gave the Paladin a Freedom-Of-Movement granting item. >.>

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The Ozodrin I played the second longest (5E, Primary(Spike), Secondary (Eye, Flesh)), had a fleshed-out backstory but that was a campaign where even being a regular spellcaster was a very mysterious inherited trait tied to a secret of the setting so being an Ozodrin specifically wasn't a big(er) deal than anything else.

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Also for some reason my Ozodrin PCs pretty much always end up as the party diplomat despite being about as suave as a post and a little quirky. Yes, even in the game with the Far-Realms incursion where being an aberration was a serious problem*. Why, why is the horrifying tentacle monster always the party face!?
*Nothing says "best choice for diplomat" like having to first convince the other side to not kill you on sight every time.