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Ozodrin

"Wait, you want to eat me?"


-Dougal, an Ozodrin

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

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

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

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

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


solitary.

Alignment: Most ozodrin are chaotic.

Races: Any race could become an ozodrin, but most are of the more common races
(though this is likely due to that there are more of the more common races than the less
common ones).
Religion: Most ozodrin follow the normal religions for their race, no religion, or follow
those of aberrations.

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

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

Hit Die: d8

Starting Gold: 3d4x10 (75gp)

Class Features

Class Skills: The ozodrin's class skills are Bluff (Cha), Climb (Str), Craft (Int),
Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Knowledge
(dungeoneering) (Int), Knowledge (the planes) (Int), Listen (Wis), Move Silently (Dex),
Search (Int), Spot (Wis), Survival (Wis), Swim (Str), Tumble (Dex)

Skill Points at First Level: (4 + Int mod) x 4


Skill Points at Each Additional Level: 4 + Int mod

Fort Ref Will


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

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

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

Aberrant Affinity (Ex): An ozodrin gains aberrant blood as a bonus feat at first level
and may take aberrant feats even if it isn't humanoid. In addition, an ozodrin gains a
bonus equal to its class level to will saves against Aberrations and their abilities (note
this bonus does not apply to spells or abilities granted by classes that an Aberration may
posses). Classes which advance the Manifest Form ability advance this ability as well.

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

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

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

Basic Eyes: Cost - 1


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

Perceptive Eye: Additional cost 1


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

Sightless Eye: Additional cost 2


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

Acute Eye: Additional cost 1


Requires Sightless Eyes augment: An eye with this augment grants blindsense to a
range of 5ft. This stacks with other sources of blindsense including other Acute Eyes.
Insightful Eye: Additional cost 3
Requires Level 3: An eye with this augment is able to see invisibility as the spell within
10 ft. This stacks with other ranged abilities to see invisibility including other Insightful
Eyes.

Trembling Eye: Additional cost 2


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

Blind Eye: Additional cost 2


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

Spirit Eye: Additional Cost 4


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

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

Large Mouth: Additional cost 2


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

Hooked Teeth: Additional cost 4


The teeth of your mouth point inward, giving you a +5 bonus to grapple against an
opponent you bite with it for 1 round or are currently devouring. This bonus stacks with
other bonuses to grapple.
Deceptive Mouth: Additional cost 2
Requires Level 4: The mouth is capable of speaking and emulating other voices. This
grants a +2 bonus to Disguise and Bluff checks made using the mouth's voice as long as
they don't know it's nature. It is also able to perform verbal components of spells or
abilities. You may add this multiple times to the same mouth. The bonus stacks.

Air Tasting Mouth: Additional cost 3


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

Razor Teeth: Additional cost 6


Required Level 4: Your mouth deals an extra point of Con damage each round when
using the devour ability. You may add this multiple times to the same mouth. The
effects stack.

Trail Tasting: Additional cost 1


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

Enchanted Jaws: Additional cost X


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

Spitting Mouth: Additional cost 5


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

Drooling Mouth: Additional cost 3


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

Sniping Mouth: Additional cost 1


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

Concentrated Spit: Additional cost 2


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

Pseudopodia: Additional cost 4


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

Spraying Mouth: Additional cost 3


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

Flowing Shape: Additional cost 4


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

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

Hooked Tentacle: Additional cost 2


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

Tail: Additional cost 2


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

Large Tentacle: Additional cost 3


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

Serrated Tentacle: Additional cost 3


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

Long Tentacle: Additional cost 3


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

Coiling Tentacle: Additional cost 4


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

Enchanted Tentacle: Additional cost X


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

Blunt Tentacle: Additional cost 4


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

Swiping Tail: Additional cost 1


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

Budding Tentacle: Additional cost 2


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

Travelling Tentacle: Additional cost 6


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

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

Leg: Additional cost 1


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

Claw: Additional cost 2


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

Long Limb: Additional cost 3


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

Expeditious Leg: Additional cost 2


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

Enchanted Claw: Additional cost X


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

Large Limb: Additional cost 8


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

Crawling Limb: Additional cost 3


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

Trampling Leg: Additional cost 3


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

Claws that Catch: Additional cost 1


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

Absent Limb: Additional cost 2


Required Level 13 and that limb have Crawling Limb augment: This limb is not there. It
can't be used to attack or hold items. However you still retain your climb speed granted
by this limb if you have it. This inspires fear in creatures watching you climb with it.
They must make a will save (DC 10 + Charisma modifier + 1 per limb with this feature
being used) or become shaken for 1 round. If they fail, each round they see you
climbing they must try again until they pass.
Special: If all your limbs being used to climb have this augment, you no longer take
penalties for performing actions while climbing.
Spike: Cost - 1
Appearance: You have a spike growing out of you.
Required Level: 7
Benefits: You grow a spike or group of spikes somewhere on you. Spikes always start
out fine sized before augments and deal 1 piercing damage (see armor spike damage
tablefor other sizes). When grappling, you may only have one spike affect the grappled
creature each round, though you may choose a different spike each round. Unlike most
features, you may also apply the spike feature to tentacles, limbs, and fins (only one
spike may be applied to a single such feature). If you do, that feature adds the spikes
damage onto its own when it deals damage (if it lacks an attack it gains a secondary
sting natural attack that deals the spike's damage). If a spike is added to a stomach, the
stomach is treated as having caltrops that deal the spikes damage in one square (if the
formed stomach augment is applied), or if the formed stomach augment is not applied it
gains a secondary natural attack against a single creature inside it per spike dealing the
smallest spike's damage.
Special: If you have the Aberrant feat Darkspawn, you may choose to exchange the
spikes granted from itto gain one additional form point + 1 per size category larger than
fine they are. You may also use this feature before level 7 if you have the Darkspawn
feat, but may not use its augments other than Large Spike (and only up to the size of the
spikes Darkspawn would grant) until reaching level 7.
Augments:
Spoiler
Large Spike: Additional cost 1
The spike counts as a size category larger. You may apply this augment to the same
spike multiple times. The effects stack.

Multiple Spikes: Additional cost 1


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

Horn: Additional cost 2


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

Enchanted Spike: Additional cost X


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

Throwing Spikes: Additional cost 3


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

Longshot Spikes: Additional cost 2


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

Quickfire Spikes: Additional cost 1


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

Twisting Spike: Additional cost 2


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

Hollow Spike: Additional cost 5


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

Fillable Spike: Additional cost 2


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

Debilitating Spike*: Additional cost 2


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

Weakening Spike*: Additional cost 3


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

Paralytic Spike*: Additional cost 3


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

Mind Numbing Spike*: Additional cost 3


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

Hallucinogenic Spike*: Additional cost 3


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

Disfiguring Spike*: Additional cost 3


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

Deadly Spike*: Additional cost 6


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

Rapid Venom: Additional cost 2


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

Virulent Venom: Additional cost 2


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

Potent Venom: Additional cost 1


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

Chambered Spike: Additional cost 3


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

Fin: Cost - 2
Appearance: You have a fin somewhere on your body.
Required Level: 9
Benefits: You gain a +1 circumstance modifier on swim checks for each fin. If you
have two or more fins you also gain a swim speed of 10ft. This speed increases by 10ft
for each additional pair of fins. The fin counts as one size category smaller than
yourself.
Special: An ozodrin with this ability can take feats that require a swim, burrow, or fly
speed of any maneuverability as though they possessed such a speed. If you have the
aberrant feat waterspawn you may use this ability but not its augments before level 9.
The swim speed stacks with any swim speed you already have. If you have the aberrant
feat starspawn, you may use this feature with the wing augment before level 9, but may
not use any other augments. You also may not use it without the wing augment before
level 9 unless you also have the waterspawn aberrant feat.
Augments:
Spoiler
Small Fin: Additional cost -1
Fin counts as a size category smaller. For each time this augment is added, it requires
twice as many fins of the same size to count as a single fin for calculating your swim
speed. You may add this multiple times to the same fin to a minimum fin size of fine.
The effects stack. This may not reduce the cost of the fin to less than 1.
Violent Fin: Additional cost 1
You can make a slam attack with your fin as a secondary natural weapon (a medium fin
deals 1d6 damage + one half strength modifier, use the standard table for adjusting
damage die to calculate other sizes). A digging fin is instead treated as a secondary claw
attack (same damage).

Wide Fin: Additional cost 2


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

Skillful Fin: Additional cost 3


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

Wing: Additional cost 3


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

Razor Fin: Additional cost 6


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

Enchanted Fin: Additional cost X


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

Unearthly Fin: Additional cost 1


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

Digging Fin: Additional cost 4


Required Level 12: Your fin gains claws suitable for shoveling soil and dirt, granting
you a bonus on climb checks instead of swim checks and a burrow speed instead of a
swim speed. The granted burrow speed is one half what the granted swim speed would
be (I.E. 5ft per two digging fins).
Special: The burrow speed stacks with any burrow speed you already posses.
Absent Fin: Additional cost 2
Requires level 16. You do not actually have a fin. As such you can not attack with it.
Despite this you are able to move as if you did. A fin with this augment may not be used
to attack. While moving with it, you inspire fear in creatures watching your unnatural
movement. They must make a will save (DC 10 + Charisma modifier + 1 per fin with
this feature being used) or become shaken for 1 round. If they fail, each round they see
you swimming (or flying if a wing) they must try again until they pass.
Special: If all fins being used for a movement type have this augment, it has the
following effect based on the movement type: flying you don't disturb the air and are
treated as being on the ground for heavy wind such as that caused by the gust spell;
swimming, you do not disturb the water as you move, you automatically pass all swim
checks to resist current; burrowing, you do not disturb the earth and leave no hole as
you pass through.

Special Eyes: Cost - 6


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

Penetrating Gaze: Additional cost 4


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

Wide Gaze: Additional cost 6


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

Frightful Gaze*: Additional cost 2


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

Silencing Gaze*: Additional cost 2


Creatures that meet the gaze of this eye become silenced rather than harmed. Creatures
that fail the save are silenced for 1d4 round.

Disorienting Gaze*: Additional cost 4


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

Charming Gaze*: Additional cost 6


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

Cumbersome Gaze*: Additional cost 6


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

Disfiguring Gaze*: Additional cost 6


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

Fragile Gaze*: Additional cost 6


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

Lethargic Gaze*: Additional cost 6


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

Maddening Gaze*: Additional cost 6


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

Stupefying Gaze*: Additional cost 6


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

Dazzling Gaze*: Additional cost 8


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

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

Filtering Flesh: Additional cost 2


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

Fragrant Flesh: Additional cost 2


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

Iron Flesh: Additional cost 2


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

Energy Consuming Flesh: Additional cost 3


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

Magic Eating Flesh: Additional cost 3


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

Pretending Flesh: Additional cost 6


Required Level 14: Your flesh changes color and stiffness in order to mimic the effects
of the disguise self spell. Unlike the spell you cannot appear to be something smaller
than you are, the Pretending Flesh counts as a mundane disguise once formed (it is not
defeated by true seeing), and you can fake a body type other than your own by
accepting a -10 penalty to the disguise check [extra bits are non-functional unless you
use other features to mimic them]. Alternately, you can create a skin that blends into
your surroundings like a chameleon. This use of the skin grants you a racial bonus to
hide checks equal to your class level. You can choose for only part of your body to be
hidden. This flesh does not effect objects you are holding such as a sword, although it
can cover stationary objects on your person such as clothing or jewelry.
Special: You may only have one Pretending Flesh active at a time. You can switch
between multiple Pretending Flesh as a swift action. Other abilities possessed by the
flesh is not effected. You also do not take disguise penalties from aberrant feats while
using this augment.
Condensed Flesh: Additional cost 8
Required Level 15: Your flesh is more condensed than normal. Due to this you are a
size category smaller. Your ability scores and the size of other features are not modified,
but all other modifiers apply. This stacks with other Condensed Flesh. You may apply
this augment to the same flesh multiple times. The effects stack to a minimum size of
tiny.
Special: An ozodrin with at least one instance of this augment is immune to atmospheric
pressure effects. You may choose to create a version of this skin that does not change
your size category for only 4 form points.

Engorged Flesh: Additional cost 8


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

Secreting Flesh: Additional cost 2


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

Supernatural Consuming Flesh: Additional cost 4


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

Cystic Flesh: Additional cost 2


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

Regenerative Flesh: Additional cost 2


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

Force Consuming Flesh: Additional cost 4


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

Reality Warping Flesh: Additional cost 10


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

Puppet: Cost - special see below


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

Hidden Puppeteer: Additional cost 2


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

Strong puppet: Additional cost 3


The puppet gains +2 to strength. This may be applied multiple times to the same puppet.
The effects stack.

Jerk the Line: Additional cost 4


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

Appealing: Additional cost 5


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

Missing Strings: Additional cost 3


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

Puppet Show: Additional cost 4


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

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

Resistant Innards: Additional cost 3


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

Stomach of Steel: Additional cost 3


The hardness of this stomach is increased by 5. You can add this augment multiple
times to the same stomach. The effects stack.

Dimensional Trap: Additional cost 4


Teleportation effects do not function within the stomach. This includes plane shift and
similar effects.

Formed Stomach: Additional cost 5


Required level 15: The stomach can keep a defined form. It acts like a room. The
volume of the room may not exceed 5'x5'x10' per medium sized creature able to fit in
the stomach, but may otherwise be arranged how you like.
Membranous Construction: Additional cost 1
Requires Level 15 and Formed Stomach: You can create an object in your stomach.
This augment functions like wall of stone, except that the object is made out of your
flesh instead of stone, fuses with surrounding flesh, and only creates 5 cubic feet worth
of material. This flesh has the same hardness and energy resistances as the rest of the
stomach. This augment can be added to the same stomach multiple times. The effects
don't stack, each time it creates a different object. However, it may be used multiple
times to create a single object using more than 5 cubic feet worth of material.

Duplicitous Appearance: Additional cost 2


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

Doorway: Additional cost 1


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

Entryway: Additional cost 2


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

Still Stomach: Additional cost 3


Required Level 16: Flight, both magical and mundane, does not work within the
stomach.

Slick Stomach: Additional cost 4


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

Sticky Stomach: Additional cost 4


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

Digesting Liquid: Additional cost 3


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

Inner Universe: Additional cost 10


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

Monster Within: Additional cost 10


Required Level 20: The walls of your stomach function as though they were a mirror of
opposition. You may choose to suppress or resume this ability as a free action, although
you have no control over any created duplicates. You may also limit the portions of the
walls that trigger this affect within the stomach. The duplicate ceases to exist if either
they or the original leave the stomach, unless entering another stomach that also has this
augment. This augment functions any number of times per day, but only one duplicate
can be in existence at a time for any given opponent (including those made by other
stomachs you possess).
Lure Trap: Cost - special see below
Appearance: Normally hidden, when exposed it causes the puppet to become a
monstrous mockery of what it previously looked like.
Required Level: 15
Calculating cost: After calculating the cost of the puppet it will go on, choose up to 3
other features to add onto it. Calculate their combine cost and divide by 3 (rounded up).
These features are normally hidden and do not affect the puppets appearance while
hidden.
Benefits: The puppet has hidden features prepared to attack, startling creatures
unprepared that had been lulled by the puppets normal appearance. You may set up a
trigger for the lure trap to go off, or may set it off at any time as a standard action.
Attempting to change the trigger is a full round action. When a lure trap goes off it
makes a full attack on whatever set off using the lure trap features. The trigger (or is
targeted if it is manually set off) provided it is in range. If it is not in range it targets
whatever is closest. Triggering a lure trap is a free action that automatically occurs if the
conditions are met. When the lure trap goes off, the it uses the creatures flat-footed AC
unless the creature succeeds on a reflex save (DC 10 + class level + Charisma modifier).
If a creature has already seen the puppet use a lure trap, it gains a +2 bonus on the reflex
save. If it has seen the puppet use the specific lure trap activating it gains a +5 bonus
instead. In addition any creature that sees a lure trap go off must make a will save (DC
15 + 1/2 class level + charisma modifier) or become shaken for 1d4 rounds. The lure
trap features use your strength, dexterity, and constitution scores rather than the
puppets. After going off, the puppet may make use of the lure trap features normally.
Once a lure trap has gone off, the puppet loses its bonus to disguise checks until it is
reset. Resetting the lure trap requires a full round action.
Special: Lure traps may only be added to puppets. A puppet may have more than 1 lure
trap on it at a time. If a spawn feature is part of the lure trap, when the trap is triggered
the spawn must separate from the puppet, and the trap cannot be reset until the spawn is
no longer separated.
Augments:
Spoiler
Complex Trap Additional cost X
Add an additional feature to the lure trap on top of the normal 3. X is half the normal
cost of the feature (rounded up). This augment may be added multiple times to the same
lure trap. The effects stack.

Disturbing Release Additional cost 2


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

Lunging Trigger Additional cost 2


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

Rapid Release Additional cost 2


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

Gasping Trap Additional cost 4


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

Maw Trap Additional cost 4


Requires Gasping Trap augment and a mouth in the lure trap. Upon a successful
grapple, the lure trap may immediately attempt to swallow whole or devour the target
(decided upon grappling the target).
Disturbing Form Additional cost 5
Any creature looking at the puppet after the lure trap has gone off must make the will
save to resist being shaken for 1d4 rounds at 1/2 the DC that it is when first triggered.
Creatures that succeed the save are immune for the rest of the day. They must still make
the save any time the lure trap goes off.

Spawn: Cost - 2
Appearance: Spawn are of varying shape and form depending on the features given.
Required Level: 18
Benefits: Spawn are pieces the ozodrin is capable of separating from itself and having
move around on their own. Much like puppets, a spawn is able to be given other
features, however unlike puppets they don't look like normal creatures. When making a
spawn, it is able to have a number of features added for which the total number of form
points does not exceed twice the ozodrin's charisma modifier or 8 (whichever is higher).
These features cost is added onto that of the spawn. Features may not be more than 2
size categories larger than the spawn. Normally these features added are treated as
normal features on the ozodrin. However, as a standard action, the ozodrin is capable of
segmenting off one or more spawn. This deals damage to the ozodrin equal to the total
cost of the spawn, and reduces the ozodrin's maximum hp by 1 for every 10 form points
the spawn costs (this counts as part of the normal damage being dealt). The spawn is
placed in a square adjacent the location of the feature. When separated, a spawn may
only make 1 standard action per round. Without any features or augments, a spawn is
blind, deaf, small, and only able to move 5 feet per move action. It possess an amount of
hp equal to 5 times the amount lost when spawning it. If given two limb features it gains
a move speed of 15 feet, which increases by 5 for each additional limb, though if a limb
is used to move, it can't be used to perform other actions that round. Each spawn feature
may only produce one spawn at a time. If a spawn is killed, the ozodrin is able to
regrow a new one as a standard action. This removes the reduction to max hp, but does
not heal the ozodrin, nor separate the newly grown spawn. A separated spawn may
reattach to the ozodrin as a standard action (on the spawns part) if in an adjacent square.
This removes the penalty to max hp caused by that spawn and heals the ozodrin an
amount of hp equal to 1/5th the amount the spawn had remaining (rounded down
minimum 1).
Special: Puppets, Lure Traps features may not be added onto a spawn. Likewise flesh
with the Pretending Flesh augment may not be added. If not given any form of sight, a
spawn treats any targets you can see as having partial concealment, and any you can't as
normal for something blind. Spawn cannot use strange movement. A spawn's attacks do
not count toward your total number of attacks for the round.
Augments:
Spoiler
Small Spawn: Additional cost -3
Decrease the size of the spawn by 1 size category. This augment may be added multiple
times to the same spawn to a minimum of tiny. The effects stack. This may not reduce
the cost of the spawn below 1.

Varied Spawn: Additional cost 2


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

Robust Spawn: Additional cost 2


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

Spawn Swarm: Additional cost 2


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

Large Spawn: Additional cost 3


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

Unbalanced Spawn: Additional cost 1


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

Rapid Spawn: Additional cost 4


Required Level 19: The spawn may make an additional move action each round.

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

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

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

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

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

Unearthly Power (Su): An ozodrin’s natural weapons granted by features receive an


enhancement bonus equal to 1/2 its class level to attack rolls. Any attack effected by
this ability bypasses damage reduction as though it were a magic weapon.

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

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

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

Aberrant Nature (Ex): At level 10, an ozodrin's type changes to aberration. It is no


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

Budding Body (Ex): At level 10, an ozodrin is able to place features other than a basic
eye or a mouth on the length of a blunt tentacle. If it does so it must select the location
upon the length of the tentacle that the feature occupies. A tentacle can support a
number of features on its end length equal to 1 ½ times the ozodrin’s charisma modifier
(minimum 3) and may have up to a number of features equal to the ozodrin’s charisma
modifier along the length for every additional 5 feet of length of the tentacle (minimum
2). Mouths must be at least two size categories smaller than the tentacle while other
features must only be at least 1 size category smaller (count puppets as being 3 size
categories smaller than the puppet). Eyes only count as 1/2 a feature for determining the
number of features that may be placed on a 5' section. Such a Tentacle may be extended
around the battlefield as a move action, however, it causes you to count as occupying
any spaces it passes though with the exception that it can't be used to flank you and does
not benefit from armour you're wearing (it can however be attacked to deal you
damage). If such a tentacle is not fully extended, any features on the excess length
(measured from the tip to your body) are counted as occupying the same location as
you. If eyes are placed on the tentacle, they allow you to ignore concealment caused by
view obstructions from the location of you main body that aren't in the way from the
eye's location. Special sight types granted from eyes are measured from the location of
the eye and only stack with eyes at the same location (or your own if they are currently
occupying the same square). A Gaze attack and other ranged augment must have line of
sight from the location of the feature that grants it.
Budding body counts as a feature for other sources that advance features.
Twisted Mind (Ex): The mind of an ozodrin of 11th level or higher is a twisted
cacophony of madness. This causes it to be harmful for others to mentally interact with.
If a non-aberration creature attempts direct mental contact with an ozodrin (such as by
telepathy, suggestion, or domination), before saves are made, the creature takes wisdom
damage equal to 1/5 the ozodrin’s class level (rounded down, minimum 1) and the
ozodrin gains an equivalent bonus on any will saves against the ability that triggered the
effect. If this reduces the creatures’s wisdom below 5, the creature is affected as if by
the insanity spell until their wisdom is again above 5 (or to full, if the creature‘s base
wisdom is normally lower). The wisdom damage heals at a rate of 1 point per day. The
ozodrin may suppress this ability as a standard action and resume it as a swift action.

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

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

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

Naught Morality: The ozodrin's mind has been warped to the point that it no longer has
morals as they are perceived anywhere but the Far Realms. The ozodrin no longer has
an alignment. Spells or effects that detect alignment have no effect. It is always treated
as having the most favorable alignment for the purposes of alignment-based effects (i.e.,
being treated as lawful for dictum, as good for a magic circle against evil, etc.).

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

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

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

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

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

Darkspawn (Aberrant)
The abnormalities of your aberration-tainted heritage grow more pronounced. Bone-like
spikes jut out from your flesh.
Prerequisite: Aberration Blood, one other aberrant feat.
Benefit: You grow spikes. If wearing light armor or lighter, you are treated as having
fine sized armor spikes and are considered proficient with them, though you are not
proficient with armour spikes actual armor spikes. They are considered to be a size
category larger for every 3 aberrant feats you possess.
Special: If you are an ozodrin, you gain early access to the Spike feature.
Conservative Form (Aberrant)
When you manifest your true nature, you are capable of removing limbs you possess
normally in order to form more features.
Prerequisite: Aberration Blood, Form Points, Feature (Limb)
Benefit: Each limb you choose to remove grants an additional form point. Removed
limbs are gone and as such can't be used to hold things or perform other functions. If it
provides a form of movement, removing all limbs that provide such movement causes
you to lose that move speed.
Additionally you may choose to enhance your existing limbs as if they were features
provided you have access to the corresponding feature. In most cases this means you
may apply augments to them without having to pay the base cost for the feature, though
they do not provide any of the benefits that would be gained by the unaugmented
feature (unless they provide it normally). If augmented, these body parts count as half a
feature for the maximum number of feature granted natural attacks that may be made in
a round (rounded up, and only if used to make a natural attack. This does not extend to
gaze attacks). Specifics below:
Spoiler
 Eyes count as basic eyes or for 4 form points extra special eyes (granting the
gaze attack of a special eye).
 Mouths count as mouths, and may be given a bite attack for 1 fp if they lack one.
 Tentacles count as tentacles.
 Arms count as limbs.
 Legs count as limbs with the leg augment.
 Claws count as an arm or leg with the claw augment (as appropriate).
 Spikes count as a single spike.
 Stings count as a single spike.
 Horns count as a single spike with the horn augment.
 Fins count as fins.
 Wings count as fins with the wing augment.
 Skin (scales, etc.) count as a single flesh feature.
Special: If you also have the Decentralized Body aberrant feat, you head counts as a
limb you are able to remove for this feat. Deepspawn counts as granting 2 fins for the
purpose augmenting them with this feat.

Decentralized Body (Aberrant)


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

Flesh Calls to Flesh (Aberrant)


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

One's Form in Miniature (Aberrant)


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

Discerning Taste (Aberrant)


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

Refined Palate (Aberrant)


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

Flourishing Bud (Aberrant)


Your budding bodies are capable of supporting larger features.
Prerequisite: Aberration Blood, Budding Body, Charisma 18
Benefit: A blunt tentacle can have features aside from mouths of the same size or
smaller on it as well as mouths of at least one size category smaller. However features
of the highest size category allowed (except for eyes) count as an additional 1/2 toward
the limit per section.
Normal: A blunt tentacle may only have features one size category at least smaller and
mouths need to be at least 2 size categories smaller.
Virulent Bud (Aberrant)
Your budding bodies can be quite dangerous.
Prerequisite: Aberration Blood, Flourishing Bud, Charisma 20
Benefit: A blunt tentacle can have any feature of at least the same size or smaller on it
though mouths of the same size count as two features. In addition the maximum number
of features per 5' of length increases by 2 for middle segments and 3 for the end
segment.
Normal: A blunt tentacle can have features aside from mouths of the same size or
smaller on it as well as mouths of at least one size category smaller. However features
of the highest size category allowed (except for eyes) count as an additional 1/2 toward
the limit per section.

Blossoming Tendril (Aberrant)


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

Ornate Blossom (Aberrant)


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

Strange Mover (Aberrant)


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

Otherworldly Skill (Aberrant, Fighter)


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

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

Cerebrant Horror (Aberrant)


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

Necrotic Horror (Aberrant)


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

Murmuring Horror (Aberrant)


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

Shadowed Horror (Aberrant)


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

Corrupting Land (Aberrant)


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

Strange Energies (Aberrant)


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

Soothing Energies (Aberrant)


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

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

Medicine Maker (Aberrant)


You become able to produce restoratives and other beneficial fluids rather than just
detrimental ones in your spikes.
Prerequisite: Aberration Blood, Syringe, Debilitating Spike augment
Benefit: You gain access to the below spike augments. Note, medicinal bonuses do not
stack.
Normal: You may only produce detrimental fluids.
Special: If you have the strange energies feat, the restoratives that grant temporary hit
points may be infused with negative energy to instead heal that many hit points for
undead, but not affect others. If you have the soothing energies feat, the restoratives that
grant temporary hit points may be infused with positive energy to instead heal that
many hit points, but not affect undead. (chosen upon adding the augment)
Spoiler

Altered Guise (Aberrant)


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

Epic Feats

Shunned Name (Aberrant, Epic)


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

Unspeakable Name (Aberrant, Epic)


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

Hole in Time (Aberrant, Epic)


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

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

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

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

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

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

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

In addition, when ever an ozodrin becomes subjected to


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

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

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

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

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