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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.
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
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)
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
Epic Feats
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).
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.