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 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
|1st||+0||+0||+0||+2||Manifest Form, Aberrant affinity, Menacing demeanor, Form points, Feature (basic eyes)|
|2nd||+1||+0||+0||+3||Feature (Mouth), Devour, Primary stomach|
|4th||+3||+1||+1||+4||Strange Anatomy, Bizarre Grappler|
|5th||+3||+1||+1||+4||Jaws that Bite, Unearthly Power|
|7th||+5||+2||+2||+5||Feature (Spike), Strange Movement|
|8th||+6/+1||+2||+2||+6||Swallow Whole, Aberrant Feat|
|10th||+7/+2||+3||+3||+7||Aberrant Nature, Budding Body|
|11th||+8/+3||+3||+3||+7||Feature (Special Eyes), Twisted Mind|
|14th||+10/+5||+4||+4||+9||Feature (Stomach), Rapid Form|
|15th||+11/+6/+1||+5||+5||+9||Feature (Lure Trap), Aberrant Feat|
|17th||+12/+7/+2||+5||+5||+10||Shifting Shape, Naught Morality|
|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.
If the ozodrin would be gaining this ability on its first level, it may gain Mourning Mutate (Dragon #359 p. 110) instead of Aberrant Blood with DM's permission.
Menacing Demeanor (Ex): Ozodrin have unsettling personalities and their very presence seems unnatural no matter which form they take. An ozodrin gains a bonus to Intimidate checks equal to its class level in both its mundane form and its true form. Classes which advance the Manifest Form ability advance this ability as well.
Form Points (Ex): An ozodrin has a number of form points equal to its Charisma modifier + the number of Aberrant feats it’s taken + three times its class level. These points may be used to apply different features to the ozodrin’s manifested form. All features cost form points. If you remove a feature, you regain the form points spent on it. The total cost of all features added cannot be more than the total number of form points you have.
Feature (Ex): An ozodrin's manifested form has varying features. Every feature costs a certain number of form points. An ozodrin chooses which features its manifested form possesses. An ozodrin may add, remove, or change a feature from its manifested form as a move action or a standard action. Unless otherwise noted, and ozodrin may only change features while in its worldly guise. Some features can be augmented. If so, the augmentation must be chosen when adding the feature unless otherwise noted. Features only are visible and grant their effects while an ozodrin's true nature is manifested.
Features that are of a different size than the ozodrin use the ozodrin‘s size modifiers for attack rolls and AC, not the feature‘s. The feature’s size does however effect the damage die used and noted traits (though size increases past colossal do not increase damage). Also, while many features grant natural attacks, an ozodrin cannot make more attacks with its natural attacks granted by features per round than half the sum of its class level + its Charisma modifier.
All of an ozodrin‘s natural attacks gained from features are considered primary attacks unless otherwise noted. If the ozodrin has natural attacks from sources other than its class levels, such as its race, it may instead choose to use its racial natural primary attack(s) instead. If an ozodrin makes natural attacks and attacks with a weapon, the natural attacks are considered secondary.
Specific of the features can be found at the bottom of the page.
Devour (Ex): Ozodrin of second level or higher are capable of consuming pinned opponents. Bite attacks made against an opponent the ozodrin has pinned do not take the usual -4 penalty to attack rolls and the ozodrin may make as many bite attacks as they would normally be able to (normally you cannot attack a pinned opponent with your own weapon, nor can you usually attack a grappled opponent with multiple light weapons). The ozodrin may choose to have a successful bite attack against a pinned opponent deals 1 point of con damage instead of its normal damage. For each point of con damage dealt this way, the ozodrin heals 2 points of damage. The ozodrin may cough up any magical or inorganic items possessed by one or more completely eaten opponents (opponents that were killed by bite attacks effected by this ability, even if they did not deal con damage) as a standard action as long as they do so within ten minutes of eating the opponent(s). Pieces of inorganic opponents such as iron golems cannot be coughed up this way and unusually potent items, such as artifacts, can be coughed up even after 10 minutes have passed. The ozodrin cannot choose which items they cough up in this fashion - all items that could be coughed up are.
Primary Stomach (Ex): An ozodrin's stomach can hold a number of small creatures equal to its class level squared times two (at level 8 this would be 128). Four small creatures equal 1 medium, 4 medium equal 1 large, 4 large equal 1 huge, etc. Unlike most creatures with a swallow whole ability, an ozodrin has no natural hazards in it's stomach. Instead it is able to place features in it's stomach, allowing it to see and attack creatures it swallows. If it has no eyes inside it's stomach, creatures in contact with the stomach have partial concealment (as it can feel them but not see them) while creatures that are flying or otherwise avoiding touching the surfaces have total concealment.
As long as the ozodrin is manifesting it's true nature, there is a supply of air to the stomach. However, if it suppresses it's true nature, the air supply is cut off. In this case there is enough air to support a creature for 1 minute for every creature of it's size that could fit in the stomach before the supply is exhausted (this assumes normal activity).
If the ozodrin has recently Devoured a creature, there is a 100% chance that any loot it had on it might be in the stomach (determined for each piece of loot individually). This decreases by 5% for every round since the creature was devoured. A corpse or body parts (unless artificial) will never be found this way.
If an ozodrin has at least two limb or tentacle features in its stomach and one or more eyes, it is able to retrieve the items itself as a swift action, tossing them out of one of its mouths. Alternatively, an ozodrin may attempt to cough up all swallowed items as a standard action.
If the ozodrin dies, creatures in its stomach have 1d6 rounds to escape before they are forcefully ejected (along with all the other contents of the stomach not a part of the ozodrin) as the pocket dimension collapses, dealing 1d8 damage per 4 ozodrin levels. Creatures ejected this way show up at the location of the ozodrins corpse or as close to it as possible if other ejected contents are in the way.
Note that an ozodrin does not gain Swallow whole until level 8.
If another class would advance the stomach feature, it advances this ability as well.
Strange Anatomy (Ex): At 4th level, an ozodrin’s body no longer functions exactly like other living creatures. When a critical hit, sneak attack, or similar effect requiring a discernable anatomy is scored on an ozodrin manifesting its true form, there is a 5% chance per ozodrin level that the critical hit or sneak attack is negated and damage is instead rolled normally. The number of ozodrin levels counted for this cannot exceed the ozodrin's Max Dex bonus to AC. In addition the ozodrin ignores penalties due to size for grappling and gains a +5 bonus to escape artist checks.
Ozodrin may also ignore size requirements for feats. However, they only gain the benefits of those feats with features that meet the size requirements.
Bizarre Grappler (Ex): At fourth level, an ozodrin gains improved grapple as a bonus feat, even if it doesn't meet the prerequisites. If it already has improved grapple it gains a bonus aberrant feat.
In addition, it is treated as if it had the monstrous feat Snatch (Monster Manual p. 304), with the exception that it also counts for tentacle attacks (instead of just bite and claw attacks) and features need not be huge or larger to benefit from it. This counts as both snatch and improved grab for the case of qualifying for prerequisites. If the ozodrin already had improved grab, snatch, or both it gains a +2 bonus to grapple checks for each one. This bonus is gained retroactively if either are acquired later in the ozodrin’s career. Note that it does not actually gain the feat snatch.
Jaws that Bite (Ex): If a creature attempts to use a Swallow Whole special attack against a 5th level or higher ozodrin manifesting it's true nature that has at least one mouth, the ozodrin may choose to make a grapple attempt in response. If successful, the ozodrin avoids being swallowed and instead pins the opponent . The ozodrin may choose to use their own Swallow Whole special attack if they have one. This grapple check does not provoke an attack of opportunity.
Unearthly Power (Su): An ozodrin’s natural weapons granted by features receive an enhancement bonus equal to 1/2 its class level to attack rolls. Any attack effected by this ability bypasses damage reduction as though it were a magic weapon.
Strange Movement (Ex): An ozodrin of at least 7th level is able to pull itself into the extra-dimensional pocket that its digestive system occupies and return at a nearby spot. This acts as a non-magical teleportation ability that can be used as a standard action any number of times per day, provided the total distance moved is no greater than 5ft per class level per day. Line of sight is required, but if the requirement is somehow negated attempts to return within a solid object or occupied square cause the ozodrin to be shunted to the nearest unoccupied square, taking up as much of the daily movement as needed to reach it. If there is not enough movement, the ozodrin takes 1d6 points of damage per additional 5ft needed. In addition, rather than instantly reappearing, it may instead choose to wait inside the extra-dimensional pocket, but each round it does so counts as 5ft of movement for the day’s limit. While so hidden, the ozodrin may act normally, but may not effect anything outside the pocket dimension. This ability may be used only if the ozodrin is manifesting it's true nature. At level 10, dimensional anchor and similar spells or effects do not prevent strange movement.
Swallow Whole (Ex): When making a grapple attempt against a creature in the same square as a mouth, the ozodrin is capable of attempting to swallow it whole. The ozodrin may only swallow a creature whole if the creature is the same size as the mouth used for the attempt or smaller. Creatures may escape the stomach by trying to cut through the wall or, if there are any mouths, trying to climb up the throat and out the mouth.
The walls have an AC of 10 + two times the ozodrin’s class level, hardness equal to 1/2 the ozodrin’s class levels (rounded down), and require 5 times the ozodrin’s class level in damage to make a hole large enough for a medium sized creature to escape (a hole for a large creature requires twice as much damage as a medium, a huge requires twice as much as a large etc. A hole large enough for a small creature requires only 4x the ozodrin‘s class level damage to create a hole large enough, and a tiny or smaller hole requires only 3x the ozodrin‘s level in damage). Holes reseal in 1d4 rounds if no further damage is done and the ozodrin is still alive. The ozodrin takes 1 point of damage for every 10 points of damage dealt to the walls of its stomach.
If a swallowed creature attempts to climb out, it must succeed on a DC 30 climb check for three consecutive rounds (for each successful round count it as an additional 10 feet of height for calculating fall damage on a failed check). If the creature is attacked while climbing, it must attempt the check again at a -5 penalty. As a move action the ozodrin may attempt to swallow with one or more throats, prompting a climb check for any creatures currently trying to climb out opposed by a grapple check from the ozodrin. The ozodrin may also choose to tighten one or more throats as a standard action, reducing the DC of climb checks for the round by 10.
Aberrant Feat (Ex): At level 8, an ozodrin gains a bonus aberrant feat of its choice. It gains another at level 15.
Aberrant Nature (Ex): At level 10, an ozodrin's type changes to aberration. It is no longer affected by spells and abilities that can only affect humanoids. It gains darkvision out to 60ft (this stacks with darkvision from other sources). The ozodrin stops aging and can no longer die of old age. Despite the type change, the ozodrin may still count as its previous type to qualify for feats and PRCs. It also does not gain the needs to eat, breathe, or sleep if it previously lacked any of them. The ozodrin's ability to change its features is no longer limited to its worldly guise (see the feature ability for details on changing features).
Budding Body (Ex): At level 10, an ozodrin is able to place features other than a basic eye or a mouth on the length of a blunt tentacle. If it does so it must select the location upon the length of the tentacle that the feature occupies. A tentacle can support a number of features on its end length equal to 1 ½ times the ozodrin’s charisma modifier (minimum 3) and may have up to a number of features equal to the ozodrin’s charisma modifier along the length for every additional 5 feet of length of the tentacle (minimum 2). Mouths must be at least two size categories smaller than the tentacle while other features must only be at least 1 size category smaller (count puppets as being 3 size categories smaller than the puppet). Eyes only count as 1/2 a feature for determining the number of features that may be placed on a 5' section. Such a Tentacle may be extended around the battlefield as a move action, however, it causes you to count as occupying any spaces it passes though with the exception that it can't be used to flank you and does not benefit from armour you're wearing (it can however be attacked to deal you damage). If such a tentacle is not fully extended, any features on the excess length (measured from the tip to your body) are counted as occupying the same location as you. If eyes are placed on the tentacle, they allow you to ignore concealment caused by view obstructions from the location of you main body that aren't in the way from the eye's location. Special sight types granted from eyes are measured from the location of the eye and only stack with eyes at the same location (or your own if they are currently occupying the same square). A Gaze attack and other ranged augment must have line of sight from the location of the feature that grants it.
Budding body counts as a feature for other sources that advance features.
Twisted Mind (Ex): The mind of an ozodrin of 11th level or higher is a twisted cacophony of madness. This causes it to be harmful for others to mentally interact with. If a non-aberration creature attempts direct mental contact with an ozodrin (such as by telepathy, suggestion, or domination), before saves are made, the creature takes wisdom damage equal to 1/5 the ozodrin’s class level (rounded down, minimum 1) and the ozodrin gains an equivalent bonus on any will saves against the ability that triggered the effect. If this reduces the creatures’s wisdom below 5, the creature is affected as if by the insanity spell until their wisdom is again above 5 (or to full, if the creature‘s base wisdom is normally lower). The wisdom damage heals at a rate of 1 point per day. The ozodrin may suppress this ability as a standard action and resume it as a swift action.
Rapid Form (Ex): An ozodrin of 14th level or higher can add or remove a number of features equal to its charisma modifier (minimum 4) as a full-round action. Basic Eyes only count as ½ a feature for the purposes of this class feature. Furthermore, an ozodrin that uses a move action or a standard action to remove a feature may add/remove two features instead. The form points spent on a removed feature do not count against the point limit of a feature added at the same time.
Otherworldly Guise (Ex): An ozodrin of 16th level or higher can force aspects of its true form onto it's worldly guise. As a full-round action an ozodrin may swap the features of it worldly guise for different features. Calculate the worldly guise features as if you were a puppet of your race, do not count features from aberrant feats. The form points need to form such a puppet + 1/10 of your form points may be redistributed into new features. No more than than the starting number of features+ 1 per 5 ozodrin level may be present. Basic eyes count for 1/2. You may not add shifting features, Puppets, Spawn, or Lure Traps. A form without eyes is blind, and a form without a mouth can‘s speak. A form without limbs or tentacles has a land speed of 0. A form without a mouth may not use devour or Swallow whole.
Shifting Shape (Ex): An ozodrin of 17th level or higher is able to makes its body mutable. All features gain the Shifting augment. This augment adds 3 to the cost of the feature. A feature with the shifting augment may be moved to any portion of the ozodrin that it could be placed on as a move action. Puppets and spawn count as a single feature. Lure traps count as a part of the puppet they are on and can't be moved to other puppets. The number of features that an ozodrin may have with the shifting augment cannot exceed twice its charisma modifier.
Naught Morality: The ozodrin's mind has been warped to the point that it no longer has morals as they are perceived anywhere but the Far Realms. The ozodrin no longer has an alignment. Spells or effects that detect alignment have no effect. It is always treated as having the most favorable alignment for the purposes of alignment-based effects (i.e., being treated as lawful for dictum, as good for a magic circle against evil, etc.). Note that this does not inherently change how the ozodrin acts. Many cling to vestiges of their former ways of thinking, causing them to act much the same, if not always for the same reasons.
Sinister Image (Su): An ozodrin of at least 19th level has a special connection with depictions of itself. As such it is able to detect any pictures, illusions, or other images depicting itself. This even extends to other beings attempting to scry it or view it through similar magical means. Furthermore, such images are treated as a part of the ozodrin itself. Due to this, it is able to move a feature with the shifting augment onto the depiction allowing it to attack, or otherwise interact with things there (in the case of scrying which does not create an image, the shifting feature may move within 5 feet of the one doing the scrying), though doing so requires using up 5 feet of its strange movement. If the ozodrin has no eyes in the area, it is treated as being blind there. Likewise if it has no means of hearing it is treated as being deaf there. Despite this, the ozodrin can sense if the image is being viewed. This ability only applies to images depicting the ozodrin itself, not images that just happen to look like it. Thus changing its form to look like someone in a painting does not allow it to use this ability with the painting.
Horror (Ex): An ozodrin of 20th level or higher gains more form points than weaker ones. To calculate the number of form points, double the total number it would normally have and add twice the ozodrin's class level (this is on top of the class level already in the initial equation).
Distorted Mind (Ex): An ozodrin of 20th level or higher is capable warping its mind in a way that protects it from other influences. This can be done in two ways: by either portioning off a small part of its brain where the knowledge is (acting as an extraordinary schism) or by clearing its mind (acting as extraordinary mind blank). The ozodrin can switch between the two with one hour of mental focusing. The distortion affect also causes it to be able to hide more mundane truths from itself, essentially allowing the ozodrin to fool magical/psionic lie detection in addition to mundane methods of lie detection, since as far as everybody (ozodrin included) is concerned, it's technically not lying.