The DM's Dark

 
The DM's Dark

Nuogshothet [ECL 13]
Juvenile
tiny aberration (psionic, extraplanar)
Cosmic Horror
Posted below for ease of reference. This base class is the work of Owrtho.
Ozodrin 13




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

Level BAB Fort Save Ref Save Will Save Special
1st +0 +0 +0 +2 Manifest Form, Form points, Feature (basic eyes), , Aberrant affinity, Menacing demeanor
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
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. Also, while many features grant natural attacks, an ozodrin cannot make more attacks with its natural attacks 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 directly below and in the posts below.

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 or otherwise lacks a Constitution score, 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.

Features

Features

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:


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:


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:


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:


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 table for 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. The darkspawn feat also removes the size limit of the large spike augment.
Augments:



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:



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 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:



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:



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. 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:



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:

3rd party Aberrant Feats

Farspawn [Aberrant]
You're true nature is quite strong.
Prerequisite: Aberration Blood, Form Points, Charisma 14
Benefit: You gain 1 additional form point for every 2 Aberrant feats you have.
Special: This feat may be taken up to 1/2 your charisma modifier times. You do not loose it if your charisma is later permanently reduced. It's effects stack.

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.

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 3 aberrant feats.
Benefit: Choose a fighter bonus feat you meet the prerequisites for. This feat must not require a proficiency in a non-natural weapon. As a free action 1/day per aberrant feat you posses you can gain the benefits of that feat for 1 hour.
Special: You can take this feat multiple times, choosing a different fighter bonus feat each time. Feats chosen in this way also count towards any other class/feat/skill/etc requirements as if you had the feat. Fighters may select this feat as one of their bonus feats.

Aberrant Monstrosity [Aberrant]
Prerequisite: Any 3 aberrant feats.
Benefit: Choose a (Monstrous) feat you meet the prerequisites for. You may choose feats that require you to be of the aberration type. As a free action 1/day per aberrant feat you posses you can gain the benefits of that feat for 1 hour.
Special: You can take this feat multiple times, choosing a different Monstrous feat each time. Feats chosen in this way also count towards any other class/feat/skill/etc requirements as if you had the feat.

Cerebrant Horror [Aberrant]
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. Further more, to learn a cerebrotic spell you must permanently sacrifice a number of form points equal to the spells 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 do not count against the number of form points you gain for the Horror ability of the ozodrin.

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.[/spoiler]


The DM's Dark

Being a GOD

Valthus “Melnir” Neltros
Human Spell-Stiched (0) Nosferatu (0) Wizard 1 / Nosferatu Paragon 3 / Nosferatu Master 3 / Mindbender 1 / Seeker of the Lost Wizard Traditions 2 / / Nosferatu Lord 1
Human Arcanist 11
Medium Undead (dark minded, unliving)
Init: +8 (+13 w/nerve skitter) Senses:
Languages:

AC , touch , flat-footed
HP
4d4 + 4d6 + 3d12 +11
49
Resist:
Fort:
6 +1 +2
9; Ref:
6 +4 +2
12; Will:
15 +6 +2
23

Abilities
15 +2 +5
Light Load: 173
Medium Load: 346
Max Load: 520
Overhead: 520
Off Ground: 1040
Push/Drag: 2600
Str 22,
13 +5
Dex 18,
8 +5
Con 13,
18 +2 +3 +5
Int 28,
15 +3 +5
Wis 23,
15 +3 +2 +5:
Cha 25
Alignment:
SQ
Feats
Arcane Bore [Spellcasting]
Your magic is steady and firm, able to bore through any opposition.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
0: Three times per day, when you cast a damaging spell, you do not expend the spell slot or prepared spell you would have otherwise used.
1: Every time you cast a damaging spell that affects a creature, you gain a +2 bonus to overcome that specific creature's spell resistance. You do not gain this bonus if the creature is allowed and makes a saving throw against your spell or the spell fails to bypass spell resistance. This bonus lasts until the creature gains a level.
3: All single-target damaging spells you cast are Maximized. All damaging spells you cast with multiple targets or an area or effect that affects multiple creatures are treated as Maximized against one target per level of the spell (decided before rolling damage for the others).
6: Whenever you cast a damaging spell that allows a reflex saving throw for half damage, you may deny that saving throw to one creature per two caster levels.
9: All damaging spells you cast are Maximized.
arcane bore,
Attune Sphere
You incorporate the workings of a sphere into your magic.
Prerequisite: Caster level 1+, Must have bled from a wound inflicted by an outsider with access to the chosen sphere.
Benefit: Choose a sphere when this feat is selected. Every spell from that sphere is considered to be on your spell-list for any spellcasting classes you happen to have. You are considered to know each of those spells at the level they appear in the chosen sphere. These spells are cast (and prepared, if appropriate) as normal for your class.
Special: You may select this feat multiple times, its effects do not stack. Each time you may select a new sphere. You may not have more than three attuned domains or spheres together.
attune sphere (x3;
1: cure moderate wounds
3: lesser restoration
5: cure critical wounds
7: mass cure critical wounds
9: heal
11: restoration
13: resurrection
15: mass heal
17: heal (can be used as an immediate action)
19: greater restoration (can be used as an immediate action)
healing,
1: fireball
3: scorching ray
5: firetrap
7: wall of fire
9: fireshield
11: incendiary cloud
13: blackfire
15: fire seeds
17: meteor swarm
19: flame strike (this ability can be used as an im-
mediate action).
fire,
[B]1: obscuring mist
3: sleet storm
5: call lightning storm
7: solid fog
9: control winds
11: control weather
13: acid fog
15: horrid wilting
17: meteor swarm
19: storm of vengeance
weather), collegiate wizard (h), endure sunlight, extend spell,
Flare of magic [Spellcasting]
Your magic bursts with power, striking and exploding.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
0: Three times per day, you can cast two damaging spells at the same time. Use the higher casting time and expend spell slots for both. Neither such spell can be at your highest castable spell level.
1: All damaging spells you cast have their damage dice increased one step (d6 to d8 to d10 to d12)
3: A number of times per day equal to three plus the modifier of the ability score that determines your spell save DCs, (use highest if you have multiple), you may Empower any spell you cast while casting it.
6: All damaging spells you cast are Empowered.
9: All damaging spells you cast may be Twinned instead of Empowered. The twin uses the same damage rolls as the original.
flare of magic (T), fly-by attack, improved cohort, improved initiative (w),
Leadership [Leadership] [Skill]
You convince people that obeying you is a good career move.
Diplomacy ranks:0: You can awe even strangers and enemies into following your orders. With a DC 20 Diplomacy check, you can use command as a spell-like ability, with save DC equal to 10 + 1=2 your character level + your Cha modifier.
4: Your natural talent for leaderships attracts followers. Your leadership score is equal to your ranks in Diplomacy plus your Charisma modifier.
9: You persuade someone that you are so awesome that they should follow you around all the time, acquiring a cohort. A cohort is an intelligent and loyal creature with a CR at least 2 less than your character level. Cohorts gain levels when you do.
14: Your natural majesty stirs guilt in those who refuse your demands. With a DC 30 Diplomacy check, you can use geas as a spell-like ability, but it offers a Will save at DC 10 + 1=2 your character level + your Cha modifier.
19: You command the loyalty of armies. . . even opposing ones. With a DC 40 Diplomacy check, you can use greater command as a spell-like ability, with save DC equal to 10 + 1=2 your character level + your Cha modier and effective caster level equal to your bonus on Diplomacy checkss
Leadership (T), necrotic reserve,
Quick Metamagic [Spellcasting]
You cast spells faster.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
1: You can cast silent spells, omitting any verbal components. These spells must not be of a level higher than the maximum you can cast -1. This does not add to the casting time of the spell.
3: You can cast stilled spells, omitting any somatic components. These spells must not be of a level higher than the maximum you can cast -1. This does not add to the casting time of the spell.
5: You can cast quickened spells, reducing the casting time to a swift action. This can only affect spells with a casting time of 1 round or less, and the spells must not be of a level higher than the maximum you can cast -4.
8: The level restriction of quickened spells is lessened by 1, and can now be used with spells of a level equal to or lower than the highest level you can cast -3.
Special: Adding these effects does not add to the casting time of the spells. Any spells that are affected by multiple metamagic effects must not be of a level higher than your highest spell level minus the sum of the level restrictions on all metamagic effects applied to the spell. For example, both an empowered (-2) and maximized (-3) spell cannot be of a spell level higher than the highest spell level you can cast -5.
quick metamagic (T), sculpt spell, split ray, twin spell

Energy Reshaper [Spellcasting]
You reshape the energies released by your magic, turning them to new uses.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.

0: Your damaging spells can do acid, cold, electricity, or fire damage, at your option, instead of whatever kind they normally do. Their descriptors change appropriately.
1: Whenever one of your damaging spells affects a creature that you can see, you can make a Spellcraft check (DC 10 + the creature's CR) to know all of its Energy Resistance, Immunity, and Vulnerability traits, as well as any energy types that bypass its Regeneration, if any.
3: You may Sculpt any of your damaging spells, as the Sculpt Spell feat. If you don't, they are instead Enlarged. Neither increases the level of spell slot needed.
6: All of your damaging spells that are at least three levels lower than your highest castable spell level can inflict acid, cold, electricity, or fire damage, at your option, in addition to whatever kind they normally do (roll all dice separately for each type), as long as the two kinds are different. The spell gains descriptors appropriately. You may transform any damaging spell that does not gain an additional energy type to instead do sonic, force, negative, or positive damage, the latter two sometimes healing things.
9: All of your damaging spells inflict their full listed damage in each of two energy types of your choice: acid, cold, electricity, fire, force, negative, positive, or sonic
Energy Reshaper

Skills
Possessions

Melnir

Duke Valthus "Melnir" Neltros of Harfolk, aka The Raven.

1:
Combat Wizard (UA): Lose your scribe scroll [SUP]PHB[/SUP] and bonus wizard feats, and gain fighter bonus feats at 1st and every five levels as wizards do. Great for fulfilling requirements and to the gish types.
Domain (Transmutation) Wizard (UA): By giving away your ability to specialize, you can be a domain wizard. You gain an extra spell per level and add a domain spell to spells known when you are able to cast it. Apparently you don't give up anything and there are domains with really good spells. In addition spells casted from your domain slots get a +1 bonus to their caster level.
Wizard 1
2: Nosferatu Paragon 1 (Nosferatu Flaw: Hearth; Melnir may not enter a private residence without being invited)
3: Nosferatu Paragon 2
4: Nosferatu Paragon 3 (Nosferatu Flaw: )
5: Nosferatu Master 1
6: Mindbender 1 (telepathy 100ft)
7: Nosferatu Master 2
8:
Spell Reflection (Su): A Seeker of the Lost Wizard Traditions may reflect spells with a line area of effect off of walls. The spell may either bounce off at an appropriate angle (angle of incidence equals angle of refraction) or straight back towards the caster at his whim. Creatures whose spaces are entered twice by a bouncing spell effect are affected twice.
Scroll Preparation: A Seeker of the Lost Wizard Traditions may prepare his daily spells from any magical writing
that he has deciphered without harming himself or the magical writing. Many Seekers take magical scrolls and bind
them together into book form because magical scrolls take up less room in a book than do normal pages of spell
formulae.
Seeker of the Lost Wizard Traditions 1
9:
Uncapped Magic: At 2nd level, spells cast by a Seeker of the Lost Wizard Traditions do not have maximum level-dependent effects.
Seeker of the Lost Wizard Traditions 2
10: Nosferatu Master 3 (
Foil Action (Ex): Melnir may attempt to monkeywrench any action an opponent is taking. He may throw sand into a beholder's eye, bat aside a key spell component, or strike a weapon hand with a thrown object, but the result is the same: the opponent's action is wasted, and any spell slots, limited ability uses, or the like used to power it are expended. He must be within 30 feet of his opponent to use this ability, and must hit with a touch attack or ranged touch attack. Using Foil Action is an Immediate action. At 17th level, Foil Action may be used at up to 60 feet.
Lesser Salient Ability
11: Nosferatu Lord 1 (
Corner Office (Sp): At 1st level, the Barrister gains an extraplanar office for his dealings. This effects may be used at will, and is in effect a magnificent mansion, except that it is the same location between castings, meaning that when the duration ends this extradimensional space is inaccessible, but items and creatures still be there when this ability is used again (effectively trapped unless planar travel magic is used). This location counts as the Prime for calling spells, and has a permanent calling circle and an unchanging layout.
Salient Ability, Flaw, +1 Spellcaster Level)
12: Nosferatu Lord 2 (
A nosferatu lord is not as vulnerable to sunlight as one of his lesser kin, and can go about in broad daylight if it desires. Under sunlight, it takes a -4 penalty to all ability scores and on all attacks, saves, and skill checks. Also, a Nosferatu lord in sunlight cannot use any of its vampiric supernatural powers. Spells that produce sunlight effects cannot harm a nosferatu lord; only direct light from the sun can weaken it. If the nosferatu lord is destroyed while exposed to direct sunlight, it seems to die, but unless the body is disposed of as described below, it continues to regenerate as normal.
Daywalker, Flight 50ft (perfect), Flaw, +1 Spellcaster Level)

13: Nosferatu Lord 3 (
dunno yet
Salient ability,
The only way to make sure that a nosferatu lord does not return is to cut its head from its body, burn the body and the head separately, scatter the ashes from the body over running water, immerse the ashes from the head in holy water, and bury the immersed ashes in consecrated ground. Anything less will allow the Nosferatu to regenerate. A stake through the heart will still immobilize a Nosferatu Lord.(Knowledge – religion DC 25)
Hard to Kill, Flaw, +1 Spellcaster Level)

Theon

Cleric 3 / Church Inquisitor 7
Domains: Inquisition, Moon, Time

HP:
10d8 +40 (averaged)
85
BA: +7
Fort: 4 +4: +8
Ref: 2 +4: +6
Will: 7 +7: +14

Stats - 15, 14, 13 10, 15, 9
Stats after level and wish economy - 20, 19, 18, 15, 22, 14

D) Improved initiative
H) Bloodline of Fire
1) Tomb-Tainted Soul
2) Extend Spell
3) Persistant Spell
4)
Whispers of the Otherworld[Necromantic]
You have learned the tricks of torturing a soul past the veil of life, and into the shadow of death.
Prerequisite: Character level 4
Benefit: You may create incorporeal undead. In addition, any undead you create have a +2 to Initiative, +4 to Move Silently checks, and Lifesight as a Special Quality. You automatically control up to your Charisma modifier in undead created by this feat, but no undead can have a CR greater than two less than your character level.
Whispers of the Otherworld
5)
Ghost Cut Technique
Study of the ephemeral essence of incorporeal undead has taught you combat techniques that transcend the limitations of the flesh.
Prerequisite: Whispers of the Otherworld
Benefit: Each day, you can use the spell wraithstrike as swift action spell-like ability a number of time equal to half your character level.
You also gain a +2 to initiative checks, a +4 to Move Silently checks, and Lifesight as a Special Quality.
Ghost Cut Technique
6) Body Assemblage
7) Corpse Crafter
8) Destruction Retribution
9) Attune Sphere: Fire
10) Nimble Bones

Attune Domain:


Awesome Feats
1)
Mystical Expanse [Spellcasting]
Your magic can cover a truly vast area.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
0: Your caster level is considered four higher than it actually is for purposes of determining spell ranges.
1: By increasing the level of a spell by one, you can double its range. By increasing the level of a spell by two, you may increase its range category one step on the following list: touch -> close -> medium -> long. Touch spells still require a touch attack, and the ranged touch attack they provide cannot be retried as it can for a melee touch spell. These two powers can be applied consecutively. Spells with a doubled long range do not count as having longer-than-long range for purposes of obstruction by continuous material.
3: By increasing the level of a spell by one, you can double one dimension that contributes to its area. You may apply this multiple times to the same spell for orthogonal dimensions. If two or all dimensions are equivalent or related on a spell (such as the radius of a cylinder or sphere, or the widest horizontal width, vertical width, and length of a cone), you must apply this to both dimensions or none of them. Applying this feat to a cone or line also increases its range. A spell with an area defined in terms of 10' cubes has four orthogonal dimensions, three of which are equivalent (cube edge lengths), and one which isn't (number of cubes).
6: You may apply the benefits of this feat to a spell without increasing its level a number of times per day equal to twice the highest level of spell you can cast. Using a benefit of this feat that requires an increase of multiple levels costs the same number of uses. Keep track of a separate pool of uses for each class that can cast 6th level spells.
9: You gain one "free" use of the level 6 ability of this feat for each spell you cast. That use may only be applied to the spell that provides it.
Mystical Expanse
3)
Quick Metamagic [Spellcasting]
You cast spells faster.
Benefits: This is a spellcasting feat that scales with the highest-level spell slot you have.
1: You can cast silent spells, omitting any verbal components. These spells must not be of a level higher than the maximum you can cast -1. This does not add to the casting time of the spell.
3: You can cast stilled spells, omitting any somatic components. These spells must not be of a level higher than the maximum you can cast -1. This does not add to the casting time of the spell.
5: You can cast quickened spells, reducing the casting time to a swift action. This can only affect spells with a casting time of 1 round or less, and the spells must not be of a level higher than the maximum you can cast -4.
8: The level restriction of quickened spells is lessened by 1, and can now be used with spells of a level equal to or lower than the highest level you can cast -3.
Special: Adding these effects does not add to the casting time of the spells. Any spells that are affected by multiple metamagic effects must not be of a level higher than your highest spell level minus the sum of the level restrictions on all metamagic effects applied to the spell. For example, both an empowered (-2) and maximized (-3) spell cannot be of a spell level higher than the highest spell level you can cast -5.
Quick Metamagic
6)
Lord of Death [Leadership] [Necromantic]
[Skill]
A whole bunch of skeletons and crap show up to fight under your tattered banner.
Knowledge (Religion) ranks
0: You have a Command Rating equal to your ranks in Knowledge (Religion divided by five (round up). You are a Necromantic leader (see Heroes of Battle).
4: You can muster a group of followers. Your leadership score is your ranks in Knowledge Religion plus your Wisdom modifier. Your followers are all mind-less Undead. You don't make them or anything, they just show up.
9: You are able to delegate command to a loyal cohort. Your cohort is an intelligent and loyal Undead creature with a CR at least 2 less than your character level. Cohorts gain levels when you do.
14: Your followers swell in number to that of an army.
19: Your allies gain energy resistance to Positive Energy equal to your level while they are within line of sight of you.
Lord of Death
9) Divine Metamagic

Melnir's Skills (168 ranks)

4 bluff
4 diplomacy
4 intimidate
9 knowledge (dungeoneering) + 18
(45) 5 Knowledges (the other nine) +14
4 sense motive
9 Spellcraft

79 spent (finish!!!)

Wizard 11
Per Day
Cantrips: mage hand (D),
1st: 4
2nd: 4
3rd: 4
4th: 3
5th: 2
6th: 1

Known
Cantrips: all
1st (6 +9 +3 +1): 8
CMW (B), expeditious retreat (D), feather fall, fireball (B), mage armor, magic missile, mount, nerve skitter, obscuring mist (B), ray of enfeeblement, unseen servant

2nd (4 +3 +1): alter self, celerity - lesser, glitter dust, levitate (D), restoration - lesser (B), scorching ray (B), sleet storm (B), web

3rd (4 +3 +1): 1
call lightning storm (B), CCW (B), fire trap (B), haste (D), magic circle, phantom steed, slow
4th (4 +3 +1): 3
celerity, CCW - mass (B), polymorph (D), solid fog (B), wall of fire (B)
5th (4 +3 +1): baleful polymorph (D), control winds (B), fire shield (B), heal (B), lightning leap, wings of the raven, teleport, wall of stone
6th (4 +3 +1): 1
control weather (B), disintegrate (D), freezing fog, gem jump, incendiary cloud (B), mental pinnacle, restoration (B)

Additional Spells (learned from scrolls, etc)
1st
2nd: knock, rope trick
3rd
4th
5th: cloud kill
6th:

Indecipherable gibberish
7th (+3): acid fog (B), black fire (B), resurrection (B), reverse gravity (D)
8th (+3): fire seeds (B), heal - mass (B), horrid wilting (B), iron body (D)
9th (+5): flame strike (19th; immediate action), heal (17th; immediate action), meteor swarm (17th), restoration - greater (19th; immediate action), shapechange (D), storm of vengeance (19th)

Spell-stiched
SLAs
6th: planar binding
5th: cloud kill, teleport
4th: dimension door,
3rd: ,
2nd: ,
1st: ,

Psionics (mental pinnacle)
1st: mind thrust
2nd: ego whip, id insinuation
3rd: psi blast
5th: psychic crush

Yeah, thats cool. I might use that on Xal (got feat slots left open).

Quote:
Originally Posted by wrathgon
Jreece said i have to specific for this feat so

The Obran Fists style uses your unarmed strikes with bare fists or other weapons that enhancement(Tiger Claws, Calius, Spike Gauntlets)

When you take a 5 foot step while attacking you get the +2 attack and +2 damage.

On a charge attack you force a fort save as your fist hammers down onto your foe with the force.

When making a full attack you bring inner calm and attack with clear and stable mind, you may take 10 on any attack.

Something like that is fine?




 

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