Ambassador of Slime (3.5e Prestige Class)

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Ambassador of Slime

The most alien of life forms – slimes, oozes and jellies – now have an ambassador for their way of life. What that ambassador does or says about these creatures varies between individual ambassadors of slime. For most people the oozes, slimes, and jellies of the world are at best nuisances that despoil stored foodstuffs, and at worst deadly monsters that dissolve people. The ambassador of slime aims to bridge the gap and protect oozes from people that would kill them just for existing, and to keep oozes out of places they shouldn't be so they're not killing people. The ambassador of slime holds oozes in high esteem and seeks to emulate their unusual abilities. Ambassadors of slime are always welcome comrades in adventuring parties that operate mostly in underground areas, as they can best handle the oozes and slimes encountered there. Ambassadors of slime are fairly common in the underdark, and somewhat uncommon on the surface.

Becoming an Ambassador of Slime

Connecting with slimes, oozes, molds and jellies is an intensely personal, and disturbing, experience. A strong constitution is needed to survive the exposure.

Entry Requirements
Alignment: Any.
Race: Any.
Skills: Knowledge (dungeoneering) 9 ranks, Knowledge (nature) 9 ranks
Feats: Blind-Fight
Saves Base Fortitude save +3
Special Must have had physical contact with a slime, ooze, mold or jelly.
Table: The Ambassador of Slime

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +0 Raise Slime, Rebuke Ooze, Slime Pool
2nd +1 +3 +0 +0 Consumption, Slime Toughness
3rd +2 +3 +1 +1 Poison, Reach
4th +3 +4 +1 +1 Malleable
5th +3 +4 +1 +1 Congeal, Dissolve
6th +4 +5 +2 +2 Call Forth Ooze
7th +5 +5 +2 +2 Meld into Stone
8th +6 +6 +2 +2
9th +6 +6 +3 +3 Regenerate
10th +7 +7 +3 +3 Avatar

Class Skills (2 + Int modifier per level)
Concentration, Craft, Diplomacy, Disguise, Escape Artist, Knowledge (Arcana), Knowledge (Dungeoneering), Knowledge (Nature), Profession, Spellcraft, Spot, Survival, Swim.

Class Features

Slime Pool (Ex): An ambassador of slime generates a slime pool which he uses to evoke many of his powers. The ambassador has slime points equal to his ambassador of slime class level + his Constitution modifier. The slime pool is restored after eight hours of rest. As long as the ambassador has any unspent slime points, oozes treat the ambassador as though they are under the effect of the charm monster spell. Any aggressive action from the ambassador of slime, or his allies, toward an ooze creature immediately ends this effect. Oozes with an Intelligence score higher than 3 are immune to this effect.

Raise Slime (Su): At 1st level, an ambassador of slime may expend 1 slime point to use a full round action to create a puddle of slime. The effect is the same as the grease spell with a caster level equal to his ambassador of slime class level. The ambassador must concentrate each round to maintain the raised slime, and the raised slime disappears if a Concentration check is failed or if the ambassador stops concentrating on this effect. The ambassador is immune to the effect of his own raised slime. He can have only one raised slime active at a time.

Rebuke Ooze (Su): An ambassador of slime can rebuke or command oozes as an evil cleric rebukes or commands undead. He is treated as a cleric of a level equal to his ambassador of slime class level for this purpose. Using this ability takes 1 slime point from the ambassador of slime’s slime pool.

Consumption (Su): At 2nd level ambassador of slime may use the consumption ability as a full round action in the area that is effected by his raise slime ability. Consumption is otherwise identical to the death knell spell, with a caster level equal to his ambassador of slime class level. All creatures in contact with the raise slime area are affected by consumption. The saving throw DC is 10 + the character's ambassador of slime class level + his Constitution modifier. If multiple creatures are within contact with the area of the raise slime effect their Hit Dice do not stack together for determining the duration of the temporary hit points, Strength bonus, and caster level bonus gained from the death knell spell, use the creature with the highest Hit Dice for determining the duration.

Slime Toughness (Ex) At 2nd level an ambassador of slime has changed his body in such a way as to mimic some of the innate resilience of ooze creatures. He gains damage reduction that is overcome by bludgeoning weapons. The amount of damage reduction is equal to half his ambassador of slime class level.

Poison (Su): At 3rd level the ambassador of slime can emulate the poisonous nature of oozes by having his skin exude a small amount of poisonous slime. The ambassador of slime can poison a creature by touch by making a melee touch attack, as a standard action. This ability is identical to the poison spell, the victim can negate the effect with a Fortitude save, the save DC is 10 + the ambassador's ambassador of slime class level + his Constitution modifier. Use of this ability takes 1 slime point from the ambassador of slime’s slime pool.

Mutable (Su): At 4th level an ambassador of slime’s face and body can be changed as a standard action, with a Concentration check at DC 20 as if under an alter self spell. This also allows an ambassador of slime to compress his body, allowing him to count as one size category smaller for purposes of squeezing through confined spaces or entryways. He also gains a +4 circumstance bonus on Escape Artist skill checks. The duration of this effect is a number of rounds equal to his ambassador of slime class level. Use of this ability takes 1 slime point from the ambassador of slime's slime pool.

Congeal (Su): At 5th level an ambassador of slime can transform himself into a creature of the ooze type as a standard action. This form is boneless and fluid, and his equipment harmlessly melds into his body. He can remain in this form for up to one hour. In all other respects, this effect works as the polymorph spell with a caster level equal to his ambassador of slime class level. Use of this ability takes 5 slime points from the ambassador of slime's slime pool, and can only be used once per day.

Slime Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6

In this form the ambassador of slime can't speak or otherwise communicate with others around him. Although mind-reading or telepathic attempts will work, as he is not mindless. He can't cast any spells but can use supernatural abilities or abilities which require slime pool points, including summoning other oozes, slimes, puddings or molds.

At 7th level an ambassador of slime gains the ability to engulf a target as full round action. The target must be the same size category or smaller of the ambassador of slime. The ambassador of slime must declare an engulf attack and make a successful melee touch attack. If the engulf attack succeeds, the target must makes a Reflex saving throw to avoid being engulfed by the ambassador of slime, with a save DC of 10 + his ambassador of slime class level + his Strength modifier. Escaping from being engulfed requires the target beating the ambassador of slime with an opposed grapple check. Creatures who start their action engulfed suffer 1d6 points of acid damage per 2 ambassador of slime class levels the ambassador of slime has, and the engulfed creature will start drowning.

At 9th level an ambassador of slime's size category is increased by one level when in ooze, slime, or pudding form. Treat this as if the ambassador of slime was under the effects of the enlarge person spell, with all the normal bonuses and penalties of the spell.

Dissolve (Su): At 5th level an ambassador of slime may corrode metal and breakdown organic material at will, as a standard action. This ability acts like rusting grasp, except it affects wood, metal, and flesh. Unlike the spell, this ability can be used defensively and functions by touch or when an object comes into contact with the ambassador of slime. Weapons destroyed this way are destroyed after damage is dealt to the ambassador of slime. Using this as a touch attack deals 1d6 acid damage per ambassador of slime class level. Use of this ability takes 2 slime points from the ambassador of slime’s slime pool for every round it is used. This ability does not function on enchanted material, nor can this ability dissolve more than 5 pounds per ambassador of slime class level.

Call Forth Ooze (Sp): At 6th level an ambassador of slime may bring forth a patch of green slime, a black pudding, a brown mold, a gray ooze, an ochre jelly, or a gelatinous cube as if he had cast a summon monster spell in an area effected by his raise slime ability. The duration is as long as he maintains concentration on this ability, then for 1 round/ambassador of slime class level after he stops concentrating. Use of this ability take 3 slime points from the ambassador of slime’s slime pool.

Regenerate (Su): At 9th level an ambassador of slime may regenerate as a full round action. This ability is identical to the regenerate spell, and can only be used a maximum of twice per day. Use of this ability takes 3 slime points from the ambassador of slime’s slime pool.

Avatar (Ex): At 10th level an ambassador of slime gains the ability to fully become any ooze creature. For 4 slime points from his slime pool he can become any creature of the ooze creature type as if under the effect of a shapechange spell. In addition, even while in his normal racial form he permanently gains darkvision of 60 ft., blindsight of 30 ft., and becomes immune to sleep effects. If the ambassador of slime already has darkvision or blindsight then it stacks with the darkvision and blindsight gained from this ability. While under the effects of this ability, he retains all his ambassador of slime class abilities and features, but still loses all other supernatural abilities as per the normal rules of the shapechange spell.



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