Ooze Lord (Pathfinder Prestige Class)

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Ooze Lord[edit]

Ooze Lords are those who have seen countless oozes in their journeys and decided that what they’re lacking is a leader. After spending endless nights attempting to corral and instruct different kinds of oozes, they have come to a mutual understanding with them. An Ooze Lord’s motivations can be altruistic, sympathizing with the oozes’ plight and attempting to lead them to a better tomorrow, or they can be opportunists taking advantage of oozes’ natural lack of cohesion.

Ooze Lords learn to communicate with and command oozes while slowly taking on their properties.

Requirements[edit]

To qualify to become an Ooze Lord, a character must fulfill all the following criteria.

Skills: Craft (alchemy) 3 ranks, Knowledge (dungeoneering) 5 ranks, Diplomacy 5 ranks.
Feats: Call Truce, Persuasive.
Special: The character must possess the ooze type or the slimeblood subtype or the malleable flesh vigilante talent. They must also possess some kind of physically distinct inherent companion i.e. Animal Companions, Familiars, Mounts, Eidolons and Cohorts all qualify. Cases where the companion is actually an extension of the character do not qualify i.e. figment, tumor, eyeball or possessed hand familiars.


Table: The Ooze Lord

Hit Die: d10

Level Base
Attack
Bonus
Fort
Save
Ref
Save
Will
Save
Special Spells per Day
1st +0 +1 +1 +0 Ooze Empathy, Ooze Lordship, Amorphosis, Formless Nature +1 level of existing spellcasting class
2nd +1 +1 +1 +1 Slime Army, Amorphosis, Slimy Talent +1 level of existing spellcasting class
3rd +1 +2 +2 +1 Craft Ooze, Slimy Escape, Ooze Lore -
4th +2 +2 +2 +1 Amorphosis, Slimy Talent +1 level of existing spellcasting class
5th +2 +3 +3 +2 Ooze Lordship +1 level of existing spellcasting class
6th +3 +3 +3 +2 Slimy Talent, Bonus Feat -
7th +3 +4 +4 +2 Amorphosis +1 level of existing spellcasting class
8th +4 +4 +4 +3 Slimy Talent +1 level of existing spellcasting class
9th +4 +5 +5 +3 Ooze Lordship, Bonus Feat -
10th +5 +5 +5 +3 2x Slimy Talent +1 level of existing spellcasting class

Class Skills (6 + Int modifier per level)
Craft (alchemy) (Int), Diplomacy (Cha), Handle Animal (Cha), Knowledge (dungeoneering) (Int), Perception (Wis), and Survival (Wis).

Class Features[edit]

The following are class features of the Ooze Lord prestige class.


Weapon and Armor Proficiency

Ooze Lords gain no weapon or armor proficiencies.


Formless Nature

Due to their formless nature oozes are capable of functioning no matter their shape, Ooze Lords quickly learn this skill from them. All abilities and properties granted to the Ooze Lord by levels in the Ooze Lord class are useable and function regardless of the current form the Ooze Lord has taken, unless specifically noted in an ability.


Ooze Empathy (Ex)

Ooze Lords are skilled at communicating with oozes. An Ooze Lord gains the druid’s wild empathy class feature, but it only affects oozes. An Ooze Lord can use this ability on mindless oozes; when done so, a modicum of intellect is imparted to the ooze to allow it to respond to commands.


Ooze Lordship (Ex)

All of an Ooze Lord’s inherent companions (Animal Companions, Familiars, Eidolons, Cohorts, Mounts, Guardian Spirits) must possess the ooze type. It may be unclear in some cases what qualifies as an inherent companion, usually it will be any kind of companion granted to a character by class features or feats, but sometimes this isn’t the case for instance the leadership feat grants a cohort and followers, the cohort is an inherent companion but the followers aren’t as they are far more loosely connected to the character than the cohort is. Additionally generic summons such as those created by summon monsters spell or similar class features are not inherent companions, though guardian spirits, which are also summoned via summon monster spells, are inherent companions as they are singular distinct creatures with a specific relationship to a character. If, in a case not outlined here, it is unclear whether or not a companion is inherent or not consult your GM.

At 1st level the Ooze Lord can replace their current inherent companions with newly available ooze companions or existing companions can undergo a ritual which grants them the malleable flesh vigilante talent but instead of gaining the shapechanger subtype they gain the ooze type in addition to any they currently possess, they do not gain ooze traits from the transformation, and they treat their number of hit die as their vigilante level for the purposes of the talent.

At 5th level the Ooze Lord’s inherent companions all increase in size by one category gaining all bonuses and penalties appropriate for such a change. This also affects any oozes summoned by the Ooze Lord or oozes the Ooze Lord creates via the Craft Ooze feat. If the Ooze Lord possesses a familiar the familiar can switch between to their regular and new larger size as a move action.

At 9th level the Ooze Lord uses their character level as their effective druid level for their animal companions, they may allocate these levels as they see fit. If the Ooze Lord possesses a Familiar, they use their character level as their wizard level for determining their familiar’s abilities.


Ooze animal companions and familiars are listed here:


Ooze Familiars:

Skincrawler: Master gains +3 bonus on Heal checks.

Torble: Master gains +2 bonus on Craft (alchemy) checks.

Animate Hair: Master gains +4 bonus on Disguise checks.

Giant Amoeba (tiny instead of small): +2 bonus on Fortitude saves.


Ooze Animal Companions:


Gelatinous Cube

Starting Statistics

Size Small; Speed 20 ft., climb 20 ft. AC +1 natural armor; Attack slam (1d6); Ability Scores Str 12, Dex 10, Con 16, Int —, Wis 11, Cha 2; Special Qualities Blindsight 30 ft., Ooze traits; CMD can’t be tripped. Resistance electricity 10

7th-Level Advancement

Speed 30 ft., climb 30 ft; Attack slam 1d8 (1d6 acid), engulf AC +2 natural armor; Ability Scores Str +2, Dex +2, Con +2, Special Qualities transparent, Immune electricity


Whip Jelly

Starting Statistics

Size Small; Speed 20 ft., climb 20 ft. AC +2 natural armor; Attack 2 tendrils 1d4; Ability Scores Str 12, Dex 10, Con 16, Int —, Wis 11, Cha 2; Special Qualities Blindsight 30 ft., Ooze traits; CMD can’t be tripped.

7th-Level Advancement

Speed 30 ft., climb 30 ft; Attack 4 tendrils 1d4 (1d4 acid) AC +4 natural armor; Ability Scores Str +4, Con +2, Special Qualities reach 10 ft.


Emerald Ooze

Starting Statistics

Size Small; Speed 20 ft., climb 20 ft. AC +2 natural armor; Attack slam 1d4 (1d4 acid); Ability Scores Str 14, Dex 12, Con 14, Int —, Wis 11, Cha 2; Special Qualities Blindsight 30 ft., Ooze traits; CMD can’t be tripped. Bonus Feat Endurance. Resistance acid 10

7th-Level Advancement

Speed 30 ft., climb 30 ft; Attack 1d6 acid, grab, constrict (1d3 + 1d6 acid) AC +3 natural armor; Ability Scores Str +4, Con +2, Special Qualities reach 10 ft. Bonus Feat Diehard. Immune acid


Amorphosis (Ex)

Ooze Lords begins to take on the properties of those they lead. At 1st level the Ooze Lord gains the malleable flesh vigilante talent, except the talent is (Ex) instead of (Su) and they treat their character level as their vigilante level for the purposes of the talent. If the Ooze Lord already possesses the malleable flesh vigilante talent, then they can immediately swap it for another vigilante talent they qualify for. The Ooze Lord also gains acid resistance 5. Resistances gained from Ooze Lord levels stack with other sources of resistance.

At 2nd level the Ooze Lord treats their creature type as both ooze and their base creature type from their race for the purposes of effects targeting creatures by type (such as bane weapons and a ranger’s favored enemy). The Ooze Lord gains an alternate ooze form, a protoplasmic blob of the same volume and weight. In this form, the Ooze Lord is immune to critical hits, precision damage and can’t be flanked. The Ooze Lord can switch between their ooze and non-ooze form as a move action, they can stay in either form indefinitely and can still speak normally, although they no longer have arms or legs, their move speeds are unchanged. For the purposes of spellcasting, equipment and qualifying for feats this is treated as druid’s wild shape, with the exception of equipment the Ooze Lord was wearing or carrying which instead of merging with the Ooze Lord’ floats within their body, worn magic items still provide their bonuses and abilities but armor and weapons no longer count as being worn and don’t provide their effects. If the Ooze Lord wishes to wear armor or cast spells in ooze form then the Wild enchantment works as if the Ooze Lord was using wild shape and the wild spell feat is required to cast spells in Ooze form. If the Ooze Lord has oozemorph’s fluid form Amorphosis overrides it all except the Ooze Lord still maintains the ability to assume different forms by imitating alter self, beast shape and giant shape, with its normal time constraints.

At 4th level the Ooze Lord becomes immune to poison, sleep effects, paralysis and fatigue. They also gain blindsense 20 feet, no longer require sleep and their acid resistance increases to 10.

At 7th level the Ooze Lord is immune to polymorph, acid, precision damage, critical hits and exhaustion. They also gain the amorphous universal monster rule. The Ooze Lord’s immunity to polymorph effects doesn’t apply to the Ooze Lord’s own polymorph abilities.


Ooze Lore (Ex)

Ooze Lords are intimately familiar with oozes of all kinds and are even capable of communication with them. At 2nd level the Ooze Lord adds their Ooze Lord level to Diplomacy, Perception or Knowledge (dungeoneering) checks made to identify, locate or communicate with oozes. Ooze Lords can communicate with oozes as if using the spell speak with animals, while still able to communicate with mindless oozes their responses to questions are more limited.


Slime Army (Ex)

At 2nd level Ooze Lords gain an animal companion (if they didn’t already have one) their animal companion can be any of the ooze animal companions outlined in Ooze Lordship or they can be a pre-existing animal companion that has undertaken the Ooze Lord ritual. This Animal Companion functions as a druid’s animal companion, replacing any animal companion or mount gained from another source. The Ooze Lord’s class levels stack with other classes, or other sources, that grant an animal companion or mount to determine their effective druid level, irrespective of what limitations the other classes have on what animal companions or mounts can be chosen.

The Ooze Lord may have more than one animal companion, but they must divide up their effective druid level between their companions to determine the abilities of each companion, additionally an Ooze Lord’s animal companions ignore normal animal companion size rules, they still gain the other adjustments that animal companions normally gain from level advancements but their base sizes by effective druid level are instead as follows (the animal companions sizes can still be changed by other effects such as Ooze Lordship):

EDLs AC Size
1 Diminutive
2 and 3 Tiny
4 to 6 Small
7 to 12 Medium
13 to 20 Large


For example, a 4th level Ooze Lord with an EDL of 4 could have one 4th-level small companion, two 2nd-level Tiny Companions or four 1st-level diminutive companions. Each time an Ooze Lord’s EDL increases they must decide how to allocate the increase among their animal companions (including adding a new 1st-level companion). An Ooze Lord’s animal companion’s basic statistics (i.e., str, dex, AC, move speed, natural weapon damage, etc) always refer to the animal companion when it's small sized regardless of what size it's stated to be in its animal companion entry. When an Ooze Lord’s animal companion does change size, its statistics should be updated according to polymorph ability score changes with small being considered its base size, all other relevant statistics should also be updated i.e., AC, CMD, natural weapon damage etc.

For example, an Ooze Lord has an animal companion amargasaurus (that has undergone the Ooze Lord ritual), with an EDL of 3, according to its animal companion entry the amargasaurus should be medium but its size is instead small because of Slime Army, the amargasaurus will still use all the same starting statistics listed in the amargasaurus animal companion entry even though it's not the same size. When the amargasaurus advances to an EDL of 4 its animal companion entry says it should become large but since its basic size is always to be treated as small the amargasaurus’ statistics should be updated in accordance with the level advancement in its entry but the size change should be ignored.

An Ooze Lord’s animal companions may, as a full round action, split into multiple smaller animal companions of the same species with EDLs totalling those of the animal companion which split i.e. an animal companion with an EDL of 4 can split into four animal companions with EDLs of 1 or two with EDLs of 2. If an Ooze Lord has multiple animal companions of the same species they can also merge together as a full round action to form a new animal companion, of the same species, with the combined EDLs of the animal companions that merged.

If an Ooze Lord’s animal companion dies then, provided at least one of their animal companions survived, instead of going through the usual process for regaining animal companions the Ooze Lord can instead choose for one of their remaining animal companions (or their remaining one if only one survives) to assume all of the unused EDLs that the dead companions were using, after the selected animal companion takes a long rest they gain the allocated EDLs and their abilities increase respectively.


Slimy Talent

At 2nd level and every even level after that an Ooze Lord gains a slimy talent except 10th level where two are gained. Unless otherwise noted, a talent can be selected only once. Some talents require the Ooze Lord to meet other prerequisites before they can be chosen, such as having another slimy talent or attaining a minimum Ooze Lord level. Once a talent has been chosen, it cannot be changed.

Battle Ooze Form (Su): Instead of assuming their normal ooze form the Ooze Lord can instead choose to assume the form of a battle-ready ooze. They can assume this form 1/day for every 3 levels of Ooze Lord they possess and each time they transform they can maintain the form for a number of minutes equal to their Ooze Lord level. Depending on the ooze they transform into they gain different abilities, at 4th level the abilities are the same as those gained from the spell ooze form, at 6th level the same as ooze form II and at 8th Level the same as ooze form III. If the Ooze Lord is in its basic ooze form it can shift to a battle ooze form as a swift action. If the Ooze Lord transforms into an ooze with more than 3 natural attacks then the morphic weapon talent only grants one additional natural attack but in exchange morphic weaponry applies its power increase to all of the battle form's natural weapons instead. When an Ooze Lord transforms into their battle-ready form it is treated like a druid using wild shape including having carried equipment and items merge into the Ooze Lord’s body, except that the Ooze Lord may still speak normally irrespective of what ooze they transform into. The Ooze Lord can return to either of their normal forms as a free action. To select this talent the Ooze Lord must be at least 4th level.

Complete Amorphosis (Ex): The Ooze Lord completely takes on features of an ooze, they lose any vision, darkvision or low light vision they possessed and instead gain blindsight to 60 ft. and tremorsense to 60 ft, the lost forms of vision may still be gained from other sources, just not from racial abilities. They gain immunity to stunning, all diseases, gaze attacks, visual effects, illusions, any attack forms that rely on sight and they are not subject to flanking or tripping. The Ooze Lord also no longer ages, no longer takes ability score penalties for aging, cannot be magically aged and cannot die of old age. Any non-magical age penalties or bonuses they may have already incurred, however, remain in place. As an immediate action the Ooze Lord can enter a pseudo-mindless state where they are unaffected by mind-affecting effects positive or negative, they can end this state as an immediate action. The Ooze Lord must have the battle ooze form talent and be at least 8th level to select this talent.

Lesser Ooze Summoning (Sp): The Ooze Lord can summon an emerald ooze, 1d3 tar jellies, or 1d4+1 giant amoeba, as if using summon monster IV. They can do this a number of times a day equal to 1 + their Charisma modifier. The caster level of this spell-like ability is the caster’s Ooze Lord level + 3. The Ooze Lord can mentally direct the actions of these summoned oozes as a free action. At 4th level they can instead summon an ochre jelly, 1d3 emerald oozes, or 1d4+1 tar jellies, as if using summon monster V.

Greater Ooze Summoning (Sp): The Ooze Lord can now summon a number of times equal to 2 + double their Cha modifier, with a caster level equal to their character level and can instead choose to summon a black pudding, 1d3 ochre jellies, or 1d4+1 emerald oozes, as if using summon monster VI. At 8th level they can instead summon a behemoth pudding, 1d3 black puddings, or 1d4+1 ochre jellies, as if using summon monster VII. At 10th level they can instead summon a carnivorous crystal, 1d3 behemoth puddings, or 1d4+1 black puddings, as if using summon monster VIII. The Ooze Lord must have the lesser ooze summoning talent and be at least 6th level to select this talent.

Morphic Weapons (Ex): The Ooze Lord can create a number of natural weapons to fight with from any portion of their body. As a move action, the Ooze Lord can form two primary natural attacks that each deal 1d4 points of bludgeoning, piercing, or slashing damage, chosen by the Ooze Lord when they form them. The Ooze Lord can change the damage type of any number of their natural weapons as a swift action. The Ooze Lord gains one additional primary natural attack at 5th level. Morphic weapons increase in power identically to Shifter’s Claws but using the Ooze Lord’s character level instead of shifter level. If the Ooze Lord already possesses the Morphic Weaponry class feature the bonus attacks granted by Morphic Weapons do not stack with them instead, morphic weapons supersedes morphic weaponry but number of natural attacks gained are based on what’s described in morphic weaponry using character level instead of Oozemorph level or Vigilante level and Morphic Weaponry is considered Shifters Claws for the purposes of qualifying for feats.

Acidic Secretions (Ex): The Ooze Lord’s natural attacks and unarmed attacks all deal an additional 1d6 acid damage. As a swift action an Ooze Lord can coat a manufactured weapon in acid (including up to 50 pieces of ammunition) causing it to deal an additional 1d6 acid damage, the coating loses its acidity if it isn’t in contact with the Ooze Lord for longer than a round. At 8th level this damage increases to 2d6.

Slimy Weapon Training (Ex): The Ooze Lord can select one group of weapons as per fighter weapon training. Whenever they attack with a weapon from this group, they gain a +1 bonus on attack and damage rolls. This stacks normally with any pre-existing weapon training the Ooze Lord has. This is treated as weapon training for the purposes of qualifying for feats. An Ooze Lord who has selected this talent can never select the Slimy Study talent.

Slimy Warrior (Ex): The Ooze Lord uses ¾ BaB progression for all of their levels of Ooze Lord instead of the normal ½ BaB progression. Only an Ooze Lord with the Slimy Weapon Training talent can select this talent.

Slimy Study: The Ooze Lord gains a bonus feat. The feat can be any feat for which the Ooze Lord meets the prerequisites. An Ooze Lord may also choose a Wizard’s Arcane Discovery that they qualify for in place of the bonus feat, treating their character level as their wizard level for the prerequisites. An Ooze Lord who has selected this talent can never select the Slimy Weapon Training talent.

Slimy Caster: The Ooze Lord gains one level of a pre-existing spellcasting class per level of Ooze Lord taken instead of the normal skipping of spellcasting progression at 3rd, 6th and 9th level. Only an Ooze Lord who has selected the Slimy Study talent can select this talent.

Slimy Familiar (Ex): The Ooze Lord gains a familiar treating their character level as their Wizard level for the purposes of determining its abilities.

Slimy Leader: The Ooze Lord gains Leadership (or any of its equivalents) as a bonus feat, they must still meet the requirements.

Slimy Crafting: The Ooze Lord is able to craft oozes for half the price listed in the Craft Ooze feat. Additionally, the time the Ooze Lord requires to craft oozes is halved.


Craft Ooze

At 3rd level, an Ooze Lord gains Craft Ooze as a bonus feat even if they do not meet the prerequisites for it.


Slimy Escape

At 3rd level an Ooze Lord can, as an immediate action, order one of their animal companions to split. When ordered to split this way the animal companion will attempt to split as evenly as possible, never splitting into a resulting animal companion larger than half of the EDL of the initial animal companion, i.e., animal companions with an even EDL will always split into two and those with odd EDLs will split into three with one having an EDL of 1. If an animal companion is ordered to split while being attacked then the incoming attack misses and the animal companion takes no damage from it (Unless it's AOE damage). An Ooze Lord can issue this command a number of times a day equal to half their level + their CHA modifier.


Bonus Feats

At 6th and 9th levels an Ooze Lord gains a bonus feat. These bonus feats must be selected from those listed as teamwork feats. The Ooze Lord must meet the prerequisites of the selected bonus feat. When an Ooze Lord selects a bonus feat that feat is also granted to all of the Ooze Lord’s inherent companions, including all of their animal companions regardless of their EDL.



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