Oozemaster (3.5e Prestige Class)

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The Oozemaster[edit]

Seeping out of every crack and crevice in the dungeon is some foul, monochromatic substance that adventurers wish wasn't there. Just when they get around the yellow mold, green slime drips from the ceiling. Quite often, such abominations well up naturally, but occasionally they are placed by a more deliberate hand - that of the oozemaster. The oozemaster is not a class for stable individuals. It involves relating one-on-one with things that relate to nothing at all. Unlike the animal lord's kindred creatures, the oozemaster's charges have nothing to say. No one has yet developed a speak ooze spell - or if someone has, the oozes have not responded. Given that oozemasters exude everything but confidence, most of them have few sentient friends and even fewer guests. Thus, they tend to gibber and talk to themselves a lot.

Characters of any spellcasting class can become oozemasters, though the class tends to be most appealing to druids, wizards, and - oddly - bards (who usually end up taking another direction before this one gets too creepy). Assassins, already masters of poison, find the benefits of this prestige class highly compatible with their line of work. Clerics, however, had better think about what their followers might say before taking this path. A priest of Ghaunadaur's followers might think him clever for becoming an oozemaster, while followers of a morninglord of Lathander might seek a new spiritual leader. Racially, gnomes, half-orcs, or particually gifted orc shamans are more suited to this class than elves and half-elves, most of whom consider themselves too refined for this basest of prestige classes. The drow, of course, are exceptions, since it was they who created this class in the first place. Certainly, the first oozemaster was a dark elf, though how this magic got out of the subterranean depths is a mystery best unprobed.

Adaptation: While the prestige class is presented primarily as an alternative for spellcasters, a variant martial version is easily achieved by simply removing all spellcasting and caster progression, and increasing base attack bonus advancement to that of a fighter. Additionally, reduce the spellcasting prerequisite to an ability to cast 1st-level arcane or divine spells.

Hit Die: d12.

Requirements[edit]

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

  • Alignment: Any non-good or any chaotic.
  • Skills: Craft (Alchemy) 8 ranks, Knowledge (Arcana) 4 ranks, Knowledge (Dungeoneering) 4 ranks, Spellcraft 4 ranks, Swim 4 ranks.
  • Feat: Great Fortitude, Iron Will.
  • Spells: Must be able to cast 3rd-level arcane or divine spells
  • Special: A character with access to domains must have previously chosen either the Ooze or the Slime domain.

Class Skills[edit]

The oozemaster's class skills (and the key ability for each skill) are Concentration (Con), Craft (Alchemy) (Int), Disguise (Cha), Heal (Wis), Hide (Dex), Knowledge (Dungeoneering) (Int), Knowledge (Nature) (Int), Spellcraft (Int), Survival (Wis), and Swim (Str).

Skill Points at Each Level: 2 + Int modifier.

Table : The Morninglord
Base
Attack
Fort Ref Will Special Spells per Day
1st +0 +2 +0 +0 Bonus domain, minor oozing touch 1 +1 level of existing divine spellcasting class
2nd +1 +3 +0 +0 Degeneration (-1), oozy glob 1/day, slithery face +1 level of existing divine spellcasting class
3rd +2 +3 +1 +1 Minor oozing touch 2 +1 level of existing divine spellcasting class
4th +3 +4 +1 +1 Degeneration (2), oozy glob 2/day, malleability +1 level of existing divine spellcasting class
5th +3 +4 +1 +1 Major oozing touch 1 +1 level of existing divine spellcasting class
6th +4 +5 +2 +2 Degeneration (3), oozy glob 3/day, indiscernible anatomy +1 level of existing divine spellcasting class
7th +5 +5 +2 +2 Major oozing touch 2 +1 level of existing divine spellcasting class
8th +6 +6 +2 +2 Degeneration (4), oozy glob 4/day, slime wave +1 level of existing divine spellcasting class
9th +6 +6 +3 +3 Major oozing touch 3 +1 level of existing divine spellcasting class
10th +7 +7 +3 +3 Degeneration (-5), oozy glob 5/day, one with the ooze +1 level of existing divine spellcasting class

Class Features[edit]

All of the following are Class Features of the demarch prestige class.

Weapon and Armor Proficiency: Demarchs gain no additional proficiency with any weapon or armor.

Spells per Day/Spells Known: When a demarch level is gained, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in whatever divine spellcasting class he belonged to before he added the prestige class. He does not, however, gain any other benefit a character of that class would have gained. This essentially means that he adds the level of demarch to the level of whatever other spellcasting class the character has, then determines spells per day and spells known accordingly.

If a character had more than one divine spellcasting class before he became a demarch, the player must decide which class to assign each level of demarch for the purpose of determining divine spells per day and spells known.

Aura of Anonymity (Su): A demarch leaves few impressions upon those they meet unless they want to, and even fewer upon those unexceptional souls they pass in the street. When a demarch is walking in a crowd of ten or more individuals, he gains a divine bonus equal to his demarch level to Disguise and Hide checks.

Ranged Legerdemain (Su): A demarch can perform one of the following class skills at a range of 30 feet: Disable Device, Open Lock, or Sleight of Hand. Working at a distance increases the normal skill check DC by 5 for each 10 feet, and a demarch cannot take 10 or take 20 on this check. Any object or mechanism to be manipulated must weigh 10 pounds or less. Should he wish it, a demarch can also use ranged legerdemain to replicate Open/Close and Mage Hand as spell-like abilities, with a caster level equal to his character level.

A demarch can use ranged legerdemain once per day for every 10 skill ranks he has invested (in total) in Disable Device, Open Lock, or Sleight of Hand (minimum 1).

Mask of Mask (Sp): At 2nd level, the demarch's motives and morality become almost impossible to discern magically, and a demarch often takes great care not to reveal the location of the halls and temples of the faithful. As an immediate action, a demarch may cast Undetectable Alignment as a spell-like ability at will. In addition, as a full action, a demarch may cast Nondetection as a spell-like ability a number of times equal to his demarch class levels, but may only target himself. The caster level of each spell-like ability is equal to the demarch's character level. It is customary for a demarch to employ both of these when praying for his daily spells.

Tenebrous Domain (Su): Upon reaching 3rd level, a demarch gains access to a bonus domain, choosing one out of the following: Avarice, City, Darkness, Envy, Greed, Luck, Shadow, Travel, Trickery, or Wealth. The demarch gains the granted power associated with the domain he chooses, and access to the spells in that domain as domain spells.

Whispers of Intrigue (Su): As a demarch rises in experience, he plunges into the trade secrets of shadows and manipulation. At 4th level, a demarch adds the assassin and jester spell lists to his own, as divine spells. If a demarch has access to more than one divine spellcasting class, he must decide which spell list benefits from this ability. Any spell added that normally requires an arcane focus or material component instead requires a divine focus. Note that this does not otherwise affect the number of spells actually known, if applicable.

Hide in Plain Sight (Su): From 5th level onward, a demarch can use the Hide skill even when he has nothing to hide behind, or when he is being observed. To do so, he must be within 10 feet of some sort of shadow, any area of shadowy illumination in which he could hide, or in the dark. He cannot hide in his own shadow, and he can hide in the shadow of another creature only if it is at least one size category larger than he is. He cannot use a creature's own shadow to hide from it. Hiding in plain sight is a free action, but can only be performed as part of any movement.



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