Ooze Paraelemental in a Khyber Shard [Archive] - Wizards Community

Post/Author/DateTimePost
Neq_the_knife

02-16-07, 01:56 PM
Greetings,

I was wondering what people thought about binding an ooze PE into a shard to create a druidic (gatekeeper) scimitar?

(Vvaraak was a black dragon, after all.)

Ooze PE's (MoP) have a special attack that instantly does 40 HP of acid damage to wooden or metal armor or weapons they hit. (Save or be destroyed.)

That seems too strong (unbalanced) to me. But it might work as a +3 special ability?

Any thoughts would be appreciated.
Nived

02-16-07, 02:16 PM
Ooze Paraelementals always seemed slightly unbalanced to me. I used the paraelementals in a game once and quickly found the Ooze to be devistatingly unwieldly. The fact it's ability yuou mention doesn't scale at all between a small and an elder is one screwy aspect... then another question is what happens if a monk punches it.... this thing is meaner than a rust monster.

Anyway I've also tried to think about ways to use the paraelementals in binding. The Ice one has the most practical uses and I have a little house rule that for double the cost of a regular graft a paraelemental can be used and count as either of its base elemental grafts.... er to put it simply you could have a magma elemental graft to your legs for tremorsense (normally an earth graft)... but count it as a fire graft for the purposes of the stacking bonuses.


This is all getting off the original point of the post.

For an ooze paraelemental I'd have its caustic properties allow it to bypass hardness when sundering weapons or effecting objects (similar to adamantine). This is in keeping with the properties of an ooze paraelemental.

Giving it a similar ability as adamantine without the ability to bypass adamantine DR is a minor ability I believe... so something more would be needed. Ooze paraelemetals have few other abilities. Perhaps a bonus to grapple checks.... I don't know.

I'd be weary of adding straight elemental damage as none of the other kyber bound weapon enchantments duplicate flaming, or the like. Caustic (acid) type weapons do exist in the Arms and Equipment guide. Perhaps a damage over time similar to Melf's Acid Arrow and the Kyber Bound Burning enhancement.


Ooze Paraelemental armor on the other hand would be nice. I see it this way, taken from the abilities of an Ooze PE. If someone wearing Ooze Paraelemental armor successfully grapples an opponent, the opponent's armor must successfully make a reflex save at a -4 penelty or dissolve into uselessness.

Now that'd be a nice ability.
Neq_the_knife

02-20-07, 04:57 PM
Thanks for the response. I'll take your comments under advisement. I agree that it'd make an awesome armor enhancement.

When I get some time to sit down and think it through I'll post again.
Warforged Goblin

02-20-07, 07:30 PM
I did a write up for all the paraelements and the wood element also. Here's my take on the ooze:

Weapon Special Ability
Oozing: An oozing weapon has a small ooze paraelemental bound to it, and has a slimy, oily appearance. It deals an extra 2d6 points of acid damage and ignores an object’s hardness when determining Sunder damage.
Moderate conjuration; CL 12th; Bind Elemental, Lesser planar binding; Price +2 bonus

Armor Special Ability
Sludge: A large ooze paraelemental is bound to this armor, which has a slimy, oily appearance. The wearer gains damage reduction 5/Bludgeoning and can use the grease spell as a spell-like ability twice a day, CL 11th. Any armor with this ability incurs no check penalty on Escape Artist checks.
Moderate conjuration; CL 14th; Bind Elemental; Planar binding; Price +93,000 gp

Yes, they are indeed powerful. However, looking at the required caster level, they're to be created at a much higher level than the standard elemental bound weapon and armor.

Hope this helps.
Neq_the_knife

02-26-07, 03:14 PM
Goblin, thanks. Excellent job on the write-up. I think I'll use those if you don't mind. How about sharing the other ones you mentioned as well?
Warforged Goblin

02-26-07, 05:33 PM
You're quite welcome and thanx for the praise. Here's the entire list:

Weapons:

Frozen: A frozen weapon has a small ice paraelemental bound to it, and has all the characteristics of a Frosted weapon, dealing an extra 1d6 cold damage. In addition, the wielder also gains a +1 bonus to natural armor while the weapon is held due to a thin rime covering the body.
Moderate conjuration; CL 12th; Bind Elemental, Lesser planar binding; Price +2 bonus

Oozing: An oozing weapon has a small ooze paraelemental bound to it, and has a slimy, oily appearance. It deals an extra 2d6 points of acid damage and ignores an object’s hardness when determining Sunder damage.
Moderate conjuration; CL 12th; Bind Elemental, Lesser planar binding; Price +2 bonus

Magmatic: A magmatic weapon has a small magma paraelemental bound to it, and has a heavy, rough appearance with a faint red shimmer of heat surrounding the weapon. If bound into a slashing or piercing weapon, it deals an extra 1d4+2 points of fire damage and adds +1 to attack rolls with the weapon. If bound into a bludgeoning weapon, it deals an extra 1d8+2 points of fire damage, adds +2 to attack rolls with the weapon, and the weapon is considered to be Impacted, as per the special ability.
Moderate conjuration; CL 12th; Bind Elemental, Lesser planar binding; Price Slashing/Piercing +2 bonus, Bludgeoning +3 bonus

Smog: A smog weapon has a small smoke paraelemental bound to it, and has a smoky, semi-transparent appearance. The weapon ignores the first 3 points of AC provided by armor. The weapon also confers a +2 circumstance bonus to Hide checks. Any weapon with the special ability is considered one size category lighter weapon.
Moderate conjuration; CL 12th; Bind Elemental, Lesser planar binding; Price +3 bonus

Storming: A storming weapon has a small storm elemental bound to it, and takes on a cloudy, blue-gray appearance with small arcs of electricity playing over the weapon’s surface. It deals an extra 2d4 sonic and 2d4 electric damage on a successful hit. On a critical hit, the target must succeed on a DC 15 Fort save or be stunned for 1d4 rounds.
Moderate conjuration; CL 12th; Bind Elemental, Lesser planar binding; Price +3 bonus

Verdant: A verdant weapon has a small wood elemental bound to it, having a green, wood-like appearance despite what the weapon is actually made of. It deals an extra 1d6 points of piercing damage on a successful hit due to small, thorny spikes “growing” from the striking surface. On a successful hit, the target must succeed on a DC 12 Fort save or be poisoned, 1d4 Con/1d4 Str.
Moderate conjuration; CL 12th; Bind Elemental, Lesser planar binding; Price +3 bonus

Boiling: A boiling weapon has a small steam paraelemental bound to it, making it appear slightly hazy and warm to the touch. Once every 1d4 rounds, the wielder may, as a standard action that doesn’t provoke an attack of opportunity, command the weapon to fire a cone of scalding vapor. This cone of steam is 10 ft. long and deals 2d6 points of fire damage. Only melee weapons may be enchanted in this manner.
Moderate conjuration; CL 12th; Bind Elemental, Lesser planar binding; Price +2 bonus

Duststorm: A duststorm weapon has a small dust paraelemental bound to it, and takes on light brown appearance with swirling particles around the striking surface. When the wielder successfully strikes an opponent, a cloud of dust explodes from the weapon. The target must make a Fort save, DC 15, or be blinded for 1d4 rounds. However, against all enemies except the wielder, the target has partial cover for the duration of the blindness.
Moderate conjuration; CL 12th; Bind Elemental, Lesser planar binding; Price +2 bonus


Armor:

Iceberg: This armor has a large ice paraelemental bound to it, giving it a translucent, light blue to white appearance with a slight vapor haze coming off of it, as ice does in a hot environment. The wearer gains fire resistance 10. Three times a day, the wearer may activate the Iceburst ability. This ability deals 2d8 of cold damage to any creature that is within 5 feet of the wearer. A successful DC 17 Reflex save halves the damage. The wearer of the armor is immune to his armor’s cold damage. Activating this ability is a standard action that doesn’t provoke an attack of opportunity. The aura of cold lasts 10 rounds.
Moderate conjuration; CL 14th; Bind Elemental; Planar binding; Price +90,000 gp

Sludge: A large ooze paraelemental is bound to this armor, which has a slimy, oily appearance. The wearer gains damage reduction 5/Bludgeoning and can use the Grease spell as a spell-like ability twice a day, CL 11. Any armor with this ability incurs no check penalty on Escape Artist checks.
Moderate conjuration; CL 14th; Bind Elemental; Planar binding; Price +93,000 gp

Tectonic: A large magma paraelemental is bound to this armor, and black rocky outcroppings with a reddish glow appear on various areas of its surface. The wearer gains damage reduction 5/Bludgeoning & Adamantine. In addition, the wearer can, as a standard action that doesn’t provoke an attack of opportunity, can sheath himself in lava, effectively duplicating the Enlarge Person spell. While in this form, the wearer gains a slam attack dealing 1d8+1 ½ Str points of damage, based on a creature enlarged to Large size, plus 1d4 fire damage. Doing this does not harm the wearer. This ability may be used for up to 10 rounds per day, split up as the wearer sees fit.
Moderate conjuration; CL 14th; Bind Elemental; Planar binding; Price +150,000 gp

Smoking: This armor has a large smoke paraelemental bound to it, making it appear as if a thick, black haze is always hanging off of it. The wearer gains 30% concealment. This mischance is rolled independently of any other mischances, i.e; the concealment provided by the Blur spell. In addition, the wearer may use Stinking Cloud, CL 11, as a spell-like ability twice a day.
Moderate conjuration; CL 14th; Bind Elemental; Planar binding; Price +88,000 gp

Thunderhead: A large storm elemental is bound to this armor, giving it a gray, billowy appearance and an almost palpable smell of rain. The wearer gains Sonic & Electricity resistance 5 and a Fly speed of 40 ft with Good maneuverability. Also, the wearer can fire 2 lightning bolts, dealing 3d10 point of damage as per the Call Lightning spell, and 2 thunderclaps, dealing 5d6 points of damage as per the Shout spell, per day.
Moderate conjuration; CL 14th; Bind Elemental; Planar binding; Price +150,000 gp

Foliant: A large wood elemental is bound to this armor, making it seem to be composed entirely of plant matter regardless of the armor’s actual composition, with small leaves and vines “growing” on the outer surface of the armor. The wearer gains damage reduction 5/Magic & Slashing. The wearer may use Briar Web, CL 10, as a spell-like ability three times a day. Any armor with this special ability doesn’t violate a druid’s oath.
Moderate conjuration; CL 14th; Bind Elemental; Planar binding; Price +80,000 gp

Steam: This armor has a large steam paraelemental bound to it, making it appear gray and misty while feeling warm to the touch. As a full round action, the wearer may use the Levitate spell, CL 11, as a spell-like ability. In addition, as a standard action that doesn’t provoke an attack of opportunity, the wearer may turn himself into a cloud of steam, as per the Gaseous Form spell, for up to 10 rounds per day. This time may be split up as the wearer sees fit.
Moderate conjuration; CL 14th; Bind Elemental; Planar binding; Price +100,000 gp

Sandstorm: A large dust paraelemental is bound to this armor, giving it a light-brown color and slightly dusty veneer. The wearer gains damage reduction 5/Magic & Piercing. The armor counts as one weight category lighter and grants a +2 bonus to Dexterity while worn.
Moderate conjuration; CL 14th; Bind Elemental; Planar binding; Price +80,000 gp