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| Shamgi04-29-08, 03:05 AM | Oozelord Becoming an Oozelord Oozelords are born when a creature encounters and reads a tome named "A Guide to Oozes, Slimes, and Molds of the Multiverse". Inside comes the secrets detailing how to transform one's body into that of an ooze, gaining great power from the ordeal. Some choose that path simply for power, others for some sort of religious reason, and some choose it because it presents a unique experience, something few others can experience and understand. ENTRY REQUIREMENTS To qualify to become an Oozelord, a character must fulfill all the following criteria: Skills: Knowledge(Arcane, Dungeoneering, Religion, or Nature) 8 ranks Special: Must possess and read a copy of "A Guide to Oozes, Slimes, and Molds of the Multiverse" Class Skills (PrC Name)’s class skills (and the key ability for each skill) are: Climb (Str), Craft (Int), Knowledge(arcane, religion, nature, dungeeroning) (Int), Jump (Str), Hide(Dex), Listen (Wis), Move Silently(Dex), Spot (Wis), Survival (Wis), and Swim (Str) Skills Points at Each Level : 2 + int Hit Dice: d8 BAB Fort Ref Will Abilities 1. +1 +0 +0 +0 One With the Ooze 2. +2 +0 +0 +0 Ooze Immunity 3. +3 +1 +1 +1 One With the Ooze 4. +4 +1 +1 +1 Shifting Form 5. +5 +1 +1 +1 Transformation, One With the Ooze 6. +6 +2 +2 +2 Lesser Ooze 7. +7 +2 +2 +2 One With the Ooze 8. +8 +2 +2 +2 Ooze Immunity 9. +9 +3 +3 +3 One With the Ooze 10. +10 +3 +3 +3 Ooze Type Class Features Weapon Proficiencies: Oozelord's gain no new weapon or armor proficiencies. One with the Ooze(Su) - At 1st level, the transformation to an ooze begins, and the Oozelord must choose which form he wishes to take. Flesheater - 1d4 Con damage, 1d4 Acid damage to wood and steel Steeleater - 2D6 Acid damage to steel, 1d6 acid damage to wood and flesh Stoneeater - 1d6 points of damage to stone, steel, wood, and flesh These abilities are gained as a melee touch attack useable as a full round action, and improve as the Oozelord grows in levels. When an Oozelord employs such an ability against an unmoving object(such as a floor or door), the object takes max damage + the Oozelord's level for every turn they remain in contact. (Thus, a 2nd level Steelleater would do 14 points of damage to any steel surface and 8 damage to any wooden one, while a level 7 Flesheater would do 15 points of damage to wood and steel) At 3rd level, these abilities improve, and any successful melee attack made against the Oozelord must succeed on a Reflex save(DC = 11 + Oozelord level + WIS score) or the weapon(in the case of an unarmed attack, the character) takes the listed damage. An Oozelord can turn off this damage as a free action every turn, and is generally assumed to be doing so when not in combat(So as to not burn through everything they touch) In addition, the Oozelord gains the following abilities Flesheater - The Oozelord gains a paralyzing poison they can transfer through their acid, making it easier to snare it's foes. DC (11+ Oozelord level + Con modifier). Primary damage: Paralyze, no secondary damage. Steeleater - A Steeleater may use the latent metal it has absorbed to increase it's own abilities. As a standard action, an Oozelord may reform it's body using the metal it has eaten, gaining a +3 bonus to Natural Armor for the next hour. This ability may be used up to three times, though each use causes the Oozelord to be considered to be effectively wearing one additional grade of armor(light, medium, and then finally heavy). These values stack with any armor the Oozelord is currently wearing(thus, an Oozelord in medium armor who uses this ability once is considered to be in heavy armor). In addition, if the Oozelord has consumed any special metal within the last 24 hours, they may take on the qualities of this metal for the duration of the ability(Adamantine would have DR 1/-, 2/-, and 3/-, for example) Stoneeater - A Stoneeater gains a +4 bonus to natural armor as their diet begins to strengthen their skin. At 5th level, the base damage improves. Flesheater - 2d4 Con damage, 2d4 Acid damage to steel and wood Steeleater - 4d6 Acid damage to steel, 2d6 acid damage to wood or flesh Stoneeater - 2d6 acid damage to stone, steel, wood, or flesh In addition, the Oozelord gains the following abilities. Flesheater - A fleshlord does not reduce his movement when in his ooze state. Furthermore, when squeezing into small spaces using the Malleable trait, the Oozelord reduces it's movment by only half instead of one forth. Steeleater - The Oozelord may, as a move action, form a weapon or weapons from it's own body(to a max of the number of weapons a creature could originally use at the same time). This ability copies any melee weapon they are proficient with, and the size of the weapon is a size fitting them. Any feats related to a weapon of it's kind(such as weapon focus or weapon finesse) may be applied, and the Oozelord's natural acid damage applies to any damage dealt. Such a weapon can not be disarmed, and if sundered, the Oozelord can simply reform it next turn. Stoneeater - The body of Stoneeaters begins to take on the rockey texture of natural stone, and the Oozelord learsn to control this effect. When near any sort of stone, an Oozelord gains a +10 bonus to it's Hide checks while it remains still. Opponents who fail this check treat the Stonelord as if it were a part of the object. At 7th level, the Oozelord's skills and abilities are further improved. Flesheater - Flesheaters digest their meals the quickest, and doing so begins to produce exceptionally quick healing qualities. Whenever an Oozelord deals Con damage though it's touch or slam attacks, it gains Fast Healing 5 for a number of rounds equal to the total damage dealt. Steeleater - Oozelords of this path have become extremely adapt at fighting armed opponents. When an enemy makes a melee attack with a weapon against the Oozelord, he automatically fails the reflex save to prevent his weapon from taking damage. Stoneeater - a Stoneeater gains a burrow speed equal to it's land speed while in ooze form. This burrowing leaves a hole large enough for a creature up to the same size to follow in, though they are cramped and others are often uncomfortable with such an affair. Stonelords also gain a +4 bonus to their grapple checks, as their extremely heavy weight makes it much harder to struggle free(increase a Stoneeater's weight by x4 in addition) At 9th level, the Oozelord gains it's final set of skills. Flesheater - The Oozelord grows in a single size category while in ooze form(it's natural form remains the same size). In addition, he gains an engulf attack, capable of swallowing opponents whole. As a standard action, the Oozelord merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the character, but if they do so they are not entitled to a saving throw. Those that do not attempt attacks of opportunity must succeed on a DC (11 + Oozelord's level + STR modifier) Reflex save or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the Oozelord moves forward. Engulfed creatures are subject to the Oozelord’s paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength based. Steeleater - An Oozelord has learned to use it's acid to strip armor straight from an opponent's body. Once per day as a full round action, the Oozelord may make a single touch attack against an opponent wearing metal armor. If successful, the opponent's armor takes triple the normal amount of damage from the Oozelord's acid. Stoneeater - A Stoneeater learns to silently hunt it's target, capable of consuming it without being noticied. A Oozelord who wishes to use this ability must study a target of his size or small for three rounds, who must remain flatfooted and unaware of the Oozelord's presence. At the end of the third round, the Oozelord must make a single slam attack against the opponent. A hit causes the opponent to make a reflex save(DC 11 + Oozelord's level + Oozelord's Dex modifier) If successful, the opponent takes slam damage from the attack and then automatically takes acid damage as the Oozelord swarms it's target, completly covering it(This means that the target takes acid damage twice, once from the slam attack, once from the automatic damage), and the target is considered pinned by the Oozelord, unable to speak or move. Failure indicates that the target was able to jump away in time, and only takes the slam damage. The Stoneeater also gains DR 5/-. Ooze Immunity - At 2nd level, an Oozelord's body begins to alter in more drastic ways. The character becomes immune to acid. At 8th level, they advance further, and may choose to become immune to either electricity, cold, or fire. Once this choice is made, it can not be altered. Spells Per Day – At 2nd level and every two levels after, the character gains new spells per day as if she had also gained a level in whatever spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. If the Oozelord possesses more than one spellcasting class, she chooses which class gains this benefit. If the Oozelord had no casting classes, this ability has no effect. Shifting form(Su) - at 4th level, the Oozelord's form has begun to soften, and easily be shifted to whatever he wishes. At will, an Oozelord may use disguise self on himself as a spell-like ability with a caster level equal to her character level. This ability is like the spell, except that the Oozelord may not duplicate equipment in the transformation. Transformation(SU) - by 5th level, an Oozelord has begun to master the powers of their class, and can now completely transform. As a full round action, an Oozelord may alter it's form to be an ooze, gaining the following qualities: -Blindsight out to 60 feet -A slam attack with damage fitting the Oozelord's size(A medium creature has a slam attack of 1d6 damage) -Malleable - An oozes form is malleable, and can easily fit in openings or spaces far smaller than other beings of their size. Treat an Oozelord as five sizes smaller if they wish to squeeze though a space(so a Colossal Oozelord could squeeze through a single five foot square, while a medium Oozelord could climb into an inch wide crack) reduce a Oozelord's movement speed to 1/4 of it's total when preforming this action(rounded down), to a minimum of 5 feet. The Oozelord also loses or alters the following qualities -Loses all sight, hearing, and speaking abilities -Reduces her movement speed by 10ft or half her current speed, whichever is lower -Any Special abilities that depend on possessing parts the ooze no longer has(mouth for breath attacks, limbs for any sort of natural attacks) The Oozelord's equipment does take part in this transformation, leaving it vulnerable to her own acid. Thus, most Oozelord's choose to either take acid immune equipment, easily replaceable items, or attempt to strip, if they have the time. However, a notable exception to this is the money based metals, such as gold, silver, or copper, being immune to the Oozelord's acid. An Oozelord is otherwise unmodified by their transformation. They retain all current ability scores, hit points, and magical effects. Any feats or natural abilities usable in their ooze form are allowed. Furthermore, the oozes slam attack counts as an unarmed attack for the purpose of abilities(thus, a monk Oozelord could use it's increased unarmed damage, flurry of blows, and stunning attacks while transformed) Lesser Ooze - The Oozelord's body soon becomes far more resistant to damage due to it's radical alterations. Treat the Oozelord as if it is under the effects of Fortifications(50% chance to ignore critical hits and sneak attack type damage) Ooze Type(EX) - At 10th level, the Oozelord has mastered her abilities to the fullest. Her type changes to ooze for determining what effects and items can affect her. She becomes immune to flanking, poison, sleep, paralysis, stunning, shape changing, and all mind-effecting spells and abilities. Oozelord's in the world Oozelord's are an extremely varied lot. With no alignment restrictions and no class requirements, there exist many Oozelords in all sorts of occupations. Unfornatually, a good portion of them are in fact worshippers of Juiblex, leading many to the mistaken notion that this is where their powers are derived from, and a DC 25 Knowledge(arcane or religion) check is required to know the true source of their powers. Thus, many Oozelord's strive to keep their talents a secret. However, each branch of the Oozelord's do follow some general trends. Flesheaters – The most common Oozelord to exist, they are also the one most commonly to be evil aligned, worshipping Juiblex. Many uses their natural abilities as spies and assassins, though other creative uses of the powers(including a Fighter turned Oozelord who serves as the king's hidden bodyguard) abound. Flesheaters, because of their often evil alignment and their prime choice in nourishment, are hunted greatly by the clerics and warriors of good gods, and even the most devout and good aligned of them let few know of their true powers. Steeleaters – With far less stigma than Flesheaters, Steeleaters enjoy more freedom, though not by much. Warriors of all kinds commonly choose this path of the Oozelord class since it affords both solid defense and attack, and melds naturally with their previously gained abilities. Steeleaters tend to be mostly good aligned, and often hunt their kin who worship Jubliex. However, they keep their own abilities a secret as well, as few appriciate the difference between them and those they hunt. Dwarves dislike Steeleaters greatly, as they consume what they or their fellows dedicate their lives to creating, and even a Steeleater who's proven his loyalty and trust time and again remains a suspicious figure in the eyes of the race. Stoneeaters – The only Oozelords to gain some sort of acceptance within the world, Stoneeaters are often found within Dwarven and gnome communities, using their natural talents at digging as well as their immunities to most oozes and slimes to hollow out the most dangerous of caves within the communities. Many start to become like the oozes they've emulated, slowly losing contact and spending more and more time alone within the mass of caverns and caves. It is not helped that though they are accepted, they are still regarded poorly socially, and few befriend them. Mages of all kinds are also attracted to this class, since it provides them with defensive options at no major cost to their spellcating. NPC Reactions Most NPCs are unaware of an Oozelord's existence in general, and their ability to appear as normal beings helps keep them quite hidden. Many of their powers(such as their acid touch) are often written off as simply magical, and it isn't until an Oozelord transforms that people realize the truth. Most characters treat an Oozelord as neutral, while anyone who sees them transform instantly becomes unfriendly(if not outright hostile). Most followers of good gods instantly become hostile unless they realize the source of the character's power, and even then, they are unfriendly at best. Other Oozelord's react to each other based more on personal beliefs than class abilities, however, they are more likely to help the fellow Oozelord hide, if only to keep their own secret safe. The exception to this is Oozelord's who worship Juiblex, and follows of the demon god will become hostile if they encounter an Oozelord who does not share their beliefs, attempting to kill the character for his heretical ways. If, the character is a worshiper of Juiblex, however, they will become helpful, seeing the character as one of the god's chosen. Sample NPCs Dre'lash'la – A NE Ancient Blue Dragon/Stoneater 10, Dre was banished to the Elemental Plane of Earth for his mastery of this Oozelord class, the other dragons finding him an abomination. He now spends his days between aimlessly wandering the endless earth, digging through in his ooze form and taking any valuable gems or gold he can obtain, and trading with a local conclave of geini to further increase his horde, which is always inside of his body. His banishment has caused him to appricate the perils and trials of fellow Oozelords, and he has developed a fondness for them, no matter their alignment, goals, or race. To this end, he has begun to help them with specific magic items(See Special Items) and will attempt to aid any Oozelord who seeks him out, provided such a quest(and the request they make of him) is reasonable and will not directly harm other Oozelords. Many Oozelords have come to see him as a mentor for these actions, and his lair has come to be a gathering place, and neutral ground, for Oozelords to frequent. Those that gain his favor or preform a suitable task for him may be rewarded with one of his rare castings of Greater Ooze's Might(See spells), along with a casting of Permanency to maintain the spell forever. Surprisingly, the dragon bears a strong dislike of Juiblex, some say as a rival, others say as a perversion of the ooze form, and his followers gain no special favor. Grimlek – A TN Janni/Stoneeater 3, Grimlek has found himself in the services of Dre'lash'la, scattering his special potions across the world for Oozelords to discover. While he was initially an unwilling party to the arrangement, he has found joy in a stready stream of profits and the constant travel he enjoys, and he has even procurred a copy for himself, beginning to advance in the class. His only act of disobedience is to keep the larger potions to himself, charging a much higher rate through his own shops, and greatly fears the dragon's wrath if he ever found out. However, Dre'lash'la is already aware of the fact, and is nothing but impressed at the Janni's creativity, insuring that the more potent and harder to create potions go to the people he made them for. Lenond – A CG human Fighter 5/Steeleater 6, Lenold has been chasing a cabal of Jubliex worshipers across the country in order to end their plans. He has finally traced them to the small city of Gunthal, but is unable to locate their base of operations. Coming to a dead end, he has taken the job of a night watchmen in order to protect the local population from falling victim to the group, and has thus far succeeded in his goals, despite several attacks. However, suspicions have begun to mount against him, as he has always been the first to find victims of attack, and the latest string of victims has seen him, talking of a different, more metallic ooze fending the others off. Lenond hopes to hire some traveling adventurers to help him bring this case to a close, though he has no intention of revealing his own secret. Thea – A LN Half-Orc monk 5/Flesheater 5, Thea wanders the world as a mercenary and exterminator, seeking to find a balance between her human form, ooze form, and monk abilities. To that end, when she hears of another Oozelord, she seeks them out, challenging them to non-lethal combat to test her own progress(Thea is quite willing to respond in kind if her opponent turns such combat to a more deadly affair) However, Thea is also on the run, her own monastery of Kord wanting to put her to justice for her sullying(in their mind) of the group's practices. Special Items Created by the dragon Dre'lash'la, these special items are designed specifically for the Oozelord class. Due to their secretive nature and lack of organized meetings, most such items are disguised more common fare, and even newer Oozelord's may not notice them. Such items brandish the symbols out of "A Guide to Oozes, Slimes, and Molds of the Multiverse" disguised as a creators signature. Those who have read one of it's kind notice these on a DC 10 spot check(or, if they are aware of them, can find them automatically). However, such items, disguised as they are, are hard to come by. If a character is searching for such an item, roll a 1d10. On a result of 5 or better, the potions can be found, on a 4 or less, they are not in the current city. Increase the result needed by 1 for every city smaller the town is from small city, and decrease the result needed by 1 for every size larger. Potion of Minor Ooze's Might – Disguised as a Potion of Cure Light Wounds heightened to 3rd level, this item functions identical to such an item. However, if an Oozelord drinks it, they gain the following benefits. Minor Ooze's Might – For the next 3 hours, the effected ooze or Oozelord's slam attacks, acid attacks, or any other attacks made in ooze form are considered a +1 weapon for the purposes of overcoming damage reduction. Cost: 100GP Potion of Lesser Ooze's Might – Disguised as a potion of Cure Moderate Wounds heightened to 6th level, this item functions identically to to such an item. However, if an Oozelord drinks it, they gain the following benefits. Lesser Ooze's Might – For the next six hours, the affected ooze or Oozelord's slam attacks, acid attacks, or any other attacks made in ooze form are considered a +2 weapon for the purposes of overcoming damage reduction. Cost: 500GP Potion of Ooze's Might – Disguised as a Potion of Cure Serious Wounds heightened to 12th level, this item functions identical to such an item. However, if an Oozelord drinks it, they gain the following benefits. Ooze's Might – For the next twelve hours, the affected ooze or Oozelord's slam attacks, acid attacks, or any other attacks made in ooze form are considered a +3 weapon for the purposes of overcoming damage reduction. Cost: 1000GP Potion of Greater Ooze's Might – Found only in one of Grimlek's shops(see characters, above), the Janni or one of his servents are instructed to sell these items to Oozelord's who domestrate their power. In order to increase his chances of finding potetional customers, Janni often leaves a hidden message on one of the lesser potions, triggered to reveal itself when an Oozelord uses it(5% chance, roll when the potion is consumed. Greater Ooze's Might – For the next 18 hours, the affected ooze or Oozelord's slam attacks, acid attacks, or any other attacks made in ooze form are considered a +4 weapon for the purposes of overcoming damage reduction. Potion of Ultimate Ooze's Might – Only found with Grimlek himself on his travels, a character must specially order this rare and sought after potion. They arrive 1d6 hours later through one of the many magical means that the Janni employs. Cost: 2000GP Spells Created specifically by Dre'lash'la to overcome the weaknesses of the Oozelord's form, these spells are currently only known by him, and he's been loathe to share them, even to other Oozelord casters. All of the spells, even the most powerful, can have Permanency casted on them, though the experience cost is rather high for doing so. Transmutation Minor Ooze's Might Level: Soc/Wiz 1 Components: S Casting Time: 1 standard action Range: Close(25ft + 5ft/level) Target: One ooze or Oozelord Saving Throw: Will negate(harmless) Duration: 1 hour/level(max 6 hours) The affected ooze or Oozelord's slam attacks, acid attacks, or any other attacks made in ooze form are considered a +1 weapon for the purposes of overcoming damage reduction for the duration of the spell. Permanency Cost: 1000xp Transmutation Lesser Ooze's Might Level: Soc/Wiz 2 Components: S Casting Time: 1 standard action Range: Close(25ft + 5ft/level) Target: One ooze or Oozelord Saving Throw: Will negate(harmless) Duration: 1 hour/level(max 12 hours) The affected ooze or Oozelord's slam attacks, acid attacks, or any other attacks made in ooze form are considered a +2 weapon for the purposes of overcoming damage reduction for the duration of the spell. Permanency Cost: 2000xp Transmutation Lesser Ooze's Might Level: Soc/Wiz 4 Components: S Casting Time: 1 standard action Range: Close(25ft + 5ft/level) Target: One ooze or Oozelord Saving Throw: Will negate(harmless) Duration: 1 hour/level(max 24 hours) The affected ooze or Oozelord's slam attacks, acid attacks, or any other attacks made in ooze form are considered a +3 weapon for the purposes of overcoming damage reduction for the duration of the spell. Permanency Cost: 4000xp Transmutation Greater Ooze's Might Level: Soc/Wiz 5 Components: S Casting Time: 1 standard action Range: Close(25ft + 5ft/level) Target: One ooze or Oozelord Saving Throw: Will negate(harmless) Duration: 24 hours. The affected ooze or Oozelord's slam attacks, acid attacks, or any other attacks made in ooze form are considered a +4 weapon for the purposes of overcoming damage reduction for the duration of the spell. Permanency Cost: 5000xp Transmutation Ultimate Ooze's Might Level: Soc/Wiz 7 Components: S Casting Time: 1 standard action Range: Close(25ft + 5ft/level) Target: One ooze or Oozelord Saving Throw: Will negate(harmless) Duration: 1 day/level(max 5 days) The affected ooze or Oozelord's slam attacks, acid attacks, or any other attacks made in ooze form are considered a +5 weapon for the purposes of overcoming damage reduction for the duration of the spell. Permanency Cost: 7000xp Roleplaying Knowledge The entire class, and everyone who has become a part of it, centers around a single book; "A Guide to Oozes, Slimes, and Molds of the Multiverse". This book is hard to come by and rare to be seen, and sometimes seems to only be found by those who truly desire it, even if they are unaware of it's existence. This has led some scholars to suggest that the book has some sort of magical spell placed on it, a powerful charm that leads it, and those that wish for it, to each other. Those who read the book find it true to it's name, initially, discussing the various oozes to populate the various planes. However, further reading reveals the secrets of becoming an Oozelord, and even provides the various magical spells and incantations required to do so. Such pages and specially designed scrolls that allow anyone, not just those skilled in magic, to use them, a feat which has left more than one wizard eager to discover the method to such a process. There are ten total pages in the book that detail each level of advancement, and the Oozelord in question must use each page in order to advance. Thus, such a book is vital to the career of an Oozelord, and it can always be found in their possession(naturally, the creators of the books had the forethought to render them immune to acid, so they are safe in their owner's hands) Once used, a page loses it's magic, though it does not disappear, so any book found will have the mundane details of how to advance within. Hunters use the book as a way to find their prey, and even master Oozelord's continue to keep their copy, often as a decoy for said hunters. The original creator of the book is completely unknown, and while some have suggested it was Dre'lash'la to create them, even the dragon is incapable of such powerful magic. Furthermore, whatever magic creates and balances an Oozelord is beyond realm of traditional magic to affect, even Antimagic fields, while suppressing their powers, do not cause lesser Oozelord's to consume themselves as a normal ooze would. Whatever their true origin, the book itself seems to have no purpose other than to create Oozelord's, and no intent, evil or good, has even been found to be contained within the pages. The Advancement of an Oozelord(and notes on True Sight) Oozelord's advance by slowly becoming an ooze. The process is for the most part painless, though many Oozelord's will balk at some of the transformations that the class requires. Below is a general outline of the various stages of the Oozelord. 1st level – The initial change to Oozelord involves the character's blood become the ooze. At this point, it retains the original color of such blood, and even retains it's function, bringing air to the lungs, clotting wounds, and otherwise acting as normal. Complex and powerful spells prevent the ooze from eating away at the rest of the body, spells that expend as the Oozelord grows. At this point, anyone with True Sight who looks at a Oozelord must succeed on a DC 25 Spot check to notice something amiss with the character, and even then, they are unable to exactly tell what is it they see. 2nd Level – Further changes are in the muscles of the Oozelord, becoming a strong gel like substance that replaces their functions. At this point, such ooze takes on it's natural color, and even the blood reverts. A character with True Sight needs a DC 20 spot check to notice this problem, and a DC 20 Knowledge (Arcane) check to identify what it is. 3rd level – At this point, the Oozelord's stomach becomes part of the ooze, and it is here that the Oozelord begins to finally show major signs of it's change. With his stomach changed, the Oozelord can finally begin to feed on natural materials, and while normal food will still suffice, the character will begin to feel cravings for either stone or metal(a Flesheater, on the other hand, will simply change his diet to include more meat). They preform this act not in the traditional method(unless the original creature is capable of eating metal and stone without problems), but in the method an ooze employs; by placing their body(often a hand) on the object in question and dissolving it. Ten pounds of material a day is considered a full set of meals for an Oozelord, though they can easily live on nothing more than a single pound without any sort of problem. The Spot DC and Knowledge DC at this level remain identical. 4th level - The complex magic of the book preforms further adjustment in this step, altering the skin to coexist with the ooze, allowing the Oozelord to retain their outer appearance. A benefit to this step is that the skin becomes as malleable as the ooze, allowing it to alter it's shape and appearance at will, as well as be regrown between transformations. 5th level – Next on the list of changes are the various minor organs in the body. Those still vital to the Oozelord(such as the lungs, heart, brain and vocal cords) remain untouched, but the intestines and other, smaller organs are converted to ooze. It is important to note that the Oozelord at this point begins to lose bodily functions, no longer needing to defecate or otherwise purge waste. The Spot DC and Knowledge DC remains unchanged at this level. 6th level – Perhaps the most drastic change of the Oozelord, at this point, all the flesh and bone of the Oozelord is converted into the ooze form, allowing for their transformation. However, major organs still remain, and can be seen floating inside the Oozelord, even while they are transformed. Such organs are still vital to the existence of character, and thus, they remain vulnerable to critical hits. At this point, no Spot check is needed to identify the Oozelord for what he is, though the knowledge check remains. 7th Level – At this stage, what remains of all but the most vital of the organs(such as the eyes and vocal cords) are converted, leaving only the heart, the lungs, and the brain unmodified. The complex spells of the book come into serious play here, allowing the Oozelord to form duplicates and continue abilities such as speech or sight. Interestingly enough, these functions can not be duplicated while the Oozelord is transformed, whether a defect of the spell or an intentional weakness remains unknown. 8th level – At this point, the heart, which has been rendered moot, is broken down into ooze, leaving only the brain and lungs left. By now, all functions except breathing have been converted. 9th level – The lungs are next to go, leaving only the brain and skin. 10th level – The brain is integrated into the ooze, once again by the power of the natural magic. Oozelord mages has surmised that the brain is not actually converted into ooze, but instead is broken up and scattered throughout the body, allowing the Oozelord to retain it's intelligence while still gaining the benefits of the lack of vital areas of an ooze. At this point, the Oozelord has completely become an ooze, only a thin layer of altered skin separate it from the outside world. |
| dman1123504-29-08, 04:53 PM | Before anything else, check out the PrC Builder's Cheat Sheet at the top of the forum. Use the PrC template there to make it look nice. Also, the Guide to Homebrewing linked in my Handy Haversack is a useful tool. And finally, read On the Philosophy of Class Design, also linked in my HH. |
| Neokirby6405-10-08, 02:36 AM | I would suggest nixing the casting levels entirely as no caster in their right mind would want to lose that many caster levels. Besides, most (if not all) prestige classes which improve casting require it. If you followed my advice the stone eater would need to be redone. Another thing: the flesh eater's con damage is very good compared to the underwhelming damage of the other abilities. If they were used as standard slam attacks instead of a full round action it would be better. Many things could be made clearer too, but otherwise a cool class. I didn't like the 3.0 version and this is the best remake of it I've seen yet. |
| Shamgi05-20-08, 09:25 PM | Bump. |
| Shamgi06-02-08, 09:29 AM | and a few minor changes. |
| Neokirby6406-03-08, 06:56 PM | I like the changes but I still have two issues: 1. I don't think that melee touch attacks should take a full round action. If they were a standard action it would be much better and not unbalancing at all. Maybe consider adding a save to the flesh eater's con damage? Probably not necessary, but it adds up very quickly. If a save was added, then if the target succeeded on their save they would still take the regular damage as if wood or steel. 2. The formatting looks really weird with random returns in the middle of a sentence. |