From Compendium of Worldly Lore
LocalFishman (talk | contribs) (Added Ooze Control, Summary and Starting Gold) |
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|Source=Homebrew | |Source=Homebrew | ||
|Role=Tank | |Role=Tank | ||
|Summary= | |Summary=Ochremancers are interesting as these are one of the solely tank focused builds for a base class. They slowly turn into slime and although they don't get that same martial proficiency as other tanky fighters the ochremancers get some impressive control abilities at high level, several resistances to damage types and even critical hits. Their main damage output is in their sludge bomb ability filling their foes with acidic slime slowly melting foes into nothing but puddles of goo they can now control. | ||
|Alignment=No requirement, but tend to Evil | |Alignment=No requirement, but tend to Evil | ||
|Description=Foul creature slowly disincorporating into slime | |Description=Foul creature slowly disincorporating into slime | ||
|Abilities=Constitution for health and abilities, Dexterity for aiming | |Abilities=Constitution for health and abilities, Dexterity for aiming | ||
|Hit Die=d10 | |Hit Die=d10 | ||
|Starting Gold= | |Starting Gold=2d4 x10 | ||
|Class Skills=Balance, Bluff, Climb, Concentration, Escape Artist, Hide, Knowledge (dungeoneering), Listen, Move Silently, Search, Spot, Tumble | |Class Skills=Balance, Bluff, Climb, Concentration, Escape Artist, Hide, Knowledge (dungeoneering), Listen, Move Silently, Search, Spot, Tumble | ||
|Base Skill Points=4 | |Base Skill Points=4 | ||
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{{Class Feature | {{Class Feature | ||
|Name=Ooze Control | |Name=Ooze Control | ||
|Type= | |Type=Sp | ||
|Content=This one's | |Content=At 15th level the Ochremancer can control other oozes or even other humanoids, provided they are ooze-afflicted. To be ooze afflicted the Ochremancer must impart part of their body within an ooze or another humanoid. Sludge Bomb or any similar attack from the ochremancer qualifies in order to make a creature ooze-afflicted. As a standard action the Ochremancer, can set apart a small portion of his slime body and launch it toward an ooze or humanoid. This is similar to using a sludge bomb with no damage, but with the same range increments. In either case, Oozes are given no Will Save to avoid this effect, though humanoids can resist control with a Will Save (DC 10 + ½ ochremancer level + controlling ochremancer’s Constitution modifier). A successful save resists control and foils any further attempts for 24 hours. | ||
The ability functions as the spell dominate person/monster. This effect lasts for one minute on humanoids, during which the affected humanoid takes 1d4 acid damage per round. This does not entitle the creature to any new additional saving throws. The caster level is equal to the ochremancer level and he can use this ability up to as many times per day as his ochremancer level. If an ooze's HD exceeds his allotted control, the newly controlled ooze creatures falls under your control and previous castings become uncontrolled (you choose which creatures are released). | |||
Oozes typically have no intelligence, so the control of regular oozes are that of simple commands. Ochremancers, however, can communicate with the controller as the spell's description. Unlike the spell, protection from evil or a similar ward does not bar the effects of giving command or sensory motion, though an antimagic field or wide area alignment effect (opposed by the controller's alignment) does, though does not release control of the ochremancer. Ochremancers, but not oozes, remember their controllers. | |||
}} | }} | ||
{{Class Feature | {{Class Feature | ||
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|Content=At 20th level, the ochremancer’s journey of transformation has reached its peak. His type now changes to ooze, but he retains his Intelligence score and therefore the vulnerability to mind-affecting effects. As an ooze, he is now immortal and does not need to eat or sleep, but he must still breathe. He is now immune to poison, sleep effects, paralysis, polymorphing, and stunning, His electricity resistance also turns to electricity immunity. He also gains a slam attack based on his size (see table below). | |Content=At 20th level, the ochremancer’s journey of transformation has reached its peak. His type now changes to ooze, but he retains his Intelligence score and therefore the vulnerability to mind-affecting effects. As an ooze, he is now immortal and does not need to eat or sleep, but he must still breathe. He is now immune to poison, sleep effects, paralysis, polymorphing, and stunning, His electricity resistance also turns to electricity immunity. He also gains a slam attack based on his size (see table below). | ||
{| class="wikitable" | In his natural form (his ooze form), the ochremancer is now considered blind, although he still has his blindsight ability. If he changes forms using metamorphosis, he regains his normal vision but loses the benefits of blindsight. | ||
}} | |||
{| class="wikitable" | |||
|- | |- | ||
! Size Category | ! Size Category | ||
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| 4d8 | | 4d8 | ||
|} | |} | ||
{| class="wikitable" | {| class="wikitable" | ||
|- | |- | ||
! rowspan="2" | Level | ! rowspan="2" | Level |
Latest revision as of 14:54, 6 June 2023
Ochremancers are interesting as these are one of the solely tank focused builds for a base class. They slowly turn into slime and although they don't get that same martial proficiency as other tanky fighters the ochremancers get some impressive control abilities at high level, several resistances to damage types and even critical hits. Their main damage output is in their sludge bomb ability filling their foes with acidic slime slowly melting foes into nothing but puddles of goo they can now control.
Role: Tank
Characteristics: Foul creature slowly disincorporating into slime
Source: Homebrew
Game Rule Information
The Ochremancer has the following game statistics.
Abilities: Constitution for health and abilities, Dexterity for aiming
Alignment: No requirement, but tend to Evil
Hit Die: d10
Starting Gold: 2d4 x10
Class Skills
The Ochremancer's class skills are Balance, Bluff, Climb, Concentration, Escape Artist, Hide, Knowledge (dungeoneering), Listen, Move Silently, Search, Spot, Tumble
Skill Points at 1st Level: (4 + Int modifier) × 4
Skill Points at Each Additional Level: 4 + Int modifier
Class Features
All of the following are class features of the Ochremancer.
Weapon and Armor Proficiency: A Ochremancer is proficient with all simple weapons, all light armor
Sludge Bomb Ex: An ochremancer has the ability to create a mass of sickly, pungently smelling goop that he can launch from his hand.
A sludge bomb has a range 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. It deals 1d6 points of acid damage per every 4 ochremancer levels (1d6 at 1st, 2d6 at 5th, 3d6 at 9th, 4d6 at 13th, 5d6 at 17th and maxing out at 6d6 at 20th level).
Caustic Slime Ex: An ochremancer’s flesh is covered by a thin layer of corrosive liquid that deals acid damage to any object he touches. For every full round of contact he has with an object, he deals an amount of damage to it equal to his level. The ochremancer can suppress this ability at will, and limit it such that only objects he touches with his hands will be affected (worn items and equipment will remain functional). Due to its composition, the slime does not affect organic materials.
Blindsight Ex: An ochremancer takes on many traits of the oozes he reveres. Even though he is not blind, an ochremancer gains blindsight up to a distance of 5 feet per level.
Achromatic Ex: An ochremancer can alter his body chemistry to make him colorless and completely transparent at will. He may now use the Hide skill while being observed, and gains a bonus to Hide checks equal to one half his ochremancer level (rounded down).
Electricity Resistance Ex: The acid coating (and eventually composing) the ochremancer’s body is tremendously strong, taking on the proprieties of most other oozes. He gains electricity resistance 5 at 3rd level. This value increases to 10 at 8th level, 15 at 12th level, and finally 20 at 16th level.
Emulsion Adhesive Ex: An ochremancer has the able to secrete a sticky substance from his pores that adheres instantly to solid surfaces. At 4th level, he can climb walls and other sheer surfaces as if under the effect of a spider climb spell.
Viscosity Ex: At 4th level, an ochremancer’s flesh has thickened to the point where it absorbs the force of attacks (imagine trying to slash a sword through a cube of molasses). He gains a +1 natural armor bonus, which increases by +1 every four levels thereafter. This bonus stacks with any other form of natural armor the ochremancer may have.
Fortification Ex: An ochremancer’s body is highly resistant to weapons. He is unaffected by 25% of critical hits at 5th level. This resistance increases to 50% at 10th level and 75% at 15th level.
Dissimilation Ex: At 6th level, an ochremancer gains the ability to break down his body into formless goo. In this form, his base speed decreases to 10 feet and he cannot run; he can, however, slip through small holes and narrow openings, even cracks, without making an Escape Artist check. His Dexterity drops to 1 in this form and he loses any bonuses offered by worn armor, but he retains his natural armor bonus and gains damage reduction at a rate of one half his class level rounded down (so at 6th level he would have DR 3/-.) Through inexplicable means, anything under that of a light load that the ochremancer carries with him is shifted as well and unharmed by the transformation, while everything else is left behind (and takes acid damage). The ochremancer loses his ability to make attacks or use his sludge bomb while dissimilated, but any creature that comes into contact with him (through a melee attack or otherwise) takes 1d6 points of acid damage per two levels of ochremancer and any object that he designates is automatically affected by his caustic slime.
Dissimulating and stimulating is a move-equivalent action that provokes an attack of opportunity.
Ketoacidosis Ex: An ochremancer’s veins are no longer filled with blood, but instead with a viscous, acidic ichor that creates a powerful defense mechanism. When a 7th level ochremancer is struck by a melee piercing or slashing weapon, the attacker must succeed on a Reflex save (DC 10 + damage dealt) or take 1d4 points of acid damage.
Mercurial Vapors Ex: As a standard action, a 10th level ochremancer can release a cloud of toxic fumes in a 20 foot radius twice per day, and gains an additional daily use of this ability every four levels thereafter. Those caught in this cloud must succeed a Fortitude save (DC 10 + ½ ochremancer level + ochremancer’s Constitution modifier) or be nauseated for 1d4 rounds. Anyone who succeeds the saving throw against the fumes quickly acclimates and is immune to the effects of mercurial vapors for 24 hours.
Denaturation Ex: At 11th level, the acid generated by an ochremancer is so potent that it bypasses the acid resistance of other creatures. He may now bypass an amount of acid resistance equal to his ochremancer level plus his Constitution modifier.
Swell Ex: An ochremancer of 13th level or higher has attained a great deal of control over his dissimilated form. When he dissimilates, he may now assume the form of a cube of solid sludge instead of the normal puddle of ooze. This cube takes up an amount of space equal to a creature one size larger than the ochremancer. In this alternate form of dissimilation he loses his damage reduction and ability to slip through cracks, but instead gains the ability to mow down and engulf creatures the size of the cube or smaller that fail a Reflex save (DC 10 + ½ ochremancer level + Constitution modifier) when he attempts to move through them. Success indicates that the opponent is merely pushed back instead of being engulfed. Attempting to engulf a creature provokes an attack of opportunity against the ochremancer, but an opponent who attempts the attack of opportunity loses their Reflex save and is automatically engulfed.
An engulfed creature takes 1d6 points of acid damage per two ochremancer levels (round down) per turn that they are inside the ochremancer. This ability is a full round action.
Metamorphosis Ex: Using the fluid properties of his body, a 14th level ochremancer is able to reshape the contours of his physical form at will. This is similar to the alter self spell, except the changes are physical and therefore cannot be dispelled. Since the metamorphosis is achieved by changing the chemical structure of his body, most of the ochremancer’s other abilities (except ketoacidosis) are negated in this form, and as a result he must forego his disguise to reach full combat effectiveness. The ochremancer will also instantly, involuntarily change forms if physically damaged, due to the activation of his ketoacidosis. Voluntarily shifting forms, either to a different form or to his natural form, is a standard action.
Ooze Control Sp: At 15th level the Ochremancer can control other oozes or even other humanoids, provided they are ooze-afflicted. To be ooze afflicted the Ochremancer must impart part of their body within an ooze or another humanoid. Sludge Bomb or any similar attack from the ochremancer qualifies in order to make a creature ooze-afflicted. As a standard action the Ochremancer, can set apart a small portion of his slime body and launch it toward an ooze or humanoid. This is similar to using a sludge bomb with no damage, but with the same range increments. In either case, Oozes are given no Will Save to avoid this effect, though humanoids can resist control with a Will Save (DC 10 + ½ ochremancer level + controlling ochremancer’s Constitution modifier). A successful save resists control and foils any further attempts for 24 hours.
The ability functions as the spell dominate person/monster. This effect lasts for one minute on humanoids, during which the affected humanoid takes 1d4 acid damage per round. This does not entitle the creature to any new additional saving throws. The caster level is equal to the ochremancer level and he can use this ability up to as many times per day as his ochremancer level. If an ooze's HD exceeds his allotted control, the newly controlled ooze creatures falls under your control and previous castings become uncontrolled (you choose which creatures are released).
Oozes typically have no intelligence, so the control of regular oozes are that of simple commands. Ochremancers, however, can communicate with the controller as the spell's description. Unlike the spell, protection from evil or a similar ward does not bar the effects of giving command or sensory motion, though an antimagic field or wide area alignment effect (opposed by the controller's alignment) does, though does not release control of the ochremancer. Ochremancers, but not oozes, remember their controllers.
Amorphous Ex: An ochremancer no longer has any discernible anatomy at 18th level. He now cannot be flanked, and is immune to critical hits as well as sneak attacks and nonlethal damage.
Wall of Sludge Ex: At 19th level, the ochremancer’s ability to swell increases in size and potency. When he decides to swell, he may now form a cube up to two size categories larger than his normal size.
The Blob Ex: At 20th level, the ochremancer’s journey of transformation has reached its peak. His type now changes to ooze, but he retains his Intelligence score and therefore the vulnerability to mind-affecting effects. As an ooze, he is now immortal and does not need to eat or sleep, but he must still breathe. He is now immune to poison, sleep effects, paralysis, polymorphing, and stunning, His electricity resistance also turns to electricity immunity. He also gains a slam attack based on his size (see table below).
In his natural form (his ooze form), the ochremancer is now considered blind, although he still has his blindsight ability. If he changes forms using metamorphosis, he regains his normal vision but loses the benefits of blindsight.
Size Category | Slam Damage |
---|---|
Fine | 1d2 |
Diminutive | 1d3 |
Tiny | 1d4 |
Small | 1d6 |
Medium | 1d8 |
Large | 2d6 |
Huge | 2d8 |
Gargantuan | 4d6 |
Colossal | 4d8 |
Level | Base Attack Bonus |
Saving Throws | Special | ||
---|---|---|---|---|---|
Fort | Ref | Will | |||
1st | +0 | +2 | +0 | +2 | Sludge Bomb 1d6, Caustic Slime, Blindsight |
2nd | +1 | +3 | +1 | +3 | Achromatic |
3rd | +2 | +3 | +1 | +3 | Electricity Resistance 5 |
4th | +3 | +4 | +1 | +4 | Emulsion Adhesive, Viscosity +1 |
5th | +3 | +4 | +2 | +4 | Sludge Bomb 2d6, Fortification 25% |
6th | +4 | +5 | +2 | +5 | Dissimilation |
7th | +5 | +5 | +2 | +5 | Ketoacidosis |
8th | +6/+1 | +6 | +3 | +6 | Electricity Resistance 10, Viscosity +2 |
9th | +6/+1 | +6 | +3 | +6 | Sludge Bomb 3d6, Mercurial Vapors 2/day |
10th | +7/+2 | +7 | +3 | +7 | Fortification 50% |
11th | +8/+3 | +7 | +3 | +7 | Denaturation |
12th | +9/+4 | +8 | +4 | +8 | Electricity Resistance 15, Viscosity +3 |
13th | +9/+4 | +8 | +4 | +8 | Sludge Bomb 4d6, Mercurial Vapors 3/day, Swell |
14th | +10/+5 | +9 | +4 | +9 | Metamorphosis |
15th | +11/+6/+1 | +9 | +5 | +9 | Fortification 75%, Ooze Control |
16th | +12/+7/+2 | +10 | +5 | +10 | Electricity Resistance 20, Viscosity +4 |
17th | +12/+7/+2 | +10 | +5 | +10 | Sludge Bomb 5d6, Mercurial Vapors 4/day |
18th | +13/+8/+3 | +11 | +6 | +11 | Amorphous |
19th | +14/+9/+4 | +11 | +6 | +11 | Wall of Sludge |
20th | +15/+10/+5 | +12 | +6 | +12 | Sludge Bomb 6d6, The Blob, Viscosity +5 |