From Compendium of Worldly Lore
Requirements
Skills: Alchemy 4 ranks, Swim 4 ranks
Feats: Great Fortitude
Spellcasting: Able to cast 3rd-level arcane or divine spells.
Summary
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 with ooze spell—or if ., someone has, the oozes haven’t 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 cleric of Vecna’s followers might think him clever for becoming an oozemaster, while followers of a cleric of Pelor might seek a new spiritual leader. Racially, half-orcs and gnomes 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 left unprobed.
Role: Spell Utility
Characteristics: Ooze loving indivuals morphing into one and gaining slime properties by their very touch.
Source: Masters of the Wild
Game Rule Information
The Oozemaster has the following game statistics.
Abilities: You need decent charisma as it's dropping by 5 as you progress in the class, if your casting stat isn't charisma you need to augment that too, Dexterity to have higher AC and be better at hiding.
Alignment: Any
Hit Die: d8
Starting Gold: N/A
Class Skills
The Oozemaster's class skills are Alchemy (Int), Concentration (Con), Craft (any) (Int), Disguise (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (any) (Wis), Search (Int), Spellcraft (Int), Spot (Wis), Swim (Str) and Wilderness Lore (Wis).
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 Oozemaster.
Weapon and Armor Proficiency: A Oozemaster is proficient with whatever they were already proficient with prior to taking levels in this class.
Spells per Day/Spells Known: At 2nd level and every other oozemaster level thereafter, the character gains new spells per day (and spells known, if applicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (additional wild shape options, metamagic or item creation feats, or the like). If the character had more than one spellcasting class before becoming an oozemaster, the player must decide to which class to add each oozemaster level for determining spells per day and spells known.
Minor Oozy Touch Su: At 1st level, the oozemaster's hands can secrete a specific kind of ooze. Choose one kind of oozy touch from the table below. The character may, as a full attack action, make a melee touch attack that has the effect listed for that kind of ooze on the table below. The oozemaster can use this ability as often as desired. At 3rd level, he may choose one additional oozy minor oozy touch.
In addition, the oozemaster is immune to the effects of that particular kind of ooze, even in the form of oozy touch attacks from another oozemaster. Thus, an oozemaster with brown mold oozy touch is immune to the effects of all brown mold. This ability confers no special resistance to similar effects that do not stem from the character's selected kind of ooze, so the aforementioned oozemaster is still subject to cold subdual damage from other sources—such as cold weather.
Oozy Glob Su: The oozemaster can throw a glob of the same material as any oozy touch gained at a previous level, with a range increment of 10 feet. This is treated as a grenadelike weapon. He can throw one oozy glob per round. (A character attacks with a grenadelike weapon as a ranged touch attack. Direct hits deal direct hit damage as noted on the table above. All creatures within 5 feet suffer 1 point of the appropriate splash damage. This ability is usable once per day at 2nd level. Thereafter, the oozemaster gains one additional use per day of this ability for every two oozemaster levels he acquires.
Slithery Face Su: At 2nd level, the oozemaster learns to manipulate his facial features, gaining a competence bonus equal to his oozemaster level on Disguise checks.
Charisma Penalty: At 2nd level and every second level thereafter you take a permanent -1 penalty to Charisma.
Malleability Su: At 4th level, the oozemaster can compress his body enough to squeeze through an inch-wide crack. He cannot expand inside a space that offers any resistance, such as an occupied suit of armor.
Major Oozy Touch Su: At 5th, 7th, and 9th level, the oozemaster chooses a kind of major oozy touch from the table below, or from the choices in the Minor Oozy Touch Options table above. This ability is otherwise identical to minor oozy touch.
Indiscernible Anatomy Su: At 6th level, the oozemaster's anatomy becomes difficult to discern. Treat all critical hits and sneak attacks against him as though he were wearing armor with the light fortification power.
Slime Wave Sp: At 8th level, the oozemaster may use Slime Wave once per day as the spell cast by a 13th-level druid.
One with Ooze: At 10th level, the oozemaster is as slimy as the creatures he favors. His type changes to ooze tor determining what effects and items can affect him. He gains the Blindsight feat (hearing based) and becomes immune to flanking, poison, sleep, paralysis, stunning, and all mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects). In addition, he is immune to polymorph other, but he retains any shapechanging ability he previously possessed.
Level | Base
Attack Bonus |
Fort | Ref | Will | Special | Spells per Day/Spells Known |
---|---|---|---|---|---|---|
1st | +0 | +2 | +0 | +0 | Minor oozy touch 1 | — |
2nd | +1 | +3 | +0 | +0 | Charisma penalty —1, oozy glob 1 /day, slithery face | +1 level of existing class |
3rd | +2 | +3 | +3 | +1 | Minor oozy touch 2 | — |
4th | +3 | +4 | +1 | +1 | Charisma penalty —2, oozy glob 2/day, malleability | +1 level of existing class |
5th | +3 | +4 | +1 | +1 | Major oozy touch 1 | — |
6th | +4 | +5 | +2 | +2 | Charisma penalty —3, oozy glob 3/day, indiscernible anatomy | +1 level of existing class |
7th | +5 | +5 | +2 | +2 | Major oozy touch 2 | — |
8th | +6 | +6 | +2 | +2 | Charisma penalty —4, oozy glob 4/day, slime wave | +1 level of existing class |
9th | +6 | +6 | +3 | +3 | Major oozy touch 3 | — |
10th | +7 | +7 | +3 | +3 | Charisma penalty —5, oozy glob 5/day, one with the ooze | +1 level of existing class |
Kind | Damage/Effect |
---|---|
Brown mold | 1d6 + oozemaster level points of cold subdual damage to flesh |
Gray ooze | 1d6 + oozemaster level points of acid damage to flesh, metal, or wood |
Ochre jelly | DC 10 + 1/2 Caster level or stunned and 1d4 + oozemaster level points of acid damage to flesh only |
Phosphorescent fungus | Touched area emits a soft violet glow as a light spell until the fungus is wiped off |
Kind | Damage/Effect |
---|---|
Black pudding | 2d6 + oozemaster level points of acid damage to flesh, metal, wood, or stone |
Gelatinous cube | Fort save (DC 15) or paralyzed for a number of rounds equal to 1d6 + oozemaster level |
Green slime | 1d6 temporary Constitution damage to flesh and 1d6 + oozemaster level points of acid damage to metal or wood |
Yellow mold | 2d4 points of temporary Constitution damage to flesh (DC 15 Fort save for half) |