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Oozemaster

(Masters of the Wild: A Guidebook to Barbarians, Druids, and Rangers variant, p. 67)

Oozemasters relate one-on-one with things that relate to nothing at all.

Requirements

Skills: Alchemy 4 ranks , Swim 4 ranks

Feats: Great Fortitude

Spellcasting: Able to cast 3rd-level arcane or divine spells.


Hit die

d8

Skill points

4 + Int

Class Features

Weapon and Armor Proficiency: Oozemasters gain no weapon or armor proficiencies.

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.

Minor Oozy Touch Options

Kind Damage/Effect
Brown mold 1d6 + oozemaster level points of cold subdual damage to flesh
Cray ooze 1d6 + oozemaster level points of acid damage to flesh, metal, or wood
Ochre jelly 1d4 points of stunning damage 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

Oozy Glob (Sp): 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. See Grenadelike Weapon Attacks in Chapter 8 of the Player's Handbook for more details.) 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.

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 (above).

Major Oozy Touch Options

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)

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 (see Chapter 6) once per day as the spell cast by a 13th-level druid.

One with the 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 version, see Chapter 2) 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.

Advancement

Level BAB 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

Class skills

Skill name Key ability Trained only Armor check penalty
Alchemy Int yes no
Concentration CON no no
Craft INT no no
Disguise CHA no no
Heal WIS no no
Knowledge (nature) INT yes no
Profession WIS yes no
Spellcraft INT yes no
Swim STR no yes
Wilderness Lore Wis no no

Spells for Oozemaster

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