The Lord of Coils |
I've always been intrigued by the concept of an ooze character, and recently I've discovered the awaken ooze spell from dragon #304. So I've got a few questions:
What ooze is most player-friendly? If any at all?
What classes stack well with an ooze's abilities?
Is there any way to change an ooze's size or maybe take humanoid-ish shape?
What about equipment?
Any suggestions?
Mikaze |
2 people marked this as a favorite. |
I've always been intrigued by the concept of an ooze character, and recently I've discovered the awaken ooze spell from dragon #304. So I've got a few questions:
What ooze is most player-friendly? If any at all?
THIS! :D
And if you're looking for a way to fit them into Golarion... Nex has a very bizarre ooze lake that they've been dumping magical waste product and people into for quite some time. Given what happened with the Ghoran, a plant race they created partially by accident, there's no telling what else has been born in that country.
Azaelas Fayth |
Azaelas Fayth wrote:@AndIMustMask: Why not a Gelatinous Cube Samurai! 10 Whose Line Points if you can name the reference.i cannot. i have disgraced my family.
Rusty & Co!
@Ascalaphus: You also forgot to remove that space in well... space. It has more to do with it is over an hour old.
The Lord of Coils |
THIS! :D
And if you're looking for a way to fit them into Golarion... Nex has a very bizarre ooze lake that they've been dumping magical waste product and people into for quite some time. Given what happened with the Ghoran, a plant race they created partially by accident, there's no telling what else has been born in that country.
I already own this supplement, and though I liked it and thought it was very flavourful, they just weren't oozey enough for me, with being in a fixed form and all. Thanks for the suggestion though!
Axolotl |
Nicolas Logue Contributor |
The Lord of Coils |
Ok, so I've whipped up an Ochre Jelly monk, whose strategy is to split and split and split until I can overwhelm my enemy with goop. My GM has house-ruled that the duplicates remain for a number of rounds equal to my hit dice, and as long as I'm in an adjacent square I can reabsorb them.
Jubilexia
Ochre Jelly Monk (Martial Artist) 3
CE Large Aberration
Init +4; Senses blindsight; Perception +15
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Defense
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AC 13, touch 13, flat-footed 13 (-1 size)
hp 171 (9d8+99)
Fort +17, Ref +7, Will +11
Defensive Abilities evasion, ooze traits; Immune flanking, slashing and piercing damage, critical hits, electricity, poison, polymorph, precision damage, sleep, stunning
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Offense
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Speed 20 ft., climbing (10 feet)
Melee Constrict (Ochre Jelly) +10 (2d4+6/x2) and
. . Slam (Ochre Jelly) +11 (2d6+6/x2) and
. . Unarmed strike +10/+5 (1d8+5/x2)
Space 10 ft.; Reach 5 ft.
Special Attacks flurry of blows +1/+1
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Statistics
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Str 16, Dex 11, Con 30, Int 13, Wis 18, Cha 8
Base Atk +6; CMB +11 (+13 Grappling); CMD 24 (26 vs. Grapple, can't be Tripped)
Feats Deflect Arrows, Feral Combat Training (Slam), Improved Grapple, Improved Initiative, Improved Natural Attack (Slam [Ochre Jelly]), Improved Unarmed Strike, Stunning Fist (4/day) (DC 19), Toughness +9, Weapon Focus (Slam)
Skills Acrobatics +0 (-4 jump), Climb +16, Fly -2, Intimidate +10, Knowledge (history) +7, Knowledge (religion) +7, Linguistics +3, Perception +15, Sense Motive +12, Stealth +4
Languages Aklo, Azlanti, Common, Polyglot
SQ ac bonus +4, acid, fast movement (+10'), maneuver training, pain points, split, stunning fist (stun), unarmed strike (1d6)
Other Gear Amulet of mighty fists +2, Belt of physical might (Dex & Con +2), Cloak of resistance +2, Handy haversack (empty), 1000 GP
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Special Abilities
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AC Bonus +4 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Acid (Ex) An ochre jelly secretes a digestive acid that dissolves only flesh (not bone) when it strikes a foe-creatures not made of flesh (including most constructs and oozes, skeletal undead, plants, and incorporeal creatures) are immune to the ochre jelly's acid
Blindsight (60 feet) Sense things and creatures without seeing them.
Climbing (10 feet) You have a Climb speed.
Deflect Arrows Deflect an incoming arrow once per round.
Evasion (Ex) If you succeed at a Reflex save for half damage, you take none instead.
Fast Movement (+10') The Monk adds 10 or more feet to his base speed.
Feral Combat Training (Slam) Use Improved Unarmed Strike feats with natural weapons
Flurry of Blows +1/+1 (Ex) Make Flurry of Blows attack as a full rd action.
Immune to Flanking You are immune to flanking.
Immune to Slashing and Piercing Damage You are immune to slashing and piercing damage.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Electricity You are immune to electricity damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Improved Grapple You don't provoke attacks of opportunity when grappling a foe.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Maneuver Training (Ex) CMB = other BABs + Monk level
Ooze Traits All oozes are immune to paralysis, poison, polymorph, sleep, and stun.
Pain Points (Ex) At 3rd level, a martial artist's advanced knowledge of humanoid anatomy grants a +1 bonus on critical hit confirmation rolls and increases the DC of his stunning fist and quivering palm by 1. This ability replaces still mind.
Split (Ex) Slashing weapons, piercing weapons, and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original creature's current hit point total, rounded down.
Stunning Fist (4/day) (DC 19) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist.
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
So, critiques?
EDIT: Actually, I just noticed some mistakes. Need to fix that....
EDIT 2: Fixed!
blackbloodtroll |
blackbloodtroll wrote:Though your concept intrigues me, after looking at the brain ooze, it just isn't oozey enough.Brain Ooze Cave Druid makes more sense to me.
Mastermind Ooze, who is master of Oozes, and can take the form of other Oozes.
Vespergaunt works with this just as well.
blackbloodtroll |
The Lord of Coils |
Do you think I'd be able to keep up with the party though? We've got the aforementioned babau assassin, giant barbarian, and tengu cleric, as well as a human gunslinger. Am I filling a niche that's already filled? Is it possible to make a monster caster on par with a 0 HD race? Third party included?
Silent Saturn |
If you want to make the caster be equivalent in power to a 0HD race, I'd say pick a race whose abilities don't actually lend themselves to spellcasting. Perhaps a Bugbear Wizard, or a Choker Sorcerer?
Something tells me this campaign isn't really going to be about having a well-balanced party power-wise, though, so as long as the group is having fun I'd say go for it.
The Lord of Coils |
How about this one? Better? Worse?
Jubilexia
Female Ochre Jelly Demoniac 2, Oracle 1
CE Large Aberration
Init +11; Senses blindsight; Perception +6
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Defense
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AC 16, touch 16, flat-footed 9 (+7 Dex, -1 size)
hp 132 (9d8+81)
Fort +12, Ref +10, Will +5
Defensive Abilities ooze traits; Immune flanking, slashing and piercing damage, critical hits, electricity, paralysis, poison, polymorph, precision damage, sleep, stunning
Weakness oracle's curses (haunted), damned
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Offense
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Speed 10 ft., climbing (10 feet)
Melee Constrict (Ochre Jelly) +8 (2d4+6/x2) and
. . Slam (Ochre Jelly) +8 (2d6+6/x2)
Space 10 ft.; Reach 5 ft.
Oracle Spells Known (CL 2):
1 (6/day) Inflict Light Wounds (DC 18), Obscuring Mist, Forbid Action (DC 18)
0 (at will) Create Water, Purify Food and Drink (DC 17), Mage Hand, Detect Poison, Ghost Sound (DC 17), Detect Magic, Mending
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Statistics
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Str 19, Dex 4, Con 28, Int 14, Wis 6, Cha 24
Base Atk +5; CMB +10; CMD 17 (can't be Tripped)
Feats Demonic Obedience, Improved Initiative, Improved Natural Attack (Slam [Ochre Jelly]), Iron Will, Noble Scion of War
Skills Acrobatics -3 (-11 jump), Bluff +12, Climb +12, Diplomacy +12, Fly -5, Intimidate +17, Knowledge (planes) +12, Linguistics +4, Perception +6, Spellcraft +12, Stealth -2, Use Magic Device +9
Languages Abyssal, Aklo, Azlanti, Common, Polyglot
SQ acid, demonic mark (1/day), energumen +2 (strength) (1/day), mysteries (lore), obedience, revelations (sidestep secret), split
Combat Gear Abyssal Amulet; Other Gear Belt of physical might (Str & Con +2), Handy haversack (empty), Headband of alluring charisma +2, 2000 GP
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Special Abilities
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Acid (Ex) An ochre jelly secretes a digestive acid that dissolves only flesh (not bone) when it strikes a foe-creatures not made of flesh (including most constructs and oozes, skeletal undead, plants, and incorporeal creatures) are immune to the ochre jelly's
Amulet of the Abyss: Jubilex Holy symbol and phylactary of faithfulness to the demon lord.
Blindsight (60 feet) Sense things and creatures without seeing them.
Climbing (10 feet) You have a Climb speed.
Damned (Ex) Resurrection attempts on demoniacs must make a CL check to succeed.
Demonic Mark (1/day) (Ex) Demon tatoo powers spell, gains chaotic & evil descriptor and not expended.
Demonic Obedience Defile yourself daily to prove devotion to a demon lord and gain benefits.
Energumen +2 (Strength) (1/day) (Su) Possession grants many bonuses.
Haunted Retrieving stored gear is a Standard action or worse, dropped items land 10' away.
Immune to Flanking You are immune to flanking.
Immune to Slashing and Piercing Damage You are immune to slashing and piercing damage.
Immunity to Critical Hits You are immune to Critical Hits
Immunity to Electricity You are immune to electricity damage.
Immunity to Paralysis You are immune to paralysis.
Immunity to Poison You are immune to poison.
Immunity to Polymorph You are immune to Polymorph effects.
Immunity to Precision Damage You are immune to Precision Damage
Immunity to Sleep You are immune to sleep effects.
Immunity to Stunning You are immune to being stunned.
Obedience (Ex) Must fulfill Obedience to demon lord daily, but can do during spell selection.
Ooze Traits All oozes are immune to paralysis, poison, polymorph, sleep, and stun. Not subject to critical hits, flanking, o
Split (Ex) Slashing weapons, piercing weapons, and electricity attacks deal no damage to an ochre jelly. Instead the creature splits into two identical jellies, each with half of the original creature's current hit point total, rounded down.
TimD |
If your DM is willing to let you convert from old 2E stuff, I remember using a Slithermorph as a very nasty recurring villain in one of my 2E campaigns. Basically intelligent black puddings that could reshape themselves into Yuan-Ti shaped black puddings.
Here is a 3E Slithermorph conversion from ENWorld.
-TimD