Jester

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graystone wrote:
Robert Brookes wrote:
Ahh. Yeah, unlike monster oozes the oozemorph can't benefit from any item that requires it being held, worn, wielded, etc. So really ioun stones or ioun-like items.
Looks like Inscribe Magical Tattoo is going to be important then. They aren't "held, worn, wielded, etc."

Awesome, I had forgotten about that option entirely!

There's also the Extra Item Slot feat that makes it possible for our hero Ooze to indeed wear a helmet. And pants.


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Robert Brookes wrote:
graystone wrote:
Wei Ji the Learner wrote:


If an Oozemorph goes unconscious or enters an antimagical area, they turn back to a puddle, from the way I've been reading it. The 'fluid form' is considered their 'base form'.

Yes, but it's the SU ability that grants that base form. With it being suppressed, why wouldn't it revert to it's original form? it'd be different if they hadn't put it under the shifting ability but made it it's own EX ability.

And as I pointed out above, the SU ability is a polymorph effect, so you take the movement rate of the form you take: we HAVE no default movement rate for an "protoplasmic blob". I'm also curious if SLA's can be used when spells can't [for unknown reason]. What happens if the base race is a shapechanger? Can my kitsune use it's change shape to take it's human form/fox shape from blob form with it's natural abilities, and if not why? Can it use special move rates [fly, swim, climb]. Can I climb at all [you NEED 2 hands free and you HAVE no hands]. Can you grapple without a –4 penalty for not having 2 free hands? Can I climb a ladder? Do I need to sleep [oozes don't and it's my default form] and am I blind?

This archetype is going to need a series of FAQ's of a whole blog.

Caveat: Not on the design team, but the archetype's original author.

That said, the intention is that all of the Fluidic Body abilities are (Su), but the character's base form is now an ooze. Which is why there's the antimagic field callout. You automatically revert back to ooze form but can't use any other facets of this ability (shapechanging and the like). This doesn't prohibit the use of morphic weapons, since that an (Ex) ability.

So happy to see that you've joined us Robert. I want to assure you that we're doing this because we absolutely love your archetype and would like to understand how it works in depth.

If you don't mind could you explain your philosophy on how the Morphic weapons are meant to deal with damage reduction and competing with other alternatives? As I read it doesn't appear to progress in other ways except for giving you more natural attacks.

Was it intentional that the natural weapons of this archetype should be given the same properties as the claws of a vanilla Shifter's claws would at the same level by any chance?

Thank you for making this archetype btw. <3


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I had a bit of luck and got to see a glimpse of the new Shifter class (Ultimate Wilderness) and the its hilarious archetype: The Oozemorph of a friend's copy. For me who love to play quirky characters this is a Godsend, but there's plenty of question marks that comes with this archetype.

So I thought we could have a this thread to brain storm and try to figure out how we should tackle the...unique challenges this archetype faces.

First of all a caveat: I only got to pour over the base class and archetype for about 5 minutes so I might very well be remembering things incorrectly; this is all based on the notes I took so I apologise in advance if I messed something up. I should get to read it through again soon though.

For those who haven't had the chance to see it yet: The Oozemorph is an inverse version of the regular Shifter. At level 1 you permanently lose your regular shape and become a new creature that's both your old type of humanoid and an Ooze. So for you count as both types for effects such as favoured enemy (ouch!) and other effects such as spells.

Your new form is that of a shapeless ooze, you can't equip, carry or interact with items at all as far as I can tell. Nor can it talk, be sure to invest in linguistics for sign language!

You do get to use Alter self to assume an humanoid form though, half your level times per day and with an hour/level duration. If you exceed that time you need to make fortitude saves to stay in that form. If you fail you revert back to your original form. The same happens when you fall unconscious.

Later on this power can be used to access Beast Shape I & II and also Giant Shape I.

The biggest question that arises for me is: How is the Oozemorph ever going to be a threat in combat? Granted at first level it gets two natural attacks which it can form from any part of its body, deals 1d6 of either bludgeoning, piercing or slashing. On level 6 and 15 it gets another one. All of these are primary attacks so we get to add our full strength bonus to them.

Having said that they don't seem to get any of the other benefits that the other Shifters get. No way to pierce DR, no damage increase, no special properties. This gets worse if the Oozemorph is in its natural shapeless form since it can't wear any equipment at that time. Amulet of mighty fists? No dice!

Granted it could just be that I missed something, but on the paper this looks like the major problem with the archetype. Someone elsewere mentioned that they get something called "Chemical touch" but I don't recall seeing that myself.

There's also one thing that I wonder about. According to the bestiary Oozes are blind unless otherwise stated. The archetype doesn't mention it at all so...are they?


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Now that I think of it; A more breakdown of the Shifter class would probably make everyone happy.

Sort of what damage we can expect the claws to make, what the Animal aspects actually do this time around; things like that.

If any of you have time for it that is... <3


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Verzen wrote:
KingOfNinjas wrote:
Who has questions?

Details on the Oozemorph would be greatly appreciated. <3


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Carnithia wrote:

Here is something I've been looking at and rereading to make sure it works.

"warlock can sling projectiles of
magical energy at will by shooting a bolt or touching her foe."

Mystic bolt is treated "as though they were light one handed melee weapons." This is similar to unarmed strikes. It is there to clarify what feats and abilities will work with it.

With those bits of information, you should be able to add the damage from other melee touch spells to your Mystic Bolt melee attacks. So Chill Touch, Shocking Grasp, and Frost Bite should also add thier damage to your Mystic Bolt melee attack. This makes the Mystic Bolt a bit more useful. You can increase the damage or add fun effects like Bestow Curse, since you have to touch the target to deliver the Mystic Bolt damage.

Wait, is that even possible? If it would be possible to use melee touch spells at range (while shooting lightning/fire/ice/acid) that's an awesome start for a build!

If we just consider adding extra damage/effects to "regular attacks" with the Mystic Bolts the rules state that:

"abilities that affect all weapon attacks the warlock makes, such as the arcane striker warlock talent, function with mystic bolts."

...Which makes me wonder if there is a list of those effects. I know the gloves that were mentioned at the start of the thread that add 1d6 acid damage is a great choice, but there must be similar items/spells out there right?

So far I've seen spells like bless being able to add a bit but there seems to be a lot that I'm missing.


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I'm pretty sure that I'm not the only one that wants to build a Mystic Bolt focused Warlock now that the class has been made official but I am stuck on how to make the whole thing viable. It is great that the ability is unlimited but I feel that it is almost always better to cast a spell as things are now, and I was hoping to have more utility based spells backed up by a really powerful arsenal of mystic bolts.

This leads me to a question: What applies to these bolts? This passage is a pretty good explanation:

Ultimate Intrigue page 60 wrote:
Abilities that affect all weapon attacks the Warlock makes, such as the arcane striker Warlock talent, function with Mystic Bolts

I can't think of many feats or spells that applies directly to the ALL weapon attacks one could make in a round. I guess that maybe the Startoss Style might work since the blasts are technically light weapons that you throw, but when it comes to magical items and spells I'm drawing a blank. Anyone else got any ideas?


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My, I forgot to add the Discoveries!

Knock-out gas:

This bomb creates a cloud of transparent gas filling an area equal to twice the bomb’s splash radius for 1 round. The effects of the smoke created by an
alchemist’s bomb can duplicate the effects of the Sleep spell except as mentioned below.
Creatures within the area must make a Fortitude save or fall asleep for 1 minute/per Alchemist level. When the attack is made the attacker rolls bomb damage as per usual. The result determines how many HD he can effect.
An alchemist must possess the smoke bomb discovery before selecting this discovery.

Bomb Blast (the name sucks, I know!):

An Alchemist can overcharge a bomb when he makes it, resulting in to explode in a 30 ft a cone shaped blast. The blast deals twice the usual amount of splash damage, but can’t make direct hits. This discovery can be used in combination with other discoveries that change the damage type of your bombs, but you can’t use it with Fast bombs.
An Alchemist must be 10th level or above to select this Discovery.

I made some more, but in hindsight I don't think they were any good.

Cheers!