Oozemaster (alchemist archtype)


Homebrew and House Rules


Oozemaster (alchemist archtype)

Oozy Touch (Su): After years of studying the nature of oozes and his own bodies physical nature, the Oozemaster has learned to generate an acid like that of many oozes. A number of times per day equal to his class level + his con mod, the oozemaster can make a touch attack as a standard action that deals 1d8 + his con mod points of acid damage. The damage of an oozemaster's oozy touch increases by 1d8 points at every odd-numbered oozemaster level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). This acid deals full damage against objects. An oozemaster can learn a number of discoveries that can modify his oozy touch. Discoveries that modify ooze touch that are marked with an * do not stack. Oozy touch is considered weapons and can be selected using feats such as Point-Blank Shot (see oozy glob discovery, below) and Weapon Focus.
This ability replaces bomb.

New Discoveries:
Oozy Glob (Su): An oozemaster can use his oozy touch as a ranged touch attack with a range increment of 20 ft. The damage die of an oozy glob is 1d6 instead of 1d8. An oozy glob is still considered an oozy touch for the purposes of feats and discoveries.

Fast Oozy Touch: An oozemaster with this discovery can
quickly generate enough acid to use his oozy touch (melee or ranged version) more than one in a single round. The oozemaster can prepare and use additional acid as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a weapon. An oozemaster must be at least 8th level before selecting this discovery.

Nausiating Ooze*: The oozermaster can make it so that his oozy touch can leave a target ill. A creature struck by an oozy touch must make a fortitude save or be nausiated for 1d4 rounds. An oozemaster must be of at least 6th level before selecting this discovery.

Sticky Ooze*: The acid from the oozemaster's oozy touch clings to the target, dealing half the damage the target took on the following round. The target can make a reflex save as a full round action to remove the acid before he takes the additional damage.

Paralyzing Ooze*: The oozermaster can make it so that his oozy touch can leave a target paralyzed. A creature struck by an oozy touch must make a fortitude save or be paralyzed for 1d4 rounds. An oozemaster must be of at least 12th level before selecting this discovery.

Discoveries: The following discoveries complement the oozemaster archetype: bottled ooze, tentacles, and preserve organs.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I like it, but I think it needs more to be a full archetype. More discoveries


Lovely flavor, but I agree that it needs more ... archetype-ness. Right now, it's just a replacement for bombs.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Cheapy wrote:
Lovely flavor, but I agree that it needs more ... archetype-ness. Right now, it's just a replacement for bombs.

Suggestions:

Replace: Swift Poisoning with: Ooze Traits 1: The Oozemaster has figured out a way to rely on the Ooze his body makes to trick his body into replenishing itself without the need for sleep. The Oozemaster no longer needs to sleep but can not go over his limit for extracts in one 24 hour period.
fyi, this is so the Alchemist cannot just keep getting extracts without sleep, but I forget the normal wording they do on these kinds of abilities.

Replace: Poison Immunity with: ooze Traits 2: The Oozemaster loses his eyes to a horrible Ooze accident but in the accident, he gains blindsight 60ft and is immune to attacks that rely on visual effects.

Replace: Persistant Mutagen with: Ooze Traits 3: The Oozemaster is not subject to critical hits or flanking


Matt Stich wrote:
Cheapy wrote:
Lovely flavor, but I agree that it needs more ... archetype-ness. Right now, it's just a replacement for bombs.

Suggestions:

Replace: Swift Poisoning with: Ooze Traits 1: The Oozemaster has figured out a way to rely on the Ooze his body makes to trick his body into replenishing itself without the need for sleep. The Oozemaster no longer needs to sleep but can not go over his limit for extracts in one 24 hour period.
fyi, this is so the Alchemist cannot just keep getting extracts without sleep, but I forget the normal wording they do on these kinds of abilities.

Replace: Poison Immunity with: ooze Traits 2: The Oozemaster loses his eyes to a horrible Ooze accident but in the accident, he gains blindsight 60ft and is immune to attacks that rely on visual effects.

Replace: Persistant Mutagen with: Ooze Traits 3: The Oozemaster is not subject to critical hits or flanking

I'll take this into consideration. The reason I did not change the poison resistance/immunity originally was because oozes are immune to poison.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Kierato wrote:
Matt Stich wrote:
Cheapy wrote:
Lovely flavor, but I agree that it needs more ... archetype-ness. Right now, it's just a replacement for bombs.

Suggestions:

Replace: Swift Poisoning with: Ooze Traits 1: The Oozemaster has figured out a way to rely on the Ooze his body makes to trick his body into replenishing itself without the need for sleep. The Oozemaster no longer needs to sleep but can not go over his limit for extracts in one 24 hour period.
fyi, this is so the Alchemist cannot just keep getting extracts without sleep, but I forget the normal wording they do on these kinds of abilities.

Replace: Poison Immunity with: ooze Traits 2: The Oozemaster loses his eyes to a horrible Ooze accident but in the accident, he gains blindsight 60ft and is immune to attacks that rely on visual effects.

Replace: Persistant Mutagen with: Ooze Traits 3: The Oozemaster is not subject to critical hits or flanking

I'll take this into consideration. The reason I did not change the poison resistance/immunity originally was because oozes are immune to poison.

Then lose persistent Mutagen and instant alchemy. I think 19th is a better level for immunity to sneak attack and crits than 14th, though I might be erring on the side of caution there.


Matt Stich wrote:
Kierato wrote:
Matt Stich wrote:
Cheapy wrote:
Lovely flavor, but I agree that it needs more ... archetype-ness. Right now, it's just a replacement for bombs.

Suggestions:

Replace: Swift Poisoning with: Ooze Traits 1: The Oozemaster has figured out a way to rely on the Ooze his body makes to trick his body into replenishing itself without the need for sleep. The Oozemaster no longer needs to sleep but can not go over his limit for extracts in one 24 hour period.
fyi, this is so the Alchemist cannot just keep getting extracts without sleep, but I forget the normal wording they do on these kinds of abilities.

Replace: Poison Immunity with: ooze Traits 2: The Oozemaster loses his eyes to a horrible Ooze accident but in the accident, he gains blindsight 60ft and is immune to attacks that rely on visual effects.

Replace: Persistant Mutagen with: Ooze Traits 3: The Oozemaster is not subject to critical hits or flanking

I'll take this into consideration. The reason I did not change the poison resistance/immunity originally was because oozes are immune to poison.
Then lose persistent Mutagen and instant alchemy. I think 19th is a better level for immunity to sneak attack and crits than 14th, though I might be erring on the side of caution there.

Now this I like, And 19 level is a good level for immunity to crits.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Kierato wrote:
Matt Stich wrote:
Kierato wrote:
Matt Stich wrote:
Cheapy wrote:
Lovely flavor, but I agree that it needs more ... archetype-ness. Right now, it's just a replacement for bombs.

Suggestions:

Replace: Swift Poisoning with: Ooze Traits 1: The Oozemaster has figured out a way to rely on the Ooze his body makes to trick his body into replenishing itself without the need for sleep. The Oozemaster no longer needs to sleep but can not go over his limit for extracts in one 24 hour period.
fyi, this is so the Alchemist cannot just keep getting extracts without sleep, but I forget the normal wording they do on these kinds of abilities.

Replace: Poison Immunity with: ooze Traits 2: The Oozemaster loses his eyes to a horrible Ooze accident but in the accident, he gains blindsight 60ft and is immune to attacks that rely on visual effects.

Replace: Persistant Mutagen with: Ooze Traits 3: The Oozemaster is not subject to critical hits or flanking

I'll take this into consideration. The reason I did not change the poison resistance/immunity originally was because oozes are immune to poison.
Then lose persistent Mutagen and instant alchemy. I think 19th is a better level for immunity to sneak attack and crits than 14th, though I might be erring on the side of caution there.
Now this I like, And 19 level is a good level for immunity to crits.

So, give us a quick rewrite so we can get this out :)


Oozemaster (alchemist archtype)

Oozy Touch (Su): After years of studying the nature of oozes and his own bodies physical nature, the Oozemaster has learned to generate an acid like that of many oozes. A number of times per day equal to his class level + his con mod, the oozemaster can make a touch attack as a standard action that deals 1d8 + his con mod points of acid damage. The damage of an oozemaster's oozy touch increases by 1d8 points at every odd-numbered oozemaster level (this bonus damage is not multiplied on a critical hit or by using feats such as Vital Strike). This acid deals full damage against objects. An oozemaster can learn a number of discoveries that can modify his oozy touch. Discoveries that modify ooze touch that are marked with an * do not stack. Oozy touch is considered weapons and can be selected using feats such as Point-Blank Shot (see oozy glob discovery, below) and Weapon Focus.
This ability replaces bomb.

Oozy Traits I (Ex): The oozemaster has begun replacing his natural biological needs with ooze born equivalents. He no longer needs to sleep. This replaces Swift Alchemy.

Oozy Traits II (Ex): The ooze within the ooze masters body continues to refine and fortify his physical nature. The oozemaster may add his poison resistance on saves vs sleep effects, paralysis, polymorph, and stunning (not including poison immunity). This replaces swift poisoning

Oozy Traits III (Ex): The oozemaster's assimilation with the ooze has almost reached it's Zenith. The oozemaster no longer needs to rely on sight to see, granting him Blindsight 60 ft. This replaces persistant mutagen.

Oozy Traits IV (Ex): The OOzemaster has become a true ooze creature. He gains fortification 25%, which stacks with the bonus provided by the preseve organ discovery, allowing a maximum of 100%. The oozemaster is now also immune to sleep effects, paralysis, polymorph, and stunning, although he may be polymorph if he so chooses. This replaces Instant Alchemy

New Discoveries:
Oozy Glob (Su): An oozemaster can use his oozy touch as a ranged touch attack with a range increment of 20 ft. The damage die of an oozy glob is 1d6 instead of 1d8. An oozy glob is still considered an oozy touch for the purposes of feats and discoveries.

Fast Oozy Touch: An oozemaster with this discovery can
quickly generate enough acid to use his oozy touch (melee or ranged version) more than one in a single round. The oozemaster can prepare and use additional acid as a full-round action if his base attack bonus is high enough to grant him additional attacks. This functions just like a full-attack with a weapon. An oozemaster must be at least 8th level before selecting this discovery.

Nausiating Ooze*: The oozermaster can make it so that his oozy touch can leave a target ill. A creature struck by an oozy touch must make a fortitude save or be nausiated for 1d4 rounds. An oozemaster must be of at least 6th level before selecting this discovery.

Sticky Ooze*: The acid from the oozemaster's oozy touch clings to the target, dealing half the damage the target took on the following round. The target can make a reflex save as a full round action to remove the acid before he takes the additional damage.

Paralyzing Ooze*: The oozermaster can make it so that his oozy touch can leave a target paralyzed. A creature struck by an oozy touch must make a fortitude save or be paralyzed for 1d4 rounds. An oozemaster must be of at least 12th level before selecting this discovery.

Discoveries: The following discoveries complement the oozemaster archetype: bottled ooze, tentacles, and preserve organs.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber

I think Ooze Traits 2 should actually make him go blind. That way he never relies on sight, same as an ooze, and he become immune to sight-based attacks


This is very cool! I'm not sure if he should be blinded or not though. It seems a very serious disadvantage.

What would be really awesome is some kind of ability that lets him split into multiple bodies, although that might already be covered by the various simulacrum-based discoveries.


What if, at first level, we gave him the oracle curse "clouded vision" and let his oozemaster levels count towards that one curse?


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Kierato wrote:
What if, at first level, we gave him the oracle curse "clouded vision" and let his oozemaster levels count towards that one curse?

I can see it. Don't label it as "The Oozemaster gains the Oracle Curse: Clouded Vision" but just as "Ooze Vision:" (insert curse text here)

But, the blindsight should go further than 15 feet. This IS an Ooze Master, after all.

Scarab Sages

I think Oozemaster should remain a Prestige Class, so as to keep it open to different kinds of magicians (in particular Druids, Witches, Wizards, and Summoners). No disrespect, but I find this Archetype too limited. The Oozemaster represents some truly demented and driven mage's transformation into something freakish: someone who relates to things that relate to nothing at all. I'd love to play one.

The original Oozemaster imposed certain increasing penalties with levels, abilities like Slithery Face (disguise self as an Extraordinary ability or something like that) and the ability to squeeze through small spaces, and offered a menu, divided into "lesser" and "greater" (the latter being available only after 5th level), of different varieties of Oozy Touch/Glob (not all of them meant to be attacks, such as phosphorescent fungus, which shed soft purple light on a surface touched). I would include this (expanded for some of Pathfinder's weird new oozes, like the Brain Ooze and Plasma Oozes), make a diverse menu of mandatory penalties (so it doesn't have to be Charisma loss), some way to command and/or generate other oozes. Two other ideas I had I'd like would be Pica (like an ooze, the Oozemaster can and will feed and sustain itself on nearly anything) and "Deviations": a menu of permanent bonus-and-penalty "packages" to demonstrate the character's descent into something anything but human.


Sorry for the necro, but I need to dot this.

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