Craft Ooze Feat


Pathfinder First Edition General Discussion

Liberty's Edge

Having read the Alchemy Manual I came across this feat which looked interesting. The feat mentions that any ooze created by the Alchemist is mindless and has no loyalty to the creator. So I have to spend a feat. Spend money on a oozing vat. Money and time to craft the pose. Only to have it dumber than a bag of hammers and not under my control. Seems like a mostly wasted feat IMO.

The ooze would useful in either tripping traps in a room. Or to cover a retreat. It can't be used in combat as one does not control the ooze. Would it have broken the game to have whomever takes the feat control the ooze.


It isn't a feat. It's a discovery. You don't spend money on it, but instead you prepare an ooze as an extract with any ooze up to the CR of the spell level slot you use.
Just make sure you aren't the first thing it sees and you're fine.


♣♠Magic♦♥ wrote:

It isn't a feat. It's a discovery. You don't spend money on it, but instead you prepare an ooze as an extract with any ooze up to the CR of the spell level slot you use.

Just make sure you aren't the first thing it sees and you're fine.

No Craft Ooze is most definitely a feat. I don't really have any comments on it since I didn't know about until this thread, but am presently plotting uses for it.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
♣♠Magic♦♥ wrote:

It isn't a feat. It's a discovery. You don't spend money on it, but instead you prepare an ooze as an extract with any ooze up to the CR of the spell level slot you use.

Just make sure you aren't the first thing it sees and you're fine.

You are thinking of the 'Bottled Ooze' Discovery, not the 'Craft Ooze' Feat. The discovery is killer, especially if you have access to things like the 'Alchemical Ooze' swarms in Pathfinder #43. My own Alchemist uses them much like his bombs, for 'corridor clearing', but then he tends to function rather tactically in 'dungeon environments'.

Before I read the Feat, I was hoping it would function more like the discovery in that the Oozes would not necessarily be 'active' until you used them. As written, it seems like a good way to set up Oozes as 'home defenses', but I'm not convinced it goes much beyond that, which is kind of disappointing...


I found the feat.
Even after that, if you want to make oozes, I'm not sure why you would do this instead of just bottled ooze alchemist. It is expensive and takes a feat.
The only benefit is going past CR six, but then it gets dangerous enough to worry about for you personally.

Liberty's Edge

I just wonder why the character with the feat can't control the ooze that he creates. It just seems like a needless way to nerf the feat. I wanted to take the feat if I join another game. Now I'm not so sure. Why waste a feat to create a creature out of my control.


Oozes really couldn't be controlled as they have no mind. They're kinda like a big stomach just looking for food.
Maybe just ask the DM if you can ignore that part.

Sovereign Court

I've seen my players lure an ooze through a dungeon towards their enemies. The mindless part isn't a dealbreaker. Mindless also means easy to manipulate.


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The tricky part is taking it with you until you need it.

Contributor

More than anything, I saw Craft Ooze as a mechanical justification as to why so many of the ooze creatures exist.

Since Bestiary I we've been hearing about how a majority of oozes were created by insane wizards. Well, now we finally have a feat for that. Maybe it's more of an NPC feat than a PC feat but that isn't always a bad thing.


For that matter, so is Craft Construct. It takes a pretty dedicated build to make it worth the cost in feat taxes and gold. It just doesn't make sense for the average adventurer, or even the average adventuring crafting caster.


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A lone billionaire playboy gets captured by gnolls in the deserts of Katapesh while touring some weapons he sold the Andoran soldiers winning the hearts and minds of locals looking for mythals of mass destruction. He comes across a golem manual, some scrap metal, and a um, heart stone...


If one were to house rule that the caster could control the ooze, would allowing up to 4 HD per caster level (similar to the Animate Dead spell) be reasonable?


Quorlox wrote:
If one were to house rule that the caster could control the ooze, would allowing up to 4 HD per caster level (similar to the Animate Dead spell) be reasonable?

In my opinion, HD per level is always a very bad control cap. Would you rather have two 5 HD wraiths or ten 2 HD zombies? Yeah, I'll also take wraiths, no contest. Same total HD, but a pair of wraiths is a CR 7 threat, whereas ten zombies are maybe CR 5 -- meaning that the wraiths are literally twice as dangerous.

That's why I advocate using CR for control caps -- and I'd retroactively apply that limit to animate dead, planar binding, simulacrum, etc.


Kirth Gersen wrote:
Quorlox wrote:
If one were to house rule that the caster could control the ooze, would allowing up to 4 HD per caster level (similar to the Animate Dead spell) be reasonable?

In my opinion, HD per level is always a very bad control cap. Would you rather have two 5 HD wraiths or ten 2 HD zombies? Yeah, I'll also take wraiths, no contest. Same total HD, but a pair of wraiths is a CR 7 threat, whereas ten zombies are maybe CR 5 -- meaning that the wraiths are literally twice as dangerous.

That's why I advocate using CR for control caps -- and I'd retroactively apply that limit to animate dead, planar binding, simulacrum, etc.

I've also noticed the problem with the HD limit. Out of curiosity, how do you adjust for CR at different levels? I'm also assuming you're going off the CR of an overall encounter as well so, say, a 5th level wizard could control a CR2's worth of creatures while an 8th level one might control a CR4's worth?

Those are probably bad comparison markers but you get my point.


A 3rd level Mesmerist with the Psychic Inception feature on his Bold Stare ability could gain a modicum of control of the Ooze it creates for a short duration.


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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I had a player use this feat in conjunction with lesser create demiplane to GREAT effect.

He would transport all of his creations to the temporary plane, then when he needed them, would dispel the plane, causing them to pop out within his vicinity (typically in an enemy stronghold or similar fun locale) to wreak havoc in mass.

Nothing quite so fun as sicking 50 oozes upon your foes all at once. :D

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