View Full Version : The Oozeblood (D&D 3.5 base class)

2014-01-06, 01:26 AM

The Oozeblood



Game Information

Oozebloods have the following game statistics.
Hit Die: d10
Starting Age: Adult
Starting Gold: 3d4x10

Class Skills
The Oozeblood's class skills (and the key ability for each skill) are; Climb (Str), Concentration (Con), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Dungeoneering) (Int), Knowledge (Arcana) (Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Search (Int), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).

Skill Points at First Level: (2 + Int modifier) x 4
Skill Points at Each Additional Level: 2 + Int modifier

Table: The Oozeblood
{table=head]Level|BAB|Fort|Ref|Will|Special|Slime Abilities

1st|+0|+0|+0|+0|Amorphous Body, Blind-Fight|Ooze Heritage

2nd|+1|+0|+0|+0|Light Fortification|1

3rd|+2|+1|+1|+1|Blindsense 10ft, -2 Spot|1

4th|+3|+1|+1|+1|Fast Healing 2|1

5th|+3|+1|+1|+1|Unnatural Health|2,

6th|+4|+2|+2|+2|Blindsense 20ft, -4 Spot|2

7th|+5|+2|+2|+2|Fast Healing 4|2

8th|+6/+1|+2|+2|+2|Medium Fortification|2

9th|+6/+1|+3|+3|+3|Blindsense 30ft, -6 Spot|3

10th|+7/+2|+3|+3|+3|Fast Healing 6|3

11th|+8/+3|+3|+3|+3|Improved Blind-Fight|3

12th|+9/+4|+4|+4|+4|Blindsense 40ft, -8 Spot|3

13th|+9/+4|+4|+4|+4|Fast Healing 8|4

14th|+10/+5|+4|+4|+4|Heavy Fortification|4

15th|+11/+6/+1|+5|+5|+5|Blindsense 50ft, -10 Spot|4

16th|+12/+7/+2|+5|+5|+5|Fast Healing 10|4

17th|+12/+7/+2|+5|+5|+5|Greater Blind-Fight|5

18th|+13/+8/+3|+6|+6|+6|Blindsense 60ft, -12 Spot|5




Class Features
All of the following are class features of the Oozeblood.

Weapon and Armor Proficiencies: An oozeblood isn't proficient with any weapons or armor.

Slime Abilities: You no longer sweat, you instead extrude a thick slime. This slime starts out a grayish hue and has no unique properties. The properties of this slime change as you attain different abilities. At 1st level you gain one ooze heritage ability. At 5th level and every four levels thereafter, you gain access to one additional ability of your choice.

Ooze Heritage

An oozeblood may have only one Ooze Heritage ability, unless he takes the Epic feat "Dual Heritage".

Ignean Ooze: Your slime boils with lava. Your merest touch deals 1d6 points of fire damage for every slime ability you possess. Any creature that touches you, such as with a grapple, natural attack, unarmed strike, or touch spell, takes this damage as well. Additionally, your slime acquires a reddish hue.

Frostfell Ooze: Your slime exhumes subzero gases. Your merest touch deals 1d6 points of cold damage for every slime ability you possess. Any creature that touches you, such as with a grapple, natural attack, unarmed strike, or touch spell, takes this damage as well. Additionally, your slime acquires a bluish hue.

Primordial Ooze: Your slime gleams with acid. Your merest touch deals 1d6 points of acid damage for every slime ability you possess. Any creature that touches you, such as with a grapple, natural attack, unarmed strike, or touch spell, takes this damage as well. Additionally, your slime acquires a greenish hue.

Stormwrought Ooze: Your slime crackles with electricity. Your merest touch deals 1d6 points of electricity damage for every slime ability you possess. Any creature that touches you, such as with a grapple, natural attack, unarmed strike, or touch spell, takes this damage as well. Additionally, your slime acquires a yellowish hue.

Slime Coating

Adhesive Slime: You gain a +4 bonus on climb checks, disarm checks, grapple checks, and strength checks to oppose a bull rush. However, you take a -4 penalty on jump and escape artist checks. You may no longer choose Oily Slime as an ability.

Oily Slime: You gain a +4 bonus on escape artist checks and your movement speed increases by 10ft. However, you take a -4 penalty on climb checks and bull rush checks. You may no longer choose Adhesive Slime as an ability.

Rubbery Slime: You gain Resilience 2, but your fast healing decreases by two as a result. Resilience 2 reduces damage taken from ANY source by two points (This includes spells, powers, weapons, environmental damage, suffocation, and even damage from things such as the Vicious enchantment. This does not include ability damage, however). Resilience can not be bypassed by things that ignore damage reduction, however, it does stack with it (For example, a creature with Resilience 2 and Damage Reduction 3/slashing would reduce any damage taken from a rapier by 5). You may no longer choose Goopy Slime as an ability.

Goopy Slime:As a full-round action you may smear your slime onto a solid surface, completely filling a 5ft square adjacent to you. Any creature that enters this square takes damage each round from your Ooze Heritage ability as if they had made a touch attack against you. You may no longer choose Rubbery Slime as an ability.

Miscellaneous Slime Abilities

Rusting Grasp: Any metal equipment you don or wield takes two points of damage per day (This bypasses any hardness). A number of times per day equal to the number of slime abilities you possess, you may duplicate the effects of the Rusting Grasp (http://www.d20srd.org/srd/spells/rustingGrasp.htm) spell as a supernatural ability. Additionally, whenever a ferrous creature (such as an iron golem) touches you, such as with a grapple, natural attack, unarmed strike, or touch spell, they take 1 point of damage per level of oozeblood you possess. Your slime now seems to have flecks of rusted metal imbued within it.

Grease: A number of times per day equal to twice the number of slime abilities you possess, you may duplicate the effects of the Grease (http://www.d20srd.org/srd/spells/grease.htm) spell as a supernatural ability (However, the range is touch). You may not choose this ability if you have taken the adhesive slime ability.

Psuedopods: Your slime extends into lashing tentacles extending from your palms. You gain the benefit of the Improved Unarmed Strike feat while unarmed, even if you do not meet the prerequisites. Additionally, your reach increases by 5ft while unarmed (You still threaten squares adjacent to you), and you may apply your full strength modifier to your attacks. Any enemy struck by your attacks also take damage from your ooze heritage ability.

Bioluminescence: Your slime becomes iridescent on command. As a swift action, you may glow bright light in a radius of 20ft with shadowy illumination extending out to a 40ft. The color of this light is the same as the color of your slime. Repressing this light is also a swift action, however, it takes two full rounds for the light to fully extinguish itself, halving the radius of the light each round.

Amorphous Body (Su): At 1st level you no longer take penalties when squeezing and can move normally while doing so (instead of one-half your movement speed). Additionally, you may squeeze into an area that is two size categories smaller than you, rather than just one size category smaller than you. Keep in mind, your equipment might not also be capable of fitting through the same space. You gain a +10 bonus on escape artist checks made to fit through a tight or extremely tight space.

Blind-Fight: At 1st level an oozeblood gains blind-fight as a bonus feat.

Fortification (Su): At 2nd level, your anatomy becomes more difficult to discern. Whenever you would be dealt damage from a sneak attack or critical hit, there is a 25% chance that it is negated. This chance increases to 50% at 8th level and 75% at 14th level.

Blindsense: Upon reaching 3rd level an oozeblood gains the blindsense ability out to 10ft. This blindsense range increases by to 20ft at 3rd level and increases by 10ft every three levels thereafter, to a maximum of 60ft at 18th level. This ability allows him to notice things he cannot see. An oozeblood does not need to make Spot or Listen checks to pinpoint the location of a creature within range of its blindsense ability, provided that he has line of effect to that creature. Any opponent an oozeblood cannot see still has total concealment (50% miss chance) against him, and he still has the normal miss chance when attacking foes that have concealment. An oozeblood is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see. Additionally, he becomes more dependent on his blindsense ability and slowly starts losing his sight. An oozeblood takes a -2 penalty to spot checks for each 10ft of blindsense he currently has.

Fast Healing (Ex): At 4th level an oozeblood gains fast healing 2. This increases to fast healing 4 at 7th level and increases by two every three levels thereafter, until 16th level when it stops increasing. A creature with fast healing heals the specified amount of hitpoints each round until completely repaired. A creature that has taken both nonlethal and lethal damage heals the nonlethal damage first (Fast healing does not restore hit points lost from starvation, thirst, or suffocation).

Unnatural Health: At 5th level an oozeblood gains a bonus on all saves equal to his constitution modifier. He also gains an additional +4 bonus on saves against poisons and disease, and gains complete immunity to the 'slimy doom' disease.

Improved Blind-Fight: At 11th level an oozeblood treats any enemy he attacks that has total concealment (50% miss chance) as if that enemy had only normal concealment (20% miss chance). He may still use his blind-fight feat to reroll his miss chance as normal.

Greater Blind-Fight: At 17th level, after an oozeblood has used his reroll for a miss chance, he may make one additional roll. This effectively gives the oozeblood a total of three chances to succeed on his miss chance roll.

Regeneration (Su): At 20th level, an oozeblood may regrow lost portions of their bodies and can reattach severed limbs or body parts (except for their head). All physical damage dealt to you is treated as nonlethal damage (This includes weapons, natural attacks, and unarmed strikes). However, all other types of attacks deal lethal damage as normal. You may only be killed by a coup de grace, after you've been rendered unconscious. The attack cannot be of a type that automatically converts to nonlethal damage.

Oozeblooded (Su): Your type permanently changes to ooze. You lose any previous creature types except for any subtypes you may have had. This results in a few interesting effects.

Your wisdom score, without any modifiers, become equal to your intelligence score, without any modifiers. This only occurs if your intelligence score is higher than your wisdom score.

You lose your intelligence score (you don't become mindless, but you do gain immunity to mind-affecting attacks).

Any checks, abilities, or skills, etc, that rely on your intelligence score now rely on your wisdom score instead.

Your skill points also become reliant on your wisdom modifier instead of your intelligence modifier and are recalculated as a result.

All current and future hit-dice are changed to d10's.

You become permanently blinded. This blindness cannot be cured by any means, not even a wish or miracle spell can reverse the effects of this change.

Your blindsense ability changes to blindsight (You no longer take any miss chance when attacking creatures that were found using only your blindsense ability). You still need line of effect to "see" an opponent.

You are no longer subject to critical hits or flanking.

You have complete immunity to poison, sleep effects, paralysis, polymorph, and stunning.

You no longer need sleep but you still need to eat and breathe and can die of starvation or suffocation.

You no longer take any penalties associated with aging and cannot die of old age.

Once you have become an ooze you still maintain a roughly humanoid shape. This form allows you to wear magic items and armor. However, any armor you wear has its armor check penalty increased by two.

2014-01-06, 01:27 AM
Oozeblood Feats

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2014-01-06, 01:33 AM
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