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View Full Version : Contest Base Class Contest XXXXVIII: Ruins and Caverns and Tombs, Oh My!



Alabenson
2019-06-21, 09:12 PM
Ruins and Caverns and Tombs, Oh My!

Welcome to Base Class Contest number forty eight! Let's have fun creating some breathtaking base classes! The rules are below, as always. Make an original D&D 3.5 base class and fight for the right to... uh, brag that you won this contest!


1. You will be creating an original base class based around a theme of dungeons; anything is possible, from a master of an underground lair to a spellcaster that draws power from ancient ruins of old to an explorer of trap-laden tombs, so have fun with it! You may not post your entry anywhere else until after the contest is finished. If you have already posted a class under this theme, you may not enter it for this contest. You may use previous homebrew in your classes as long as no mention of the class or any part of the class was made in that homebrew. Aside from that, anything goes--psionics, martial maneuvers, spellcasting, whatever. Go crazy; new mechanics, new feats, new items, and everything else you can think of are fair game!


2. Submissions are due by 10:00 PM Eastern Standard Time (New York/Miami) on August 2nd 16th 30th, and should be submitted in the format shown in the next post or in another way that's easy on the eyes. Feel free to play around with fonts, images, and the like; just make sure it's not hard to read.


3. There must be a name, complete class, and fluff for both combat and role playing purposes. Incomplete entries will be disqualified.


4. Anyone can participate. Everyone is allowed only one entry per contest.


5. Plagiarism is strictly forbidden. Violators will be towed disqualified and reported.


The chat thread is here (http://www.giantitp.com/forums/showthread.php?527915-Base-Class-Contest-Chat-Thread-V-I-Scored-at-the-Top-of-My-Base-Class). Feel free to discuss each other's creations, give critique, or talk about what you think of this contest there, but entries (and nothing else) belong in this challenge thread.

May your swords stay sharp, may the odds be ever in your favor, and may all of your die rolls be high...

Gentlemen, start your brewing!

Alabenson
2019-06-21, 09:13 PM
Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

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

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor your class is proficient in the use of!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):


---------------------------------Full Spellcasting Classes----------------------------------------



Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

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

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


2nd

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


3rd

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


4th

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


5th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


6th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


7th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


8th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


9th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


10th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


11th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


12th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


13th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


14th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


15th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


16th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


17th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


18th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


19th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


20th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: Which weapons and armor your class is proficient in!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

Spells: Explain the spellcasting mechanics your class uses!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):




Base Class Name

Put an optional image of your class here!

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

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

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+x

+x

+x

+x
Class Ability


2nd

+x

+x

+x

+x
Class Ability


3rd

+x

+x

+x

+x
Class Ability


4th

+x

+x

+x

+x
Class Ability


5th

+x

+x

+x

+x
Class Ability


6th

+x

+x

+x

+x
Class Ability


7th

+x

+x

+x

+x
Class Ability


8th

+x

+x

+x

+x
Class Ability


9th

+x

+x

+x

+x
Class Ability


10th

+x

+x

+x

+x
Class Ability


11th

+x

+x

+x

+x
Class Ability


12th

+x

+x

+x

+x
Class Ability


13th

+x

+x

+x

+x
Class Ability


14th

+x

+x

+x

+x
Class Ability


15th

+x

+x

+x

+x
Class Ability


16th

+x

+x

+x

+x
Class Ability


17th

+x

+x

+x

+x
Class Ability


18th

+x

+x

+x

+x
Class Ability


19th

+x

+x

+x

+x
Class Ability


20th

+x

+x

+x

+x
Class Ability



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: What weapons and armor with which your class is proficient!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):


---------------------------------Full Spellcasting Class----------------------------------------


Base Class Name

Put an optional image of your class here (getting permission from the artist beforehand unless they explicitly allow free use)

Put a quote by or about a member of your class here!

A general description of what your class is!

Adventures: Why your class might adventure.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
CLASS NAME's have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: What alignments are available to your class are listed here. "Any" is a possibility.
Hit Die: dx
Starting Age: What age your class starts at level one as normally ("As barbarian," "As bard," and "As cleric" are the standard options, though feel free to put down the numbers, as well.).
Starting Gold: What amount of currency your class starts at level one with normally ("As barbarian," "As cleric," "As druid," "As fighter," "As monk," and "As sorcerer" are the standard options, though feel free to put down the numbers, as well.).

Class Skills
The CLASS NAME's class skills (and the key ability for each skill) are...

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

CLASS NAME


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special
0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th


1st

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


2nd

+x

+x

+x

+x
Class Ability
x
x
-
-
-
-
-
-
-
-


3rd

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


4th

+x

+x

+x

+x
Class Ability
x
x
x
-
-
-
-
-
-
-


5th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


6th

+x

+x

+x

+x
Class Ability
x
x
x
x
-
-
-
-
-
-


7th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


8th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
-
-
-
-
-


9th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


10th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
-
-
-
-


11th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


12th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
-
-
-


13th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


14th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
-
-


15th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


16th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
-


17th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


18th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


19th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x


20th

+x

+x

+x

+x
Class Ability
x
x
x
x
x
x
x
x
x
x



Class Features
All of the following are class features of the CLASS NAME.

Weapon and Armor Proficiencies: Which weapons and armor your class is proficient in!

All other class features go here (Use the format shown directly below if you don't know what to do.)!

Spells: Explain the spellcasting mechanics your class uses!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Alabenson
2019-06-21, 11:10 PM
The Delver

Many academics are content to remain cloistered in their universities as they research the outside world through books and scrolls. Not so the delvers. These adventuring archaeologists put the vast repositories of knowledge they have accumulated over years of study to use exploring ruins, tombs and other dangerous locales in the pursuit of their next great discovery.

Adventures: Delvers are almost universally fixated on the pursuit of ever greater knowledge, and they know the most valuable secrets are invariably uncovered by adventurers. As such, delvers will often attach themselves to adventuring parties they deem likely to stumble upon some ancient discovery or another, and if nothing else they’re liable to find treasure that can further fund their research.

Characteristics: Delvers are able to put their studies of various monsters to excellent use, improving their and their allies abilities to defend themselves and combat nearly any sort of creature. Additionally, while delver’s lack a rogue’s training when it comes to traps, their study of architecture and trap design means they can spot and avoid traps with amazing skill. Finally, while they’re nowhere near the peer of a dedicated spellcaster, delvers have developed a unique form of arcane spellcasting to aid them in their work.

Alignment: The thirst for knowledge can take many forms, both benevolent and malicious. As such, delver’s can be found of any alignment.

Religion: As a general rule, delvers tend to gravitate towards deities of knowledge and secrets. On rare occasions, however, a delver will become obsessed with an ancient or obscure deity whose existence they learned of in the course of their studies.

Background: Most delvers start their careers in universities or academies, gathering the deep stores of knowledge that they will later use in their adventures. Occasionally, however, a rich eccentric will learn their craft from time spent alone in their private libraries.

Races: Humans, with their boundless thirst for knowledge and willingness to take insane risks, make up a majority of delvers, though delvers count elves, halflings, gnomes and especially scholarly dwarves among their number.

Other Classes: Martial classes particularly like traveling with delvers, as they appreciate the delver’s ability to bolster their combat ability with intelligence on their opponents. Wizards and other members of scholarly-focused classes can view delvers as rivals, however, and rogues often find themselves driven to distraction by the tendency delvers have of waltzing into and through trap-filled corridors.

Role: Delvers generally focus on supporting other classes with their ability to locate and identify threats. Furthermore, their skills and maneuverability make delvers excellent scouts.

GAME RULE INFORMATION
Delvers have the following game statistics
Abilities: Intelligence is the most important ability for delvers, as it fuels both their spellcasting and several of their special abilities, as well as increasing their skill points. Dexterity is also valuable, as delvers tend to wear little or no armor. Finally, a number of a delver’s important skills are keyed off of Wisdom.
Alignment: Delvers can be of any alignment.
Hit Die: D6
Starting Age: As cleric
Starting Gold: As barbarian

Class Skills:
Appraise, Balance, Climb, Concentration, Craft, Decipher Script, Escape Artist, Forgery, Gather Information, Hide, Jump, Knowledge (all), Listen, Move Silently, Open Lock, Profession, Search, Speak Language, Spellcraft, Spot, Survival, Swim, Tumble, Use Rope
Skill Points at 1st level: (6 + Intelligence Modifier) x4
Skill Points at Each Additional Level: 6 + Intelligence Modifier



LevelBABFortRefWillSpecialSpell Points / Day



1st+0+0+2+2 Armored Mage, Dungeon Lore (AC; +1), Sixth Sense, Trap Awareness 1



2nd+1+0+3+3Dungeon Senses (darkvision), Tight Quarters Affinity 2



3rd+2+1+3+3 Uncanny Dodge 4


4th+3+1+4+4 Dungeon Lore (+2) 8



5th+3+1+4+4 Dungeon Lore (attack) 11



6th+4+2+5+5 Mass Trap Awareness 17


7th+5+2+5+5 Dungeon Lore (+3) 24



8th+6+2+6+6 Poison Immunity, Stone Shape 31


9th+6+3+6+6 Dungeon Lore (damage) 39



10th+7+3+7+7 Dungeon Lore (+4) 51


11th+8+3+7+7 Dungeon Senses (blindsense) 61



12th+9+4+8+8 Improved Uncanny Dodge 73



13th+9+4+8+8 Dungeon Lore (saves; +5) 85


14th+10+4+9+9 Ethereal Jaunt 97


15th+11+5+9+9 Arcane Improvisation 110


16th+12+5+10+10 Dungeon Lore (+6) 125


17th+12+5+10+10 Dungeon Lore (deathblow) 140


18th+13+6+11+11 Earth Glide 157


19th+14+6+11+11 Dungeon Lore (+7) 175


20th+15+6+12+12 Create Portal, Dungeon Senses (blindsight) 188



Weapon and Armor Proficiency: A delver is proficient with all simple weapons. Delvers are proficient with light armor but not shields.

Spells: A delver casts arcane spells from the delver spell list. When a delver gains access to a new level of spells, they automatically know all the spells for that level on the delver’s spell list, and they can cast any spell they have retrieved for the day as long as they have the spell points to do so (see below).
Unlike other spellcasters, a delver fuels their spellcasting through a reserve of spell points instead of set spell slots. The delver’s spell point reserve is equal to their base spell points gained from their class plus bonus spell points they may gain for having a high Intelligence score (use the table for determining bonus power points to determine the number of bonus spell points the delver receives). Each spell the delver casts costs a certain number of spell points depending on its level, as shown on the table below.
Spell Level Spell Point Cost
00*
11
23
35
47
59
611
*A delver can cast a number of 0th level spells per day equal to 3 + their Intelligence modifier (if positive) without expending spell points. After that, a delver can cast further level 0 spells for 1 spell point each.
To retrieve or cast a spell, a delver must have an Intelligence score of at least 10 + the spell level. The Difficulty Class for a saving throw against a delver’s spell is 10 + the spell level + the delver’s Intelligence modifier.
While the delver knows all of the available spells on their spell list, the delver can only access a small number of them per day. Each day when the delver rests to regain their spell points they retrieve a certain number of spells that they will be able to access during the course of the day. The delver can cast any spell that they have retrieved at any time as long as they have the spell points available to cast a spell of that level. For example, a 4th-level delver can retrieve two 0-level, one 1st-level, and one 2nd-level delver spell.
If a delver knows any metamagic feats, they apply them to their spells when the retrieve their spells for the day. For example, a delver might choose to retrieve an extended water breathing by using a 4th-level spell retrieved slot. Any time they use water breathing during the ensuing day, they must pay spell points for a 4th-level spell to cast it, and it is always extended. A delver could use a 3rd-level spell slot and a 4th-level spell slot to retrieve water breathing and extended water breathing if they wanted to have both spells available to them in a day. A delver cannot choose to alter their spells with metamagic feats on the fly, as other spontaneous casters do. Delvers using metamagic feats do not have an increased casting time as sorcerers do.




Level 0th 1st 2nd 3rd 4th 5th 6th


1st 1 -- -- -- -- -- --



2nd 2 1 -- -- -- -- --



3rd 2 1 -- -- -- -- --



4th 2 1 1 -- -- -- --



5th 2 2 1 -- -- -- --



6th 2 2 1 -- -- -- --



7th 2 2 1 1 -- -- --



8th 2 2 2 1 -- -- --



9th 2 2 2 1 -- -- --



10th 2 2 2 1 1 -- --



11th 2 2 2 2 1 -- --



12th 2 2 2 2 1 -- --



13th 2 2 2 2 1 1 --



14th 3 2 2 2 2 1 --



15th 3 3 2 2 2 1 --



16th 3 3 3 2 2 1 1



17th 3 3 3 3 2 2 1



18th 3 3 3 3 3 2 1



19th 3 3 3 3 3 3 2



20th 3 3 3 3 3 3 3




Armored Mage (Ex): Normally, armor of any type interferes with an arcane spellcaster’s gestures, which can cause your spells to fail if those spells have a somatic component. The unique nature of a delver’s spells, however, allows them to avoid any chance of arcane spell failure if they wear light armor. This does not extend to any other form of armor or if they carry a shield, nor does this ability apply to spells gained from other spellcasting classes.

Dungeon Lore (Ex): A delver can draw upon his vast knowledge of monsters to grant himself and his allies certain benefits against the creatures that they face a number times per day equal to 3 + the delver's Intelligence modifier. Using this ability counts as a move action.
Using this ability requires a DC 15 Knowledge check of a type appropriate to the creature faced:
Arcana; dragons, magical beasts
Dungeoneering; aberrations, oozes
Local; humaniods
Nature; animals, fey, giants, monstrous humanoids, plants, vermin
Religion; undead
The planes; elementals, outsiders
The bonuses grated by dungeon lore apply to either a single creature or all creatures of the same race, depending on the effect used. The target creature must be within 60 feet, and the delver must be aware of the creature's presence, although they do not need line of sight to it. The bonus provided by the delver's dungeon lore ability starts at +1 at 1st level, and increases by an additional +1 for every three class levels beyond 1st (+2 at 4th, +3 at 7th, +4 at 10th, +5 at 13th, +6 at 16th and +7 at 19th). The effects of the delver's dungeon lore ability last for 1 minute. Unless otherwise noted, the delver may grant the bonuses from dungeon lore to themselves and all allies within 30 feet that are able to hear the delver. The delver can grant only one type of bonus per use of dungeon lore.
At 1st level, the delver can use their dungeon lore to grant themselves and their allies an insight bonus to AC against all attacks made by the target creatures.
At 5th level, the delver can use their dungeon lore to grant themselves and their allies an insight bonus to all attack rolls made against the target creatures.
At 9th level, the delver can use their dungeon lore to allow themselves and their allies to deal a bonus to weapon damage rolls made against the target creatures equal to 1d6 per point of dungeon lore bonus.
At 13th level, the delver can use their dungeon lore to grant themselves and their allies an insight bonus to all saving throws made against the target creatures' special abilities.
At 17th level, the delver can expend a use of their dungeon lore ability to identify a critical weakness in a single target creature. The next weapon attack made by either the delver or a single designated ally forces the targeted creature to make a Fortitude save with a DC equal to the delver's Knowledge check or die (unliving creatures are destroyed instead). This attack must either be a melee attack, or a ranged attack from no further than 30 feet away. On a successful save, the target takes damage as if the attacker had scored a critical hit.

Sixth Sense (Ex): Through long study of architectural history and accounts of famous dungeons, a delver gains the ability to notice secret doors and traps even if they're not actively looking for them. Whenever a delver comes within 10 feet of a secret or concealed door or a trap, the delver may make a Spot check against the Search DC to locate them. The delver can potentially locate traps with this ability that have a Difficulty Class higher than 20, even if the delver does not otherwise possess the trapfinding ability.

Trap Awareness (Ex): The delver has an intuitive sense that alerts them to the dangers of traps, granting them a bonus to AC and any saving throws made against traps equal to their Intelligence modifier (if positive).

Dungeon Senses (Ex): A delver's continuous exposure to pitch-black surroundings enables them to develop darkvision out to 60 feet. If the delver already has darkvision, then the range of their darkvision extends out another 60 feet.
By level 11, a delver's senses sharpen further, granting them blindsense out to a range of 60 feet.
A delver of level 20 hones their senses to their pinnacle, granting them blindsight out to a range of 60 feet.

Tight Quarters Affinity (Ex): Delver's must frequently squeeze themselves into tight spaces, and a delver of level 2 or higher learns to fight and defend themselves effectively in such circumstances. A delver with this ability no longer takes penalties to attack rolls and AC when squeezed into a narrow space. Furthermore, when using the Escape Artist skill to squeeze through a space less than half their space's width the delver takes no penalty to AC and they retain their Dexterity bonus to AC.

Uncanny Dodge (Ex): Starting at 3rd level, a delver can react to danger before their senses would normally allow them to do so. They retain their Dexterity bonus to AC (if any) even if they are caught flat-footed or struck by an invisible attacker. However, they still lose their Dexterity bonus to AC if immobilized.
If a delver already had uncanny dodge from a different class (a delver with at least two levels of barbarian, for example), they automatically gain improved uncanny dodge (see below) instead.

Mass Trap Awareness (Ex): A delver of 6th level or higher gains the ability to grant the bonuses from their trap awareness ability to any allies within 30 feet.

Poison Immunity (Ex): Thanks to continual experimentation and exposure, a delver of level 8 or higher gains immunity to all forms of poison.

Stone Shape (Sp): At 8th level, a delver gains the ability to use the spell stone shape 3 times per day with a caster level equal to their class level.

Improved Uncanny Dodge (Ex): A delver of 12th level or higher can no longer be flanked; they can react to opponents on opposite sides of them as easily as they can react to a single attacker. This defense denies an opponent the ability to sneak attack the character by flanking them, unless the attacker has at least four more sneak attack granting levels than the target has delver levels.
If a character already has uncanny dodge (see above) from a second class, the character automatically gains improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level an opponent must be to flank the character.

Ethereal Jaunt (Sp): At 14th level, a delver gains the ability to use the spell ethereal jaunt 3 times per day with a caster level equal to their class level.

Arcane Improvisation (Ex): Dungeon exploration is an unpredictable process, and the risk that one may not have the precise spells needed to overcome a given obstacle are almost unavoidable. Thanks to their unique method of spellcasting, however, experienced delvers are able to circumvent this issue somewhat. Once per day, a delver of at least 15th level may spend 15 minutes meditating, during which they may swap out some of their spells retrieved for the day. When using this ability, the delver may swap out a number of spell levels equal to their class level.

Earth Glide (Ex): A delver of 18th level gains the ability to glide through stone, dirt of almost any other sort of earth except metal as easily as a fish swims through water. Their burrowing leaves behind to tunnel or hole, nor does it create any ripple or other signs of their presence. A move earth spell cast on an area containing a burrowing earth elemental flings the delver back 30 feet, stunning them for 1 round unless they succeed on a DC 15 Fortitude save. Furthermore, the delver does not suffocate if they end their movement inside earth or stone.

Create Portal (Sp): At 20th level, a delver develops the ability to open a gateway between any two points either on the same plane or between different planes, as per the transport function of the gate spell, except that the delver may open a portal between two points on the same plane if he wishes and the delver need not concentrate to keep the portal open. The delver may use this ability up to three times per day.

0: arcane mark, create water, dancing lights, detect magic, detect poison, flare, ghost sound, know direction, light, mage hand, mending, message, open/close, prestidigitation, read magic, resistance

1: alarm, animate rope, calm animals, comprehend languages, detect animals or plants, detect secret doors, disguise self, endure elements, expeditious retreat, feather fall, grease, hide from animals, hide from undead, hold portal, identify, jump, mount, pass without trace, remove fear, speak with animals, Tenser's floating disk, undetectable alignment, unseen servant, ventriloquism

2: alter self, animal messenger, arcane lock, augury, bear's endurance, blur, calm emotions, cat's grace, command undead, continual flame, darkvision, detect thoughts, eagle's splendor, false life, find traps, fox's cunning, gentle repose, invisibility, knock, levitate, locate object, magic mouth, make whole, misdirection, obscure object, remove paralysis, resist energy, rope trick, see invisibility, silence, soften earth and stone, spider climb, status, warp wood, whispering wind, wood shape

3: arcane sight, blink, clairaudience/clairvoyance, create food and water, daylight, deeper darkness, dispel magic, displacement, fly, gaseous form, halt undead, helping hand, illusory script, invisibility purge, invisibility sphere, meld into stone, nondetection, protection from energy, remove blindness/deafness, remove curse, remove disease, secret page, shrink page, speak with dead, speak with plants, stone shape, tongues, water breathing, water walk, wind wall

4: air walk, arcane eye, control water, death ward, detect scrying, dimension door, dimension door, dimension anchor, discern lies, dismissal, divination, freedom of movement, greater invisibility, illusory wall, legend lore, locate creature, minor creation, neutralize poison, repel vermin, scrying, sending, zone of silence

5: break enchantment, commune with nature, control winds, fabricate, false vision, major creation, mislead, overland flight, passwall, prying eyes, seeming, shadow walk, transmute mud to rock, transmute rock to mud, true seeing, telekinesis, teleport

6: analyze dweomer, antimagic field, control undead, ethereal jaunt, find the path, greater dispel magic, greater scrying, mass bear's endurance, mass cat's grace, mass eagle's splendor, mass fox's cunning, move earth, plane shift, reverse gravity, sequester, statue, stone tell, veil, word of recall

UristMcRandom
2019-06-23, 03:12 PM
Imprisoner

https://resizeimage.net/mypic/PLVBCX7CQUiir76B/t2cHL/18hzvw6fq15byjpg-1-.jpg

"...and if you fall as Lucifer fell, you fall in flames! And so it must be, for so it is written on the doorway to Paradise, that those who falter and those who fall must pay the price!"
—Inspector Javert

No mere vigilante or turnkey lawman, the Imprisoner is a supernatural paragon of Order in a world bent on Chaos.

Adventures: Imprisoners are driven by a fanatic devotion to the abstract concept of Order to bring their own form of justice upon all those who violate the Law. Very few Imprisoners will remain in one place for long after justice has been served - there is too much wrongdoing in the world to correct.

Characteristics: What your class is capable of.

Alignment: What alignment or alignments your class may have and why.

Religion: What deities or ideals your class follows, if any, and why.

Background: How you become part of your class and why.

Races: What races most often have members of your class, as well as any races that cannot join, along with why.

Other Classes: How your class relates to other classes, positively or negatively, and why.

Role: What your class does in and for a party.

Adaptation: How a DM might change your class to fit into their campaign or unique world setting.

GAME RULE INFORMATION
Imprisoners have the following game statistics.
Abilities: A brief description of what ability scores are important to your class.
Alignment: Any Lawful
Hit Die: d6
Starting Age: As Cleric
Starting Gold: As Sorcerer

Class Skills
The Imprisoner's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (architecture and engineering) (Int), Knowledge (dungeoneering) (Int), Knowledge (local) (Int), Knowledge (religion) (Int), Listen (Wis), Move Silently (Dex), Perform (Cha), Profession (Wis), Ride (Dex), Search (Wis), Sense Motive (Wis), Spellcraft (Int), Spot (Wis), Survival (Wis), Use Magic Device (Cha), Use Rope (Dex)

Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier

IMPRISONER


Level
Base Attack Bonus
Fort Save
Ref Save
Will Save
Special


1st

+0

+0

+0

+2
Inquisitor's Brand, Detect Brand


2nd

+1

+0

+0

+3
Minor Arcana, Flame of Judgement (1d6)


3rd

+2

+1

+1

+3
Shackle


4th

+3

+1

+1

+4
Flame of Judgement (2d6)


5th

+3

+1

+1

+4
Class Ability


6th

+4

+2

+2

+5
Purgatorio, Flame of Judgement (3d6)


7th

+5

+2

+2

+5
Class Ability


8th

+6/+1

+2

+2

+6
Flame of Judgement (4d6)


9th

+6/+1

+3

+3

+6
Class Ability


10th

+7/+2

+3

+3

+7
Flame of Judgement (5d6)


11th

+8/+3

+3

+3

+7
Damnation


12th

+9/+4

+4

+4

+8
Flame of Judgement (6d6)


13th

+9/+4

+4

+4

+8
Class Ability


14th

+10/+5

+4

+4

+9
Flame of Judgement (7d6)


15th

+11/+6/+1

+5

+5

+9
Class Ability


16th

+12/+7/+2

+5

+5

+10
Flame of Judgement (8d6)


17th

+12/+7/+2

+5

+5

+10
Class Ability


18th

+13/+8/+3

+6

+6

+11
Flame of Judgement (9d6)


19th

+14/+9/+4

+6

+6

+11
Class Ability


20th

+15/+10/+5

+6

+6

+12
Flame of Judgement (10d6)



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

Weapon and Armor Proficiencies: What weapons and armor with which your class is proficient!

CLASS FEATURE NAME (Ex, Su, Sp, Ps):

Silva Stormrage
2019-06-25, 01:47 AM
Mirecarvers

https://pinimg.icu/wall/0x0/slime-molding-by-marco-nelor-slime-fictional-world-hp-E24550e4438eedeca5eaa4cf992d73379.jpg?t=5ce782e559 1fa


Info: Tombs, caverns and dark places are notorious adventuring locations. Dark creatures congregate beneath the earth, mad wizards hide their experiments from prying eyes and others simply make use of old ruins forgotten long ago. Mirecarvers are those who make the others look like amateurs. Seeping corrosive and corruptive magic into the earth they carve out intricate webs of caverns and tunnels while filling them with oozes and other such monstrosities. Warding such a location with various supernatural abilities they can create an impenetrable stronghold in days beneath even the most watchful of guards.

Adventures: Frankly it is not uncommon for Mirecarver's to encounter adventurers in a hostile manner. Many Mirecarvers have a tendency to isolate themselves in underground dungeons surrounding themselves with fearsome guards as they preform experiments. These Mirecarvers can often find adventurers knocking on their door if those adventurers hear of a mysterious dungeon that might be filled with riches. Those Mirecarvers who explore often join groups bent on exploring underground places like the Underdark or other scholarly types in search of more knowledge.

Characteristics: Mirecarvers are a fairly odd bunch with not a lot of shared characteristics. Those who seek knowledge and arcane power would generally find themselves more called to become Wizards and the like rather than spend time tinkering with oozes and slimes. Mirecarvers tend to be more introverted and find comfort being away from people, and due to their close association with slimes and underground places they tend to have that wish. Still that is hardly a universal trait amongst Mirecarvers.

Alignment: Mirecarvers tend to be chaotic just due to their nature but once again it is a moderate trend not an absolute rule.

Religion: Mirecarvers tend to be more scientific and experimental and often are not particularly religious. Evil Mirecarvers may worship slime demons or similar demon lords to Jubilex but that is solely for the promise of more knowledge/skill manipulating slimes and oozes. Still others find great comfort with gods of hidden places or secrets and praise them or hold an altar in their labs.

Background: Mirecarvers are those who decided to follow a different path than most traditional wizards. Their method of spellcasting is far less efficient but also less reliant on personal skill with arcane magic. Mirecarvers can sometimes be curious individuals with not much talent for memorizing facts and tables but more skilled with experimentation and guesswork in their magical abilities. Others find fascination with oozes and other chemicals and wish to focus on those to the exclusion of other talents.

Races: No race is particularly well suited to become a Mirecarver except perhaps a sentient ooze creature.

Other Classes: Many classes find Mirecarvers a bit disturbing for the same reason necromancers are disturbing. While Mirecarvers don't desecrate or dishonor corpses, oozes are not particularly pleasant to be around. Many Mirecarvers find themselves allied with arcane spellcasters in need of minions to guard them or similar situations.

Role: The main role a Mirecarver in gameplay is to provide minions and a variety of battlefield control. They have a variety of utility effects that their ooze minions can create as well as limited spell casting which they have incredible versatility in how they access it. In addition, they are quite adept at providing fortifications and hidden bases for adventurers to retreat to.


GAME RULE INFORMATION
Mirecarvers have the following game statistics.
Abilities: Intelligence is the most important ability for Mirecarvers. It determines how powerful their summons are and how many they can summon each day but it also determines their slime grenades effectiveness. Dexterity is important if they plan on focusing on their slime grenades which require a ranged touch attack or if they plan on selecting Ooze Body Traits which require them to engage in melee.


Hit Die: d8
Starting Age: As Wizard.
Starting Gold: As Wizard

Class Skills
The Mirecarver's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Disable Device (int), Decipher Script (Int), Listen (Wis), Knowledge (All Skills Taken Individually) (Int), Profession (Wis), Spellcraft (Int), Search (Int), Spot (Wis)

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

Mirecarver


Level
Base Attack Bonus
Fort
Ref
Will
Special
Slime Grenades (Max Level)


1st

+0

+2

+0

+2
Ooze Summoning
0


2nd

+1

+3

+0

+3
Slime Grenades
3 (1)


3rd

+1

+3

+1

+3
Slime Body (1 Trait)
3 (1)


4th

+2

+4

+1

+4
Experimental Nature
4 (1)


5th

+2

+4

+1

+4
Slime Body Trait
4 (2)


6th

+3

+5

+2

+5
Efficient Crafter
5 (2)


7th

+3

+5

+2

+5
Slime Body Trait
5 (2)


8th

+4

+6

+2

+6
Improved Slimes
6 (3)


9th

+4

+6

+3

+6
Slime Body (2 Traits), Slime Body Trait
6 (3)


10th

+5

+7

+3

+7
Mired Fortification
7 (3)


11th

+5

+7

+3

+7
Slime Body Trait
7 (4)


12th

+6

+8

+4

+8
Efficient Concoctions (2 Grenades)
8 (4)


13th

+6

+8

+4

+8
Slime Body Trait
8 (4)


14th

+7

+9

+4

+9
Greater Slimes
9 (5)


15th

+7

+9

+5

+9
Slime Body (3 Traits), Slime Body Trait
9 (5)


16th

+8

+10

+5

+10
Plentiful Slimes
10 (5)


17th

+8

+10

+5

+10
Slime Body Trait
10 (6)


18th

+8

+11

+6

+11
Slime Embodiment
11 (6)


19th

+9

+11

+6

+11
Slime Body Trait, Efficient Concoctions (3 Grenades)
11 (6)


20th

+10

+12

+6

+12
True Connection
12 (7)


Weapon and Armor Proficiencies: Mirecarvers are proficient with all simple weapons as well as light armor but not shields.



Ooze Summoning: (Sp) The Mirecarver's most iconic ability, the ability to leach energy from the earth and coalesce it into oozes that obey his command. As a full round action that can only be done while the Mirecarver is touching the ground he may create one ooze in an adjacent square he knows how to create. He can use this ability a number of times equal to 2 plus his intelligence modifier.

At 1st level a Mirecarver selects one of the three types of oozes to specialize in (Combat, Ward or Utility). Combat oozes are those who specalize in combat applications, ones meant to attack or crush enemies. Ward Oozes are a speciality type of oozes that only Mirecarvers can create. These oozes can spread and cover a large underground room seeping into the walls and ceiling and apply a major beneficial effect to creatures inside that area. Utility oozes are those which have more variety to their abilities, some may be excellent tunnelers while some may enhance slime grenades when sacrificed. Oozes and their various types and statistics are described in more detail in the section below.

A Mirecarver knows how to summon one ooze of his specialty's type at 1st level and one ooze of another type. At every even level he learns to summon one more ooze from his specialty's type and every odd level he learns how to summon an ooze from one of the other two types. A Mirecarver can only have one ooze summoned at a time, summoning another ooze instantly dismisses the previous ooze. These oozes last until dismissed.


Slime Grenades: Starting at second level the Mirecarver gains the ability to create small vials of alchemically infused slime and goo which he stores in vials he creates in the process of creating these slime grenades. After eight hours of rest he can as a full round action siphon magical energy from the earth to create a number of vials equal to the number indicated on the above table. The maximum spell level of a slime grenade is noted on the table above.

The Mirecarver can infuse these vials with any spell he has stored in his alchemical notebook (See below). If a creature is hit by such a vial they are affected by the spell if it was a single target spell or the spell is centered on their square if it has an area of effect. Hitting a creature with a vial requires a ranged touch attack and the vials have a range increment of 20ft. This allows them to use personal or fixed ranged spells on other creatures if necessary. These grenades only last for 24 hours before they become unusable.

In addition, the Mirecarver can as a full round action sacrifice an ooze summoned by his Summon Ooze class feature to gain another Slime Grenade. The Mirecarver sacrifices the magical energy inherent in his summoned minion, killing it in order to leach more magical energy out of the earth. In order to do so he must be touching the ooze and both he and it must be touching the ground. After doing so he may create another slime grenade infused with any spell he knows. Slime Grenades created in this manner only last for 4 hours before becoming unusable.

The Mirecarver has an alchemical notebook with which he inscribes the many spells he has seen and researched and describes how to properly infused them into slime grenades. The Mirecarver starts with 2 known spells and learns one spell up to the maximum spell level he knows every time he gains a new class level. At 2nd level a Mirecarver chooses three schools of magic, this choice can not be changed later. A Mirecarver can learn any spell from the Wizard/Sorcerer List from these three schools of magic or the universal school. After seeing a spell and succesfully identifying it with a spellcraft check or by examining a spell completion item like a scroll and expending the magic item in the process of examining it the Mirecarver can add the spell to his alchemical notebook with 4 hours of dedicated research and alchemical experimenting as well as a DC 15 + Spell Level Craft (Alchemy) check. Unlike a wizard's spellbook a Mirecarver does not need to spend expensive regents to write down his notes in his alchemical notebook. The Mirecarver's caster level is equal to his class level and his spellcasting ability score is his intelligence score for the purpose of Slime Grenades DC's and other effects.

Spells that have a casting time of longer than one round can not be turned into Slime Grenades. Spells whose area of effect radiate from the caster such as cones and emanations have their radius determined from either the square the slime grenade lands or the creature the slime grenade hits as appropriate. If the spell requires a creature target such as Magic circle against Evil, the Mirecarver must still target and hit a creature in order for the spell effect to not be wasted.

Slime Body: (Sp) At 3rd level Mirecarvers become able to conjure up slime and transform their body in a variety of ways. As a standard action they can transform themselves into this oozelike form. At 3rd level they can activate this ability once per day. They gain an additional use of this ability at 6th and every 3rd level after that. Each use of this ability lasts for one minute per caster level. They can dismiss the effect as a free action. If they use Slime Body again while still under its effects than the previous version ends immediately and they can select new traits.

When transformed they gain the immunities of the ooze type (Immunity to Stunning, Poison, Sleep Effects, Paralysis, Polymorph, Critical Hits and Flanking) while retaining their previous type. In addition they may select a number of traits from the list below to apply to themselves while in their Slime Body form. They may select any trait they know and each time they activate their Slime Body ability they may select a different trait they know. At 3rd level they know 2 traits they qualify for. At 5th, 7th and every odd level afterwords they learn an additional trait. At 3rd level they can only apply one trait to themselves while in their Slime Body form, at 9th level this improves to 2 traits at a single time and at 15th level it improves again to 3 traits.



Durable Body: Gain +1 Natural Armor bonus to AC while in Slime Form. This bonus increases by one for every 6 levels.
Agile Slime: Gain a +2 enhancement bonus to dexterity while in Slime Form. This bonus increases by 2 at 8th level and again at 14th level.
Enduring Slime: Gain a +2 enhancement bonus to constitution while in Slime Form. This bonus increases by 2 at 8th level and again at 14th level.
Boisterous Slime: Gain a +2 enhancement bonus to strength while in Slime Form. This bonus increases by 2 at 8th level and again at 14th level.
Slime Slingshot: While in Slime Form the Mirecarver may use the slime coating their body to launch and aim their slime grenades. They may add their intelligence bonus to their attack rolls with their slime grenades.
Ooze Slap: While in Slime Form the Mirecarver gains a slam natural weapon that deals 1d8 damage plus their strength modifier for a medium sized Mirecarver. At 13th level they can make two slam attacks in a single round.
Giant Ooze: While in Slime Form the Mirecarver's size increases one step. They gain a +2 bonus to strength and a -2 penalty to dexterity and their natural armor increases by 2 but they gain no other changes to those statistics from increasing their size.
Martial Ooze: While in Slime Form the Mirecarver can use their caster level instead of their base attack bonus for determining their bonus to hit with natural weapons.
Acidic Coating: While in Slime Form all of the Mirecarver's natural weapons deal 1d8 acid damage on a successful hit. This damage increases by 1d8 at 4th, 8th and every 4 levels after that. This damage also applies to anyone striking the Mirecarver with a natural weapon.
Regenerating Slime: While in Slime Form the Mirecarver gains fast healing 1. This fast healing increases by 1 for every 6 levels.
Accommodating Slime: While in Slime Form any slime grenade that affects the Mirecarver has it's duration doubled as if by the extend metamagic.
Resistant Slime: While in Slime Form the Mirecarver gains spell resistance equal to 11+their caster level.
Empowering Slime: While in Slime Form all of the Mirecarver's Slime Grenades gain a +1 bonus to caster level.
Tunneling Slime: While in Slime Form the Mirecarver gains a burrow speed equal to half their base land speed. This burrow movement can not burrow through stone nor does it leave a tunnel. However, at 13th level the burrow speed increases to their base land speed and can burrow through stone and objects with hardness equal to or less than 10.
Linked Slime: While in Slime Form any oozes the Mirecarver has summoned with his Summon Ooze class feature gain +1 to attack rolls and +1 bonus to their natural armor. In addition, they gain the effects of any other Slime Body trait the Mirecarver is affected by while in Slime Form.



Experimental Nature: (Ex) At 4th level the Mirecarver gains insight into his research and methodology. He gains a bonus on Knowledge (Arcana), Knowledge (Dungeoneering) and Craft (Alchemy) equal to 2 plus 1/5th of his class level.

If you DM is using rules for researching custom spells than Mirecarvers spend half as long and half as many resources as normal when creating custom spells.

Efficient Crafter: (Ex) At 6th level the Mirecarver can supplement alchemical reagents with various slimes he can produce with his own powers. He only needs to spend half the required material components when using Craft (Alchemy). This does not affect the craft time and it only functions when the Mirecarver is crafting the item himself, using spells such as Fabricate or Unseen Crafter do not result in this reduction in price.

Improved Slimes: At 8th level the Mirecarver has his slimes improved. They all gain +4 strength and constitution when summoned but more impressively the Mirecarver can have two oozes active at the same time from his Summon Ooze class feature. If he attempts to summon a third than he choses which of the other two is dismissed. Finally if he wishes he can have his summoned oozes become large instead of medium sized. If he so wishes he can still summon them as medium sized oozes. Oozes do not adjust any statistics other than reach and size bonuses to hit and AC, their ability scores, armor class and other statistics don't change upon changing size.

Mired Fortification: (Su): At 10th level Mirecarvers gain the ability to infuse underground channels and caravans with his power. At 10th level he gains a pool of resources that he can use to enchant an underground location. The Mirecarver must spend one week in an underground cavern, tunnel network or similar location to claim such a spot as his base. They must spend at least 8 hours each day meditating in the same spot to claim such a location. The base's radius is at most one mile from the a central point where the Mirecarver claimed their base. A Mirecarver can only have one such base active at a time. He gains pool of "Fortification Points" which he can only use to enhance their fort. The number of these points is the same as a character of equal level would receive in money from the Landlord feat (Stronghold Builder's Guide).

A Mirecarver can use these fortification points to enchant wondrous architecture and magic items for their fortification. When creating wondrous architecture the Mirecarver can enchant such magic items at a rate of 500gp per class level per day. Thus at level 10 he could craft a wondrous architecture feature that costs 5000gp in a single day. His fortification points are spent at a 1-1 ratio to gp for the cost of enchanting. He doesn't need to pay any experience cost to enchant his fortification but he does need to know all the spell prerequisites in order to create a particular piece of wondrous architecture. These wondrous architecture features are only able to function below ground as they siphon magical area from the land around them.

The Mirecarver can also craft regular magic items in a similar fashion but those items only function while inside the fortification. If taken outside they instantly melt and turn into green ooze like material. In addition the Mirecarver must have the appropriate crafting feat and the spells and other prerequisites needed to craft the item normally. However, the Mirecarver can not craft any magical items that have limited charges such as wands or scrolls. Items that refresh their charges per day such as a Belt of Healing are allowed.

The Mirecarver can mold the ground and earth in his fortification to create regular mundane items as well. They can create any mundane stronghold component such as walls, libraries, alchemical labs or a smithy. You can find a list of such features and their cost in the Stronghold Builder's Guide. Doing this costs fortification points as normal but the cost for such mundane features are halved compared to their regular price.

If a magic item or regular structure is destroyed the Mirecarver regains the fortification points spent on such features at a rate of 1000 points per day.

Finally the Mirecarver can maintain one combat or utility slime per class level in their fortification, sustained by the general magic leached from the surrounding area. These slimes are summoned from their Summoned Ooze class feature as normal but do not count against the limited number of slimes they can have active at a time and they last until killed or dismissed. These slimes however can not leave the half mile radius of the fortification or else they immediately die.

This class feature is treated as a crafting feat and things that reduce the time or crafting cost reduce the cost of wondrous architecture or other such items created by this ability. The Mirecarver can't create anything that the Mirecarver himself doesn't know, thus he can't fill his library with books he doesn't have on hand, but as long as he has a general knowledge of how to build such a component he can build the rest, his magic filling in the gaps for him.

If the Mirecarver abandons their fortification and meditates in another location the first fortification has all of it's wondrous items and similar features being ruined and worthless. The Mirecarver then regains their fortification points at a continuous rate over the course of the next twenty days. At the DM's discretion long held fortifications created by powerful Mirecarvers may retain their magical properties even after abandoned. Such locations can make excellent adventuring destinations.

Efficient Concoctions: At 12th level the Mirecarver can produce Slime Grenades more easily from his various slimes. Now whenever he sacrifices an ooze to create a slime grenade he creates two slime grenades. They have the same duration and they do not need to be the same spell.

At 19th level the Mirecarver creates 3 slime grenades per sacrificed ooze.

Greater Slimes: At 14th level the Mirecarver's slimes and ooze minions further improved. They all gain +4 dexterity when summoned and the Mirecarver can now have three oozes active at the same time from his Summon Ooze class feature. If he attempts to summon a fourth than he choses which of the other two is dismissed. Finally he may summon his oozes as medium, large or huge sized.

Plentiful Slimes: At 16th level the Mirecarver can tap into greater reserves within himself and can now use his Summon Ooze class feature twice as many times per day.

Slime Embodiment: At 18th level the Mirecarver can use his Slime Body class feature at will and it lasts indefinitely until canceled or the Mirecarver uses Slime Body again.

True Connection: (Su) The Mirecarver gains a steady and powerful connection to the land they claim as their own. As long as their
Fortification is at least partially intact and on the same plane as the Mirecarver, then whenever the Mirecarver dies he may turn himself and all of his items into green sludge which quickly evaporates into the air. He then reforms at the center of his fortification with all of his equipment an hour later. Once he does so he can't revive himself in such a manner for one month. This is not a resurrection effect and things that trap the soul are ineffective at stopping this effect.


Mirecarvers can create some fairly unique creatures which are detailed below.

Mirecarvers have three types of Oozes they can summon, Combat, Ward and Utility Oozes. Combat Oozes are those specalized to fight enemies and defend the Mirecarver. Ward Oozes spread themselves over an area and apply magical and supernatural effects to that area and Utility Oozes are a simple catch all for non combat oozes.

Oozes of all type have the following statistics:

Hit Dice: All summoned oozes have 1 Ooze Racial HD plus one per caster level of the Mirecarver.
Type: All summoned oozes have the ooze type and it's associated immunities
Armor Class: All summoned oozes have a bonus to natural armor equal to their constitution modifier
Size: Oozes are medium sized unless otherwise noted.
Speed: Oozes have 30ft move speed unless otherwise noted
Blindsight: Oozes have a 60ft Blindsight but are otherwise blind.
Telepathy (Su): All summoned Oozes have a two way telepathic link to the Mirecarver that summoned them allowing the Mirecarver to direct them as needed. This bond has unlimited range on the same plane of existence.
Not Mindless: Despite being oozes the oozes the Mirecarver summons have a small yet sometimes clever intelligence behind them. They are still immune to mind affecting abilities but all have an intelligence score. Despite this they still gain no feats or skills.


Combat Oozes generally have the following statistics


Strength score of 16. Increased by 2 for every 3 HD they have
Dexterity and Constitution scores of 14: Increased by 2 for every 4 HD they have
Int Score of 2
Wisdom and Charisma Score of 8
A natural slam attack dealing (1d8 + strength) damage for a medium sized combat ooze. At 10th level a combat ooze may attack with its slam attack twice in a full attack. This slam attack becomes a +1 magical weapon at 8th level as if permanently affected by the spell Magic Fang.



Ward Oozes generally have the following statistics


All Ability scores other than int are 10. Int is 1
Ward Oozes are one size category larger than normal.
All Ward Oozes have an ability "Activate" which causes the ooze to spread out over the surface of a region and produce an effect for those inside the region. To activate a Ward Ooze must spend a full round action and must be inside a room, tunnel or some enclosed space where they can cover most of the wall, ceiling and floor. The Ward Ooze then produces an effect for creatures entering the region. Large Ward Oozes can cover a 15ft radius room, a huge ooze can cover a 20ft radius room and a gargantuan ooze can cover a 30ft radius room. This area an ooze is covering and producing an effect over is simply called the ooze's "Activation Aura".

While activated a Ward Ooze spread their body over their room and coats it in a thin usually mostly invisible membrane. A dc 20 spot check notices this membrane and detect magic registers the ooze glowing with transmutation magic. The ooze can still be attacked in this state and has an AC of 0 while activated. Multiple Ward Oozes can not be activated on the same area.



Utility Oozes generally have the following statistics


All Ability scores other than int are 10. Int is 6
Utility Oozes have half as many HD as other oozes.




Name: Brute
Description: Brute oozes are durable and their slam attack deals more damage.
Prerequisites: 1st Level
Special Abilities: This Ooze gains the following traits.

Improved Slam (Ex): This ooze's slam attack increases its damage by one step. This increases to two steps at 10th level and three steps at 20th level.
Bulk (Ex): This ooze's constitution score is equal to it's strength score. In addition they gain +3 bonus to their natural armor which increases by 1 for every 4 caster levels to a maximum of +8 at level 20.


Name: Swift
Description: Swift oozes can extend their limbs to attack at a farther range and their attacks are quicker but deal less damage.
Prerequisites: 1st Level
Special Abilities: This Ooze gains the following traits.

Swift Strike (Ex): This ooze has a BAB equal to it's HD instead of the normal value for oozes and this ooze's dexterity score is equal to it's strength score
Extended Lash (Ex): This ooze gains a +5ft bonus to it's reach which increases to +10 at 8th level and +15 at 16th level. However, it's slam attack deals damage as if it was one step smaller.
Combat Reflexes (Ex): This ooze gains the combat reflexes feat as a bonus feat.


Name: Corrosive
Description: Corrosive oozes have significantly less strength but their body is coated in magical acid.
Prerequisites: 2nd Level
Special Abilities: This Ooze gains the following traits.

Dexterous body (Ex): This ooze has +4 dexterity but it's strength score is 12. It may use it's dexterity modifier instead of it's strength score for attack rolls.
Acid Touch (Su): This ooze gains a natural touch attack that deals 1d6 acid damage plus 1d6 for every 2 HD it possess. This attack does not add it's strength modifier to damage.


Name: Spitter
Description: Spitter oozes can produce a ball of entangling slime that entraps foes.
Prerequisites: 2nd Level
Special Abilities: This Ooze gains the following traits.

Dexterous body (Ex): This ooze has +4 dexterity but it's strength score is 12. It may use it's dexterity modifier instead of it's strength score for attack rolls.
Entangling Blast (Su): This ooze can spit out a ball of sticky slime at a target within 60ft as a ranged touch attack. If this attack hits than the target is entangled for 1d6+2 rounds and they must make a reflex save or become unable to move. If they pass the reflex save they are still entangled but can move at half speed.


Name: Wounding
Description: Wounding oozes can cause their pseudopods which they use to make their slam attacks to become razor sharp and to leak dangerous chemicals which cause lingering wounds to creatures hit.
Prerequisites: 4th Level
Special Abilities: This Ooze gains the following traits.

Precise Strike (Ex): This ooze gains a +3 bonus to hit. At 10th level this bonus increases to +8. However, this ooze does not get to make two attacks with its slam attack.
Wounding Strike (Ex): This ooze's slam attack is a slashing and bludgeoning weapon. In addition those struck take 1 point of constitution damage. This amount increases by 1 for every 4 class levels to a maximum of 6 constitution damage at 20th level.


Name: Pursuing
Description: Pursuing oozes are odd as while most oozes are thought of as slow lumbering things pursuing oozes are incredibly fast and excellent at preventing enemies from fleeing.
Prerequisites: 4th Level
Special Abilities: This Ooze gains the following traits.

Precise Strike (Ex): This ooze gains a +3 bonus to hit. At 10th level this bonus increases to +8. However, this ooze does not get to make two attacks with its slam attack.
Binding Strike (Su): This ooze's slam attack slows any enemy hit by it halving all forms of movement speed for three rounds. At 10th level they are also affected prevented from teleporting or similar effects as if affected by the spell Dimensional Anchor for this duration.
Quick Pursuit (Ex): This ooze's has an 80ft movement speed and their blindsight range is increased to 160ft.
Medium Sized (Ex): This ooze's is always summoned as a medium sized ooze.


Name: Cannon
Description: Cannon oozes can launch a violate batch of chemicals which explode in a burst of acid.
Prerequisites: 6th Level
Special Abilities: This Ooze gains the following traits.

Launch (Su): As a standard action this ooze can launch a batch of acid at any square within medium range (100ft + 10ft/HD) which explodes in a 10ft burst dealing 1d6 plus 1d6 per 2 HD acid damage to all within the area. A reflex save (DC 10 + 1/2 HD + con) halves this damage. The Ooze can use this attack every two rounds and no more than 3 + its con modifier per day.

At 16th level the range increases to long range (400ft + 40ft/HD) and this attack can be used an unlimited number of times per day.
Sight (Ex): This ooze has normal eyesight and is not blind.
Lumbering Body (Ex): This ooze has a dexterity score of 8, a -4 penalty to strength and it's movement speed is 15ft.


Name: Shield
Description: Shield oozes protect and block attacks from hitting adjacent allies.
Prerequisites: 6th Level
Special Abilities: This Ooze gains the following traits.

Shield (Su): This ooze and ally adjacent to this ooze gets a +3 deflection bonus to AC . This bonus increases by 1 at 10th level and every 4 levels after.
Interpose (Ex): Adjacent allies also gain a 50% miss chance against all attacks. However, unlike normal miss chance if an attack misses due to this miss chance it targets the ooze instead of it's intended target.
Bulk (Ex): This ooze's constitution score is equal to it's strength score. In addition they gain +3 bonus to their natural armor which increases by 1 for every 4 caster levels to a maximum of +8 at level 20.



Name: Dissolving
Description: Dissolving oozes use their innate acid to destroy objects and other items.
Prerequisites: 8th Level
Special Abilities: This Ooze gains the following traits.

Sunder (Ex): This ooze gains a +8 bonus on sunder attempts and the Improved Sunder feat as a bonus feat.
Acid (Ex): This ooze inflicts 4d6 acid damage to objects hit by the ooze's slam attack or to manufactured weapons attacking the ooze This damage increases by 1d6 for every 3 HD of the ooze. At 8th level this acid damage treats the hardness of an object as if it was halved. At 16th level it ignores hardness on an object.


Name: Spawning
Description: Spawning oozes can leave behind pools of slime which grapple and ensnare opponents.
Prerequisites: 8th Level
Special Abilities: This Ooze gains the following traits.

Spawn Tentacles (Ex): If this ooze hits a creature with tentacle attack then this ooze may spawn grasping tentacles which attempt to grapple the creature. These tentacles take up one square on the ground that the creature is currently occupying. They function as the spell "Evards Black Tentacles" cast at a caster level equal to the ooze's HD and grapple any non ooze creature entering into that square. They last for one round per HD of the ooze.
Tentacles (Ex): This ooze replaces it's slam attacks with tentacle attacks. These deal 1d4 damage for medium oozes and only deal half of the ooze's strength as a bonus to damage but have double the reach of the normal slam attacks and have a +4 bonus to attack rolls.



Name: Explosive
Description: Explosive oozes are comprised of a mix of highly explosive chemicals and can explode in giant bursts of flame.
Prerequisites: 10th Level
Special Abilities: This Ooze gains the following traits.

Explode (Su): As a standard action this ooze can explode in a massive explosion dealing 1d8 damage per two HD to everyone within 30ft of the ooze. Doing so causes the ooze to take damage equal to half of his maximum hit points. A reflex save (DC 10 + 1/2 HD + con modifier) halves this damage. This explosion also automatically triggers upon death.
Fire Immunity (Ex): This ooze has immunity to fire damage.


Name: Brutal
Description: Brutal oozes deliver heavy blows which daze their opponents.
Prerequisites: 10th Level
Special Abilities: This Ooze gains the following traits.

Daze (Ex): Whenever this ooze hits an enemy it must make a fort save (DC 10+1/2 HD + Strength modifier) or be dazed for one round.
Greater Strength (Ex): This ooze has a +6 bonus to strength.



Name: Gravity Well
Description: Gravity Well oozes control gravity and are excellent at forcing fliers to the ground.
Prerequisites: 12th Level
Special Abilities: This Ooze gains the following traits.

Gravity Surge (Su): As a standard action this ooze can target any creature within medium range (100ft + 10ft per HD) and target them with a surge of powerful gravitational force. A creature targeted must make a bull rush check with a DC equal to 8 plus the ooze's strength modifier. Any creature that fails is dragged 100ft downward, if they hit the ground before they travel the full 100ft they take 1d6 damage for every 10ft they would of traveled. For the next three rounds they are unable to fly or move upward and all their movement speed is halved. They also take a -4 penalty to attack and armor class as the increased gravity makes fighting difficult. At 16th level this effect ignores freedom of movement.
Sight (Ex): This ooze has normal eyesight and is not blind.


Name: Arcane Devourer
Description: Arcane Devourer oozes dispel and devour ongoing spell effects.
Prerequisites: 12th Level
Special Abilities: This Ooze gains the following traits.

Devour Spell (Su): Whenever the ooze hits a creature with his slam attack may make a dispel check as greater dispel magic with a caster level equal to its HD. The ooze can also invoke this greater dispel magic effect with a melee touch attack on any singular ongoing spell effect targeting an area as a standard action. Whenever it dispels an effect it heals a number of hit points equal to twice the spell level.
Suppress Magical Items (Su): The ooze may make a melee touch attack against any magical item in place of it's normal slam attack. If it hits that magical item is automatically suppressed for 1d4 rounds as if it was targeted by greater dispel magic. This does not work on artifacts or items that can't be suppressed by greater dispel magic.


Name: Summoning
Description: Summoning oozes summon various creatures to fight in its place.
Prerequisites: 14th Level
Special Abilities: This Ooze gains the following traits.

Weak body (Ex): The summoning ooze has a 15ft move speed and its strength and dexterity scores are 12.
Summon (Sp): This ooze has the ability to replicate the various Summon Monster spells. When the Mirecarver is 14th level it can replicate the spell Summon Monster VI. At 17th level this improves to Summon Monster VII and at 20th level it improves to VIII. This ooze can use this ability 3/day. This is cast at a caster level equal to the ooze's HD and takes one full round to cast. Unlike normal summons these summoned creatures vanish when the ooze that summoned them dies or is dismissed.

At 16th level this ooze can sacrifice all three of it's uses per day to increase the effective Summon Monster level by 1 (Thus at 17th level this ooze could spend all 3 uses of this ability to cast Summon Monster VIII).


Name: Vile
Description: Vile oozes produce noxious cloud of gas which debilitates creatures.
Prerequisites: 14th Level
Special Abilities: This Ooze gains the following traits.

Noxious Body (Ex): This ooze is surrounded by a cloud that duplicates the effects of the spell Stinking Cloud except it has a radius of 20ft centered on the ooze and it follows the ooze as it moves. The saving throw to resist this is equal to 10 + 1/2 the ooze's HD + the ooze's constitution modifier. The Mirecarver and creatures of the ooze type are immune to this ability.
Vile Strikes (Ex): This ooze's strikes are coated in a foul mixture which makes resisting it's cloud even more difficult. Any creature who takes damage from their slam attacks take a -4 penalty on saving throws against the Ooze's noxious body ability.


Name: Hybrid
Description: Hybrid oozes share the traits of two lower level oozes.
Prerequisites: 16th Level
Special Abilities: This Ooze gains the following traits.

Hybrid Traits (Ex): When Mirecarver summons this ooze he selects two other Combat oozes with required levels of 12 or lower. This ooze gains the traits and abilities of both oozes. The Mirecarver must know how to summon both of these oozes This ooze can chose not to gain an ability of one of the oozes if the Mirecarver wishes. At 20th level the Mirecarver may select oozes with a required level of 14 or lower.


Name: Warping
Description: Warping oozes manipulate space and can open portals to attack nearby creatures.
Prerequisites: 16th Level
Special Abilities: This Ooze gains the following traits.

Warping Strike: (Su): This ooze has a unique power over space and can create portals when it strikes to strike at foes at incredible distances away. The ooze can use its slam attacks on any creature within 500ft, this does not mean it threatens a 500ft radius and it's melee threat range is normal for a creature of its size. When it attacks a small portal opens up near the creature which allows the ooze's tendrils to strike at the target. No other creature, object or effect can pass through these portals but creatures being struck by a Warping ooze can still ready an action to attack the tendrils passing through the portals to attack them. This is treated as attacking the ooze and it takes full damage from such attacks as normal. This ooze can not attack into an area that is warded against dimensional travel.
Warping Grab: (Ex) Upon striking a creature with its slam attack it may make a grapple check as a free action without provoking attacks of opportunity. If it successfully grapples a creature the ooze drags the creature through a portal and brings the creature to a square adjacent to the ooze. This is an exception to the rule that no other creature or effect can pass through the portals created to attack.
Transcendent Blindsight (Ex): This ooze has a 500ft radius blindsight. However, this blindsight penetrates barriers such as walls and other things that block line of effect. However, it can not penetrate areas that are warded against dimensional travel. Such areas are simple perceived as a black void to the ooze.
Dimensional Door (Sp): This ooze can cast the spell dimensional door at a caster level equal to his HD three times per day.


Name: Insight
Description: Insight oozes grant precognition and insight to nearby slimes and their summoned.
Prerequisites: 18th Level
Special Abilities: This Ooze gains the following traits.

Insight: (Su): As a swift action once per round it can grant every allied ooze and the Mirecarver who summoned it the benefits of the spell "True Strike" for one attack made this round.
Inflict Vulnerability: (Su) Upon striking a creature with its slam attack allies gain a +6 insight bonus on their attack rolls against the creature for one round as they are aided by visions of the future.


Name: All Devouring
Description: All Devouring oozes consume creatures, objects and anything else that enters its body.
Prerequisites: 18th Level
Special Abilities: This Ooze gains the following traits.

Engulf: (Ex): This ooze can simply mow down smaller creatures of one size small than itself as a standard action. It cannot make a slam attack during a round in which it engulfs. This ooze merely has to move over the opponents, affecting as many as it can cover. Opponents can make opportunity attacks against the cube, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 10 + 1/2 HD + The Ooze's Constitution Modifier) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as the ooze moves forward. Engulfed creatures are subject to the ooze's paralysis, and are considered to be grappled and trapped within its body.
Paralysis: (Ex): Any creature engulfed in its body must make a fortitude save every round they remained trapped or be paralyzed for 1d6 rounds. The Save DC is 10 + 1/2 HD + The Ooze's Constitution Modifier.
Unrelenting Grip: (Su): Any creature who fails the reflex save to be engulfed or is just grappled by the ooze is drawn into ooze's body and held there by the ooze's innate magic, This negates any magic or non epic effects such as Freedom of Movement that negate grappling. In addition, the ooze gains a +8 bonus on grapple checks.
All Consuming Hunger: (Su): Any creature or non artifact item which remains in the ooze's body for 3 rounds is destroyed by the ooze's digestive system, their body and all their gear turn to dust and the ooze regains 50 hit points whenever it devourers a medium or larger creature. A creature devoured in such a way can not be raised, resurrected or brought back to life in any manner except by a miracle or wish.


Name: Ultra
Description: Ultra oozes are the pinnacle of combat slimes.
Prerequisites: 20th Level
Special Abilities: This Ooze gains the following traits.

The One and Only: (Ex): This ooze can only be summoned by a particular Mirecarver once per day and they may never have more than one of this ooze active at a single time.
Regeneration: (Ex) This ooze only takes normal damage from fire damage, the rest is converted to non lethal damage. It recovers such damage at a rate of 15 per round.
Brutal Power (Ex): This ooze has a +8 bonus to Strength and Constitution as well as DR 15/-
Slime Wave (Sp): Once every five rounds this ooze may cast the spell Slime Wave (SpC) as a Spell Like Ability at a caster level equal to its HD. The Save DC is constitution based.
Paralysis (Ex): This ooze's body is coated in a deadly batch of alchemical chemicals. Upon hitting a creature with a slam attack the creature must make a saving throw (DC 10 + 1/2 HD + This Ooze's Constitution Modifier) or be paralyzed for one minute. Any creature striking the ooze with natural weapons or grappling the ooze must also make a save or be poisoned.

Silva Stormrage
2019-06-25, 01:50 AM
Name: Shield
Description: Shield oozes can protect creatures and objects within the area they are warding.
Prerequisites: 1st Level
Special Abilities: This Ooze gains the following traits.

Shield (Su): This ooze when activated grants a +4 shield bonus to AC to every allied creature within the area it is warding. This bonus increases by 1 for every 5 caster levels of the Mirecarver and lasts as long as they are within the warded area. In addition he grants 5 temporary hit points to every allied creature and object in the area. These temporary hit points refresh at the start of every round. The amount of temporary hit points increases by 5 for every 5 caster levels of the Mirecarver and last as long as they are within the warded area.


Name: Alarm
Description: Alarm oozes act as a subtle yet effective alarm system.
Prerequisites: 1st Level
Special Abilities: This Ooze gains the following traits.

Alarm (Su): Whenever a creature enters the radius of this ooze when activated the Mirecarver who summoned it gets automatically alerted via a telepathic ping. This alert gives a vague image of the intruder but nothing particularly clear. This alert only reaches the Mirecarver if they are on the same plane of existence as this ooze.


Name: Empowering
Description: Empowering oozes boost caster level for spellcasters within the area.
Prerequisites: 2nd Level
Special Abilities: This Ooze gains the following traits.

Bolster (Su): When activated any spellcaster casting a spell within this ooze's activation aura gains a +1 bonus to caster level. A Mirecarver using a slime grenade doubles this bonus.

This bonus increases to +2 at 8th level and again to +3 at 16th level.


Name: Misdirection
Description: Misdirection oozes can create illusions within their activation aura.
Prerequisites: 2nd Level
Special Abilities: This Ooze gains the following traits.

Illusion (Sp): When activated this ooze can cast Silent Image as a spell like ability at will with it's effects and range limited to within the ooze's activation aura. The caster level for this ability is equal to the Mirecarver's caster level and the DC is based on the Mirecarver's intelligence modifier. Once this ability has been used the Ooze must wait 5 rounds until casting another illusion

At 8th level the ooze can cast Silent Image or Major Image. At 12th level the ooze becomes able to cast programmed image or any of the previous spells. At 16th level the ooze can cast Permanent Image or any of the previous spells. All of these options share the same 5 round cooldown.

This bonus increases to +2 at 8th level and again to +3 at 16th level.



Name: Regenerative
Description: Regenerative oozes restore wounds to those within it's area.
Prerequisites: 4th Level
Special Abilities: This Ooze gains the following traits.

Heal (Su): This ooze when activated restores one hit point per this ooze's HD to every creature who spends 10 minutes within it's activated aura. In addition at 8th level creatures regain one point of ability damage from a single ability score in addition to the hit points regained. Characters with a single level in Mirecarver or creatures with the ooze type are healed every round while they are within this ooze's activation aura.


Name: Enhance
Description: Enhance oozes grant bonuses to physical ability scores to all allies within its activation aura.
Prerequisites: 4th Level
Special Abilities: This Ooze gains the following traits.

Enhance (Su): Whenever an allied creature is within this ooze's activation aura they gain a +2 enhancement bonus to all of their physical ability scores. These bonuses last as long as the allied creature remains within the ooze's activation aura and for one minute after they leave the area.

The bonus increases to +4 at 8th level and +6 at 16th level.


Name: Spewing
Description: Spewing oozes flood the area with toxic poison and acidic mist.
Prerequisites: 6th Level
Special Abilities: This Ooze gains the following traits.

Acidic Mist (Su): This ooze when activated gains the ability to spray acidic mist as a swift action usable once every five minutes. When used the ooze produces a heavy acidic mist that spreads out to the radius of the ooze's activation aura. Every non ooze creature within the area takes 1d6 points of damage per two caster levels of the Mirecarver and must make a fortitude save (DC 10 + 1/2 the Ooze's HD + the Mirecarver's intelligence modifier) or take 1d6 points of constitution damage. Immunity and resistance to poison applies against the constitution damage but not the acid damage. If the Mirecarver has their Slime Body class feature active they are immune to the acid and constitution damage of this ability.

This mist fills the radius for ten minutes and creatures who remain in the area take damage at the start of the Ooze's turn while they remain in the area. The mist also blocks sight as the spell fog cloud and can be dispersed with wind like the spell as well. This mist lasts for ten minutes.


Name: Meld
Description: Meld oozes all creatures to be absorbed and hidden within it's body.
Prerequisites: 6th Level
Special Abilities: This Ooze gains the following traits.

Absorb (Su): When activated allied creatures aware of this ooze can spend a full round action to meld into the ooze's body when adjacent to a wall or surface this ooze is covering. Merging into the ooze functions as the spell "Meld Into Stone" except as noted here. The ooze can hold one medium creature per caster level of the Mirecarver with large creatures counting as two medium, etc. This ooze has to be destroyed to force a creature melding with it to be expelled. Spells that only function on stone have no effect on a creature merged with the ooze. Finally, a creature melded into this ooze can still see and hear inside the room as if they were in the same square as when they melded into the ooze.
Camouflage (Ex): This ooze when activated requires a DC 30 spot check to notice it's presence due to it's body blending into the background.



Name: Accommodating
Description: Accommodating oozes allow multiple ward oozes to be activated over the same space.
Prerequisites: 8th Level
Special Abilities: This Ooze gains the following traits.

Accommodate (Su): This ooze when activated allows two other ward oozes to be activated on the same space as this ooze allowing multiple ward ooze's to grant benefits to a single room or enclosed space. This ooze does not count against the maximum number of oozes a Mirecarver can have summoned at a time but they may only have one of these types of oozes summoned at a given time. Attempting to summon a second one automatically dismisses the first.


Name: Sanctum
Description: Sanctum oozes can block divination effects.
Prerequisites: 8th Level
Special Abilities: This Ooze gains the following traits.

Ward (Su): This ooze when activated prevents any divination (scrying) effect from perceiving anything within the space of it's activation aura as the spell Mage's Private Sanctum.


Name: Guard
Description: Guard oozes allow a Mirecarver to place multiple combat oozes inside a room without cost.
Prerequisites: 10th Level
Special Abilities: This Ooze gains the following traits.

Anchor (Ex): This ooze when activated can select one Combat or Utility ooze that was summoned by the same Mirecarver who summoned this ooze. The ooze targeted by this ability no longer counts against the limited number of oozes that the Mirecarver can have summoned. However, if this ooze deactivates itself, is destroyed or the targeted ooze leaves this ooze's activation aura the targeted ooze is immediately destroyed.

At 15th level this ooze can target two oozes. At 20th level this ooze can target 3 oozes.


Name: Combust
Description: Combustion oozes can ignite a violate mixture of chemicals inside their body.
Prerequisites: 10th Level
Special Abilities: This Ooze gains the following traits.

Explode (Ex): This ooze when activated can detonate itself as an immediate action automatically destroying itself and then dealing 1d8 fire damage per the Mirecarver's Caster Level to all creatures and unattended objects within it's activation aura. A reflex save DC 10 + 1/2 the Mirecarver's Class Level + the Mirecarver's Intelligence Modifier halves the damage. Creatures who fail the reflex save are stunned for one round due to the explosion.



Name: Swift Enchanting
Description: Swift Enchanting oozes dramatically reduce the time required to craft and enchant magic items.
Prerequisites: 12th Level
Special Abilities: This Ooze gains the following traits.

Swift Enchantment (Su): Any magic item that is crafted inside the radius of this ooze's activation has the required crafting time reduced by half as the ambient energies generated by the ooze speed up the process. In order to qualify for the time reduction the entire process of crafting the item must be done inside the ooze's activation aura.

At 18th level magic items are crafted at four times the speed as normal.

Special: If the DM allows for researching custom spells this time reduction applies to researching and developing custom spells as well with the same restrictions as crafting magic items.


Name: Astral Disruption
Description: Astral Disruption oozes disrupt planar and teleportation effects.
Prerequisites: 12th Level
Special Abilities: This Ooze gains the following traits.

Disrupt (Su): When activated this ooze pulses with a particular magical aura that disrupts teleportation and planar travel. Creatures attempting to teleport or plane shift or similar dimensional travel abilities into this ooze's activation aura automatically suffer a mishap as the spell teleport. Creatures attempting the same methods of travel to a location within 500ft of this ooze when activated simply have the attempt fail.


Name: Arcane Prison
Description: Arcane Prison oozes produce an antimagic field within their activation aura.
Prerequisites: 14th Level
Special Abilities: This Ooze gains the following traits.

Antimagic (Su): When activated this ooze pulses an aura of antimagic energy like the spell "Antimagic Field" and fills its activation aura with the effects of the spell except as noted here. The spell fails to suppress the spell, spell like abilities or supernatural abilities of creatures with the ooze type and spells and abi that summon oozes.
Slow Activation (Ex): It takes a full minute for this ooze to activate it's activation aura.
Hardened Activation (Ex): When activated this ooze gains DR 15/-.


Name: Absorption
Description: Absorption oozes can store spells and spell like abilities to be used later.
Prerequisites: 14th Level
Special Abilities: This Ooze gains the following traits.

Absorb Spell (Su): When activated this allows adjacent allied creatures with spells or spell like abilities to store those spells in the ooze. By spending a standard action they can store one spell or spell like ability in the ooze, losing access to it as if they had cast it. At anytime later the same spell caster can touch this ooze and cast the spell they stored spending. They must spend all material, experience and other costs of the spell at this time. The ooze does not need to be activated in order for a spellcaster to retrieve their spells from the ooze.

This ooze can hold up to one spell for every 4 caster levels of the Mirecarver.
Absorb Slime Grenades (Ex): In addition, the Mirecarver can have this ooze absorb one Slime Grenade per 4 caster levels. When adjacent to the ooze he may sacrifice one slime grenade he has active at store it inside the ooze, preserving it. While absorbed in this ooze the slime grenade will not expire. The Mirecarver can while adjacent to the ooze as a move action retrieve any slime grenades stored inside this ooze which become functional like normal. The ooze does not need to be activated in order to retrieve their slime grenades from the ooze.



Name: Poison
Description: Poison oozes absorb poison samples and can fill their activation aura with mass produced poison.
Prerequisites: 16th Level
Special Abilities: This Ooze gains the following traits.

Absorb Poison (Ex): When activated if any dose of contact or inhaled poison touches this ooze it can absorb the dose and save it for later. It takes one minute of concentration to fully absorb a dose of poison.
Spread Poison (Ex): As a standard action this ooze can fill the entirety of their activation aura with a fine mist that duplicates the effect of one of the poisons stored. If it is an inhaled poison than any creature in the area who breathes in the mist is affected, if it is a contact poison it simply affects every creature inside the mist's area. The DC for this poison is increased by the Mirecarver's intelligence modifier. Once a dose is used to create mist in this manner the ooze loses access to it and must absorb another dose of poison to spread more mist. The mist lasts for one minute though a creature can only be affected by any particular poison mist's effects once regardless of how long they stay inside the mist.


Name: Spell Warding
Description: Spell Warding oozes ward allies against spells and spell like abilities. .
Prerequisites: 16th Level
Special Abilities: This Ooze gains the following traits.

Spell Ward (Su): When activated any creature within it's activation aura gains spell resistance equal to 12 + the Mirecarver's caster level. This spell resistance can be lowered or raised as a free action. In addition, any spell that is affected by spell resistance and that overcomes this spell resistance is immediately countered. Once this ability has countered 9 spell levels worth of spells in a particular day for a particular creature this ability can no longer immediately counter spells for that creature beyond the effects of the granted spell resistance. This limit on spell levels countered remains even if the creature leaves the activation aura and returns or if they gain this effect from a different ooze.

Whenever this ability negates a spell, either by spell resistance or by countering it, the creature affected gains 5 temporary hit points per spell level of the spell countered.

This effect lasts for as long as creatures are within the activation aura and for one hour after they leave the area.



Name: Prismatic
Description: Prismatic oozes can create multicolored walls and barriers within it's activation aura.
Prerequisites: 18th Level
Special Abilities: This Ooze gains the following traits.

Prismatic Wall (Sp): When activated this ooze gains the ability to produce a prismatic wall as the spell except as noted here. The ooze can create the wall anywhere within it's activation aura but the wall can not extend its barrier beyond the ooze's activation aura. The ooze may only have one wall active at a time, creating a second one dismisses the first. Secondly after a wall has been created another one can't be created for 5 rounds.



Name: Mental Block
Description: Mental Block oozes grant powerful warding to creatures within the area.
Prerequisites: 18th Level
Special Abilities: This Ooze gains the following traits.

Mindblank (Su): When activated this ooze grants the benifits of the spell "Mindblank" to all allied creatures within the ooze's activation aura. This effect lasts as long as they are within the activation aura and for an hour after the creature leaves the area.

Name: Eternal
Description: Eternal oozes allow the Mirecarver to permanently enhance areas with their other ward oozes.
Prerequisites: 20th Level
Special Abilities: This Ooze gains the following traits.
[LIST]
Eternal Activation (Su): When activated over an area this ooze allows one other ward ooze other than an Accomidating Ooze to become activated upon the same location as this ooze. If this ooze and that other ward ooze remain activated for one week than this ooze destroys itself but in the process of doing so anchors the other ooze to that location. The other ooze no longer counts against the maximum number of oozes summoned for the Mirecarver who summoned it. However, it can no longer deactivate itself and if the room or enclosed space it is activated on is destroyed the ooze is automatically destroyed. Mirecarvers who know how to summon this ooze often flood every corner of their bases and labs with oozes.




Name: Barricade
Description: Barricade oozes can harden themselves and form impressive walls and barricades in tight corridors.
Prerequisites: 1st Level
Special Abilities: This Ooze gains the following traits.

Harden (Ex): This ooze as a full round action provokes attack of opportunities it can harden it's body or turn itself into it's normal ooze like form. When it hardens itself it can't move but it gains hardness equal to 10 plus the Mirecarver's caster level. In addition, this ooze has a somewhat more flexible body when it isn't hardened. As part of the full round action to harden it can stretch and spread it's body so that it takes up any number of 5ft squares equal to the normal space it takes up as long as those squares are contiguous. Thus a large sized ooze could take up 8 contiguous 5ft squares when it hardens and a huge sized ooze could take up 27. Each of these squares has a number of hit points equal to 10 + 3 per caster level of the Mirecarver. For every square destroyed the Ooze takes 25 points of damage when it turns itself into it's normal form. If the ooze takes any damage while hardening the hardening fails and the ooze snaps back to it's regular slime form.

This ooze when it hardens can also act as reinforcement to an adjacent door or similar barricade increasing the strength DC to break the barricade by it's hardness.
Increased Size (Ex): This ooze is one size category larger than normal.


Name: Spring
Description: Spring oozes can flatten themselves and provide a massive bonus to jump checks to creatures jumping on top of them.
Prerequisites: 1st Level
Special Abilities: This Ooze gains the following traits.

Jump Platform (Ex): This ooze can flatten itself to a 2 inch platform in it's square allowing other creatures to enter it's square. Any creature making a jump check while on the ooze's square gets a +20 bonus to their jump check and is treated as having a running start. In addition, due to the force absorbent nature of the ooze in this form creatures landing on the ooze while flattened take no falling damage. The ooze can not move or act in anyway while flattened except to resume it's normal form as a move action.

This bonus increases to +30 at 8th level and +40 at 16th level.


Name: Reinforce
Description: Reinforce oozes can secrete a particular mix of chemicals which improves object's durability.
Prerequisites: 2nd Level
Special Abilities: This Ooze gains the following traits.

Reinforce (Ex): This ooze can once per day coat an object no with a volume no larger than a 5ft cube in an incredibly thin membrane of slime. One minute after being applied the slime hardens and takes on the same texture of the object but keen observers (DC 25 spot or 15 appraise check) can still notice the slime coating. This coating increases the object's hit points by 3 per caster level of the Mirecarver and increases the object's hardness by 5. Once the object has taken an amount of damage equal to 3 times the caster level of the Mirecarver the slime coating is broken and the bonus to hardness is lost. Otherwise the slime coating lasts for one week.

At 8th level the slime coating increases the hardness of an object by 10 instead of 5. This ooze can also use Reinforce 3/day instead of 1/day.

At 16th level the slime coating lasts until it is broken.


Name: Purifying
Description: Purifying oozes can reveal and remove toxins and pathogens in liquids and foods.
Prerequisites: 2nd Level
Special Abilities: This Ooze gains the following traits.

Purify (Su): This ooze can secrete a particular mix of slime and chemicals into any food or liquid which reveals if the food has any magical or non magical poisons or diseases in it and neutralizes them. These chemicals will glow a particular color if it has to neutralize any poisons. Regardless, this leaves the food and water perfectly healthy to eat but has the downside of making the food or water mucousy and slimy. This ooze can do this three times per day. At 8th level this increases to 6 times per day and at 16th level it can do this at will.


Name: Burrowing
Description: Burrowing oozes function as one would expect, they can burrow into the ground and create tunnel networks for the Mirecarver.
Prerequisites: 4th Level
Special Abilities: This Ooze gains the following traits.

Burrow (Ex): This ooze gains a 10ft burrow speed which can burrow through earth and dirt but not stone or metal. The ooze leaves tunnels wide enough for creatures of equal size to walk through. At 8th level this ooze can burrow through stone and at 16th level the ooze can burrow through any material with hardness of 20 or less.


Name: Production
Description: Production oozes function as extremely efficient and mobile alchemical labs.
Prerequisites: 4th Level
Special Abilities: This Ooze gains the following traits.

Lab (Ex): This ooze can function as a portable alchemical lab for the Mirecarver. When the Mirecarver uses this ooze to create an alchemical item he only has to spend half of the normal amount of material components in order to create the item (Thus a quarter if the Mirecarver has the Efficient Crafter class feature) , the rest are supplied by the various chemicals present in the ooze. In addition, when using the in this fashion the Mirecarver can create any Alchemical item or Poison costing 500 GP or less within a single hour. However, each ooze can only be used to create one item per day.


Name: Resource
Description: Resource oozes are much more efficient at creating slime grenades
Prerequisites: 6th Level
Special Abilities: This Ooze gains the following traits.

Prime Materials (Ex): Whenever this ooze is sacrificed to create slime grenades the Mirecarver gains double the amount of Slime Grenades.


Name: Tracking
Description: Tracking oozes have an incredible precise ability to sense and track creatures and scents.
Prerequisites: 6th Level
Special Abilities: This Ooze gains the following traits.

Scent (Ex): This ooze gains the Scent ability.
Tracking (Ex): This ooze gains the Track and Urban tracking feats as bonus feats. In addition it gains a bonus to Survival equal to it's HD plus 10 and can use survival in place of gather information for its Urban Tracking feat if the ooze has encountered the creature it wishes to track or an item that was recently in the creature's possession.


Name: Revealing
Description: Revealing oozes are adapted to glow in various colors depending on nearby creatures.
Prerequisites: 8th Level
Special Abilities: This Ooze gains the following traits.

Glow Aura (Ex): This ooze glows in a variety of lights and colors depending on creatures within 100ft and orders from the Mirecarver. In effect the Mirecarver can read these glows and gain a variety of information on creatures within 100ft. He can determine a creature's type, number of HD and wether or not it has hostile intentions (Wanting to or planning to attack) against the Mirecarver or the ooze. These glows can also reveal if an invisible or undetectable creature is nearby by reading the glow of the ooze and not seeing an associated creature. This does not pinpoint the invisible creature's square only that such a creature is nearby.
Improved Blindsight (Ex): This ooze has a 100ft radius blindsight and it has a bonus on spot and listen checks equal to the Mirecarver's caster level +10.


Name: Hallucinogenic
Description: Hallucinogenic oozes can cause a creature to experience wild visions which grants a creature insight into the future.
Prerequisites: 8th Level
Special Abilities: This Ooze gains the following traits.

Induce Hallucination (Ex): This ooze can sacrifice itself and pour itself into a willing or helpless living creature's mouth. The creature is knocked unconscious for an hour as it's mind witnesses various hallucinations detailing various events and possibilities. These hallucinations give the target creature advice towards a single event or goal the creature wants as the spell Divination.
Tiny Sized (Ex): This ooze is always tiny sized.


Name: Altering
Description: Altering oozes can surround a creature and give them various benefits such as flight or bonuses to ability scores..
Prerequisites: 10th Level
Special Abilities: This Ooze gains the following traits.

Alter Form (Ex): This ooze can as a full round action surround an adjacent creature of it's size or smaller and grant it a choice of abilities from the list below. The ooze can grant a creature 2 abilities at 10th level, 3 abilities at 14th level and 4 abilities at 18th level.
-Grant a +2 Bonus to any physical ability score (This may be selected three times. Once for each ability score)
-A flight speed equal to double the creature's base land speed with average maneuverability.
-A +2 bonus to their natural armor
-DR 5/-
-A +20ft bonus to their base land speed
-A +2 bonus to fortitude saves

Regardless of the abilities gained it also grants the creature a number of temporary hit points equal to twice the Mirecarver's level. If these temporary hit points are lost than the ooze returns to it's regular form and the creature loses all abilities granted by this ability. This ooze also loses hit points equal to the amount of temporary hit points lost. Likewise if the ooze reverts itself to it's base form as a move action the affected creature loses all abilities granted by this ability and the ooze takes damage equal to the amount of temporary hit points lost.


Name: Metallurgy
Description: Metallurgy oozes can produce various types of metal to be used in construction.
Prerequisites: 10th Level
Special Abilities: This Ooze gains the following traits.

Produce Metal (Ex): This ooze can synthesize large amounts of durable metal like material over the course of an hour. Over 2 hours it can produce a 5ft cube worth of iron. With a Mirecarver's constant direction it can be produced into the shape of walls, doors or other such basic structures. This ooze can only produce such material while within the range of the Mirecarver's stronghold detailed in their Mired Fortification class feature. This ooze is unable to produce materials outside of that stronghold and if the materials are brought further than a mile outside the stronghold than they rapidly dissolve into a black slime like material and become worthless.

At 12th level this metal can be Iron or Mithral. At 15th level it can be Iron, Mithral or Adamantine. At 18th level it can be Iron, Mithral, Adamantine, or Obdurium.


Name: Consuming
Description: Consuming oozes devour and destroy objects they touch.
Prerequisites: 12th Level
Special Abilities: This Ooze gains the following traits.

Disintegrate (Ex): This ooze can disintegrate any destroy any object it spends one minute in contact with as the spell Disintegrate. This can even destroy force effects like Wall of Force or Forcecage. If the object is larger than a 10ft cube than it only destroys a part of that object


Name: Pocket
Description: Pocket oozes contain a pocket dimension which they can store creatures and objects within.
Prerequisites: 12th Level
Special Abilities: This Ooze gains the following traits.

Pocket Dimension (Ex): As a full round action this ooze can engulf an adjacent willing creature, creatures engulfed in this manner enter an extradimensional space similar to a portable hole. This space is a 30ft cube of empty void with solid unbreakable walls. Creatures inside can use dimensional travel such as plane shift and teleports to get outside this space but otherwise once inside creatures can't escape. Air from the surroundings of the ooze replenishes the air inside this space. The ooze can open doors in this space to let creatures and objects outside. Mirecarvers often use these oozes for pack mules or prisons for unruly enemies.

If the ooze dies or is dismissed all creatures and objects are ejected harmlessly into the space adjacent to the ooze.


Name: Hybrid
Description: Hybrid oozes share the traits of two lower level oozes.
Prerequisites: 14th Level
Special Abilities: This Ooze gains the following traits.

Hybrid Traits (Ex): When Mirecarver summons this ooze he selects two other Utility oozes with required levels of 10 or lower. This ooze gains the traits and abilities of both. The Mirecarver must know how to summon both of these oozes This ooze can chose not to gain an ability of one of the oozes if the Mirecarver wishes. At 18th level the Mirecarver may select oozes with a required level of 12 or lower.


Name: Alchemical
Description: Alchemical oozes transmute materials into different types.
Prerequisites: 14th Level
Special Abilities: This Ooze gains the following traits.

Transmute (Ex): Over the course of a full minute of concentrating this ooze can transmute one 5ft cube of material into a different type and shape as the spell polymorph any object except as noted here. This ooze can not affect living creatures with this ability and any if the object would normally have a permanent duration the duration is instead instantaneous.


Name: Ditto
Description: Ditto oozes copy the knowledge and form of a creature it maintains contact with.
Prerequisites: 16th Level
Special Abilities: This Ooze gains the following traits.

Ditto (Ex): After spending 5 minutes in constant contact with a creature this ooze turns into an exact replica of the creature with all of it's memories and knowledge while still being utterly loyal to the Mirecarver. It takes a DC 40 spot check to distinguish the ooze and the copied creature but it only takes a DC 15 sense motive check to notice the ooze is a fake due to it's low int and poor acting skills. However, the replication is incredibly detail excepting that and divinations and similar spell effects treat the ooze as if it was the target creature and divinations and similar spells such as true seeing do not reveal the ooze as being an imposter. Upon death the ooze returns to it's regular form. This ooze can only transform into a replica of a creature huge sized or smaller.


Name: Flexible
Description: Flexible oozes can become any utility or ward ooze of a lower level.
Prerequisites: 16th Level
Special Abilities: This Ooze gains the following traits.

Replicate (Ex): As a full round action this ooze can gain the statistics and abilities of a single ooze with a required level of half of the Mirecarver's level. Thus at level 8 it can replicate any Utility or Ward ooze that requires level 8 or lower. This ooze can only replicate one ooze at a time, if it gains the abilities of a second ooze it loses the abilities of the first. At 20th level this improves to any Utility or Ward ooze that requires level 10 or lower.


Name: Eldritch Tunneler
Description: Eldritch Tunneler oozes can burrow through almost any material and their tunnels are automatically warded as they make the tunnels.
Prerequisites: 18th Level
Special Abilities: This Ooze gains the following traits.

Eldritch Tunnel (Su): This ooze gains a 40ft burrow speed which can burrow through any material of hardness 20 or lower and leaves a sturdy tunnel with magical properties on the surrounding walls. Entering the tunnel through any magical means tends backfire, any creature other than the Mirecarver who summoned this ooze attempting to teleport or plane shift into a tunnel or cavern carved by this ooze causes as mishap as the spell teleport. Creatures with the earth glide special ability or those who are incorporeal, capable of traveling via the ethereal plane or similar abilities can't phase into a tunnel created by this ooze either and are stopped as if the walls were made of a wall of force. In addition, every creature in such a tunnel or cavern are affected by the spell Nondetection as if cast by a 20th level spellcaster.


Name: Scry
Description: Scry oozes can split themselves into multiple parts and allow the Mirecarver to spy in far off locations.
Prerequisites: 18th Level
Special Abilities: This Ooze gains the following traits.

Split (Su): Three times per day this ooze can split off a small one inch diameter dollop of translucent slime that survives even when this ooze dies or is dismissed. Whenever the Mirecarver touches an ooze of this type that he has summoned he can see and hear as if he was present at the location of every such dollop of slime simultaneously. If the slime is completely surrounded in a box or other material than the Mirecarver simply sees darkness but may still hear surrounding noise and conversation. Any extra senses the Mirecarver may have such as blindsight or telepathy do not function while observing through these dollops, only sight and sound. An individual Mirecarver may maintain a maximum number of these dollops of slime equal to his caster level, creating any more causes one of the Mirecarver's choosing to become permanently nonfunctional.

Spotting such a piece of slime is not easy and requires a DC 30 spot check to notice it if it is just out in the open. If it is hidden this DC increases by half of the individual who hid its hide check. The slime is gooey and mostly translucent but it also sticks to surfaces such as walls and ceilings making it easier to hide. Despite being made from a magical ooze these dollops of slime do not radiate magic unless the Mirecarver is actively using them to observe, in which case they radiate faint divination magic. Despite being divination magic this effect bypasses normal such blocks against scrying and similar magic such as Arcane Sanctum and similar spells. The ooze is simply relaying the sounds and sight surrounding "its" body rather than trying to scry inside such a barrier.


Name: True Hallucinogenic
Description: True Hallucinogenic oozes can cause a creature to experience wild visions which allow it to solve almost any problem they have.
Prerequisites: 20th Level
Special Abilities: This Ooze gains the following traits.

Induce Perfect Hallucination (Ex): This ooze can sacrifice itself and pour itself into a willing or helpless living creature's mouth. The creature is knocked unconscious for an hour as it's mind witnesses various hallucinations detailing various events and possibilities. These hallucinations give the target creature advice towards a single event or goal the creature wants as the psionic power Hypercognition.
Tiny Sized (Ex): This ooze is always tiny sized.

Lanth Sor
2019-07-01, 09:32 AM
Aide
https://cg1.cgsociety.org/uploads/images/medium/mattforsyth-vampire-handmaiden-1-e486f81e-sj5w.jpg
By mattforsyth (https://www.deviantart.com/mattforsyth)
"I will attend to her insolence master." - by Lilith Demonkin Aide of Legendary Grimiore Hero Jackson


Aides are the handmaiden's to queen's, the trusty butler, a servant, or even a expert secretary. Aides take may forms in the world and stand out as unsung heroes of menial tasks. It is rare that one seeks to join their ranks intentionally, but inevitably more are made every day.

Abilities: All aides favor constitution as it allow them to endure cruel masters and better endure the attacks of enemies they intercede. Dexterity and Strength are the secondary ability scores that mater most to aides. Mental ability score can be more favored in aides that preform administrative duties.

Alignment: Any.

Hit Die: d8

Starting Age: As Barbarian

Starting Gold: 5d6 *10

Class Skills
The Aide’s class skills (and the key ability for each skill) are; Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (Local) (Int), Knowledge (Nobility) (Int), Listen (Str), Move Silently (Str), Open Lock (Str), Perform (Str), Profession (Str), Ride (Str), Search (Str), Sense Motive (Str), Sleight Of Hand (Str), Speak Language (Int), Spot (Str), Survival (Str), Swim (Str), Tumble (Str), Use Magic Device (Str), Use Rope


Skill Points at First Level: (6 + Int modifier) x 4
Skill Points at Each Additional Level: 6 + Int modifier


LevelBABFort
SaveRef
SaveWill
SaveSpecial
Bonus Feats


1st
+0
+2
+0
+0
Heavy Lifting, Sworn Service, Bonus Feats
2


2nd
+1
+3
+0
+0
Transgression Sense
3


3rd
+1
+3
+1
+1
Avoidance
4


4th
+2
+4
+1
+1
Irrational Control
4


5th
+2
+4
+1
+1
Skill over Failure
5


6th
+3
+5
+2
+2
Vigilance
6


7th
+3
+5
+2
+2
Grin and Bear It
7


8th
+4
+6
+2
+2
Beast of Burden
7


9th
+4
+6
+3
+3
I am your Sword
8


10th
+5
+7
+3
+3
Excellence in Service
9


11th
+5
+7
+3
+3
Distant Aid
10


12th
+6/+1
+8
+4
+4
Impossible Grip
10


13th
+6/+1
+8
+4
+4
Unyielding Service
11


14th
+7/+2
+9
+4
+4
Mastered Form
12


15th
+7/+2
+9
+5
+5
Transgression Sight
13


16th
+8/+3
+10
+5
+5
Grasping at Ghosts
13


17th
+8/+3
+10
+5
+5
Any Thing for the Master
14


18th
+9/+4
+11
+6
+6
Faithful Companion
15


19th
+9/+4
+11
+6
+6
Enduring Companion
16


20th
+10/+5
+12
+6
+6
Perfected Service
16



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

Weapon and Armor Proficiencies: A Aide's is proficient with simple weapons, but no armor or shields.

Sworn Service (Su): The Aide gains a bond with their master that goes beyond mere desire to serve. The aide chooses a single master at level 1, any further class features that reference the master are in reference to the chosen master. Changing master is an expensive process taking a 1 hour ritual and 50g x Aide Character Level². The aide may only have one master.

As long as the aide is no further than 1/2 their base speed from their master they may be considered adjacent to their master for purposes of Aide class. Furthermore, if the aide is no more than this distance from their master they and their master may share the effects of spells as per the share spells ability of a familiar.

The Master gains twice the normal benefit form aid actions preformed by the Aide. The Aide takes a -10 penalty to d20 roll that oppose or impede their master, and half all damage dealt to them

Heavy Lifting (Ex): The aide gains their level to their strength score for determining carry capacities and weapon damage.

Bonus Feats: At the first level the aide gains 2 feats form the aide feat list. They gain an additional feat from the aide list at the following levels; 2nd, 3rd, 5th, 6th, 7th, 9th, 10th, 11th, 13th, 14th, 15th, 17th, 18th, 19th. The aide must meet all prerequisites of the feats acquired this way.

1st level: Acrobatic, Agile, Alertness, Animal Affinity, Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Athletic, Deceitful, Deft Hands, Die Hard, Diligent, Dodge, Endurance, Exotic Weapon Proficiency (Bolas, Spiked Chain, Whip), Improved Initiative, Improved Unarmed Strike, Mobility, Run, Shield Proficiency, Skill Focus, Toughness, Tower Shield Proficiency, any racial feat, and any feat with one of these feats as a prerequisite.

Transgression Sense (Ex): Starting at the 2nd level the aide gains an insight bonus equal to 1/2 class level to sense motive. The bonus doubles for gaining a hunch. When gaining a hunch you can detect anyone that has core morals opposed to your master. IE a bandit aide would be able to detect someone was a snitch, the kings aide would be able to detect someone wished the king dead, a sheriff's aide would be able to detect someone that breaks major laws, etc.

Avoidance (Ex): Starting at the 3rd level, whenever the aide would take damage that would bring them below 0hp the aide they may reflex save DC 10 + 1 per 5 damage. The triggering damage is halved. A helpless or flat footed aide does not gain the benefit of avoidance.

Irrational Control (Ex): Starting at the 4th level, the aide may manipulate items to unwieldy to interact with normally. This manifest in way such as picking up a large boulder in one hand or single-handedly carrying an entire king size bed frame through a china shop, without hitting anything.

Skill over Failure (Ex): The aide has experienced enough failure to know how to even the most disastrous bungles into passable attempts. Twice per encounter an aide can choose to re-roll a single attack or skill check roll after knowing the result of the roll. The aide must take the second result, regardless of whether the roll is better or worse than their original roll. The aide gains another use of this ability at 7th level and every two levels after that (3 times/Encounter at 7th, etc).

At 10th level this ability improves again. The aide is now skilled enough that they may choose which of the two rolls to take.
At 15th level this ability improves again. The aide can now reroll saves in addition to damage, attack, and skill check rolls.
At 20th level this ability improves again. The aide may now choose to treat the result of any applicable roll as a natural 17.

This ability may also be used out of combat, up to a maximum of once per hour.

Vigilance (EX): At the 6th level the aide expands the range of their service to their master. As long as the aid can reach their master in a single move action they are considered adjacent to their master. Additionally the aide gains the constant guardian feat and the dutiful guardian feat as bonus feats.

Grin and Bear It (Ex): Starting at the 7th level, when effected by a fortitude save with variable out come the such a poisons strength damage, the aid may fort save vs the original DC. If they succeed all variable effects are minimized, IE poison that does 2d6 con damage would only do 2 con damage.

Beast of Burden (Ex): A 8th level aide adds twice their level to their effective strength score when determining lifting capacity, strength skill and ability checks, and weapon damage.

I am your Sword (Su): At the 9th level the aide, while adjacent to their master they treat their base attack bonus as equal to their character level.

Excellence in Service (Ex): Starting at the 10th level, while adjacent to their master an aide adds their class level to any skill check made.

Distant Aid : At the 11th level the aide expands the range of their service to their master. As long as the aid can reach their master in a single round they are considered adjacent to their master. Additionally they gain the benefits

Impossible Grip (Ex): Starting at the 12th level, the aide can treat any solid or liquid material as if a rigid object. Liquids become contained in a sort of globe. The aide is still in contact with the material and incurs any effects of the material such as acid damage or lava's heat damage.

Unyielding Service (Ex): Starting at the 13th level, the Aide gains fast healing equal to their class level - 8. At the 20th level, the fast healing becomes regeneration overcome by their master and epic.

Mastered Form : At the 14th level the aide, the aide gains a permanent enhancement bonus to strength, dexterity, and constitution equal to 4.

Transgression Sight (Ex): Starting at the 15th level, gain true sight against anyone that has core morals opposed to your master. IE a bandit aide would be able to detect someone was a snitch, the kings aide would be able to detect someone wished the king dead, a sheriff's aide would be able to detect someone that breaks major laws, etc.

Grasping at Ghosts (Ex): Starting at the 16th level, the aide can treat any gas or plasma material as if a rigid object. They become contained in a sort of globe. The aide is still in contact with the material and incurs any effects of the material such as acid damage or lava's heat damage. Additionally they benefit form ghost touch as an extraordinary ability.

Any Thing for the Master : At the 17th level the aide, whenever the aide is given a task by the master it instantly gain any ability that would be required to complete the task. Abilities gained are lost once the task is complete. An ability cannot be gained if a character of the aide's HD could not have acquired it, IE epic level item creation feats are flat out for a level 17 aide.

Faithful Companion (Su): Starting at the 18th level, the aide ignores any normal level cap related to the leadership feat when acting as a cohort. Additionally the aid is considered adjacent to their master as long as they are with in 1 days travel by foot. Additionally the master may, as standard action, recall the aide, per the spell Teleport Without Error, while the aide is in this range.

Enduring Companion (Ex) : At the 19th level whenever the aid would be the target of a fatal effect and are above 0 hp, they may fortitude save against the effect with DC 10 higher, if the triggering effect has no DC normally use 20 + 1/2 HD of the source + related ability mod (str for a melee attack, Con for stomach acid, etc.), on a successful save the effect reduces them to 0hp. On a failed save the effect applies as normal. If the aide is at or below 0hp they instead loose 2hp on a successful save.

Perfected Service (Ex): At the 20th level the aide's permanent enhancement bonus to strength, dexterity, and constitution equal to 6. Additionally they are always adjacent to their master as long as they are on the same plane.

Lanth Sor
2019-07-01, 11:01 AM
Martial Arts 2/42
Martial Arts are advanced techniques learned through mastery of a weapon. Unless otherwise stated martial arts are extraordinary abilities. If the ability has a save the DC is 10 + 1/2 character level + ability modifier. The ability modifier used is listed in the individual art.

Martial Art Name
FP cost: Cost to activate the art. Action: How long the art takes to activate
Prerequisite: Traits that the weapon must have to use the art.
Martial art description

Cauterize the Wound
FP cost: 20 Action: 1 round
Prerequisite: Source of fire damage
You may uses any source of fire damage to heal a wound. The subject takes nonlethal fire damage equal to the minimum damage the fire source can deal. After which they convert an equal amount of damage to nonletal damage each round for wisdom modifier rounds.

Flense
FP cost: 15 Action: Standard
Prerequisite: Slashing Finesse Weapon
As a standard action you may carve the flesh from a target. Make an attack roll against any exposed flesh with a -5 penalty to hit. If the attack hits deal base weapon damage to Str and Con dividing the damage equally. Creatures completely covered in anything with a hardness of 2 or more are immune to this attack.

Ember
FP cost: 25 Action: Move
Prerequisite: Weapon must be on fire magically.
You raise your weapon in the air invoking the flame and bring it down swiftly striking the ground. The weapon is wreathed in flame extending beyond the blade. The weapon deals an additional 1d6 per 3 levels fire damage and adds 10ft to its reach. All weapon damage is fire damage for the duration of the martial Art.
This is a supernatural ability.



FEAT

Extra Focus Points
Prerequisite: The ability to use focus points
Benefit: You gain an additional 10 focus points.
Special: You may take this talent multiple times, each time adding 10 focus points.