Silva Stormrage
2022-09-02, 04:14 PM
Mirecarvers
https://media.magic.wizards.com/image_legacy_migration/images/magic/daily/features/feat214a_slime_molding.jpg
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 perform 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 Juiblex 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 of 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), Use Magic Device (Cha)
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, Slime Grenades, Rebuke Oozes
3 (1)
2nd
+1
+3
+0
+3
Bonded Ooze
3 (1)
3rd
+1
+3
+1
+3
Slime Body (1 Trait)
4 (1)
4th
+2
+4
+1
+4
Experimental Nature
4 (2)
5th
+2
+4
+1
+4
Slime Body Trait
5 (2)
6th
+3
+5
+2
+5
Efficient Crafter
5 (2)
7th
+3
+5
+2
+5
Slime Body Trait
6 (3)
8th
+4
+6
+2
+6
Improved Slimes
6 (3)
9th
+4
+6
+3
+6
Slime Body (2 Traits), Slime Body Trait
7 (3)
10th
+5
+7
+3
+7
Mired Fortification
7 (4)
11th
+5
+7
+3
+7
Slime Body Trait
8 (4)
12th
+6
+8
+4
+8
Efficient Concoctions (2 Grenades)
8 (4)
13th
+6
+8
+4
+8
Slime Body Trait
9 (5)
14th
+7
+9
+4
+9
Greater Slimes
9 (5)
15th
+7
+9
+5
+9
Slime Body (3 Traits), Slime Body Trait
10 (5)
16th
+8
+10
+5
+10
Plentiful Slimes
10 (6)
17th
+8
+10
+5
+10
Slime Body Trait
11 (6)
18th
+8
+11
+6
+11
Slime Embodiment
11 (6)
19th
+9
+11
+6
+11
Slime Body Trait, Efficient Concoctions (3 Grenades)
12 (7)
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 per day 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 specialize in combat applications, ones meant to attack or crush enemies. Ward Oozes are a specialty 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: 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. Only the Mirecarver who created the Vials can launch them as the Mirecarver needs to activate the vials with a bit of his own magic to ‘prime’ the vials. Likewise a Mirecarver can only launch one grenade at a time as multiple grenades striking a target at once disrupts the magic and causes both to fail. However, if they wish, a Mirecarver can combine a consumable alchemical item such as alchemist fire to a slime grenade and have that alchemical item go off when the grenade does. Priming and throwing a vial is a standard action.
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 8 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 infuse them into slime grenades. The Mirecarver starts with 4 known spells and learns two spells up to the maximum spell level he knows every time he gains a new class level. At 1st 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 successfully 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.
Rebuke Oozes (Su): As the Rebuke Undead class feature except it can only rebuke, control and bolster Oozes. The Mirecarver can use this ability a number of times equal to 3+their charisma modifier per day.
Bonded Ooze (Su): Whenever the Mirecarver summons an ooze they may treat it as a bonded ooze. A bonded ooze gains a bonus to their physical ability scores and saving throws equal to the Mirecarver’s intelligence modifier. A bonded ooze only gets these bonuses while within 60ft of the Mirecarver. A Mirecarver can only have a single bonded ooze at a time if they summoned another ooze and designate it as a bonded ooze they lose the bond with the previous ooze.
Slime Body: (Sp) At 3rd level Mirecarvers become able to conjure up slime and transform their body in a variety of ways. As a move action they can transform themselves into this oozelike form. At 3rd level they can activate this ability twice 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 then 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 afterwards 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 +3 Natural Armor bonus to AC while in Slime Form. This bonus increases by one for every 4 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 3. This fast healing increases by 1 for every 4 levels.
Accommodating Slime: While in Slime Form any slime grenade that affects the Mirecarver has its 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 your DM is using rules for researching custom spells then 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 then he chooses 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, natural armor class bonus 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 central point where the Mirecarver claimed their base. A Mirecarver can only have one such base active at a time. He gains a 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 cant 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 its 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 being 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 then he chooses 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.
New Summoned Oozes
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 specialized 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 14. Increased by 2 for every 3 HD they have
Dexterity and Constitution scores of 12: 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 spreads their body over their room and coats it in a thin usually mostly invisible membrane. A dc 20 spot check notices this membrane and detects 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.
Mirecarver Feats
Extra Bonded Ooze
Flavor text. You can bond with more oozes.
Prerequisites: Bonded Ooze
Benefits: You can bond to an additional ooze at a single time.
Extended Bond
Flavor text. Your bond reaches further than normal.
Prerequisites: Bonded Ooze
Benefits: Your bonded ooze class feature extends to 120ft instead of 60ft.
Enhanced Ooze
Flavor text. Oozes you summon are more powerful
Prerequisites: Mirecarver Level 6
Benefits: Your caster level is increased by 2 when you use your summon ooze class feature and they have an additional 2 points of strength, dexterity and constitution.
https://media.magic.wizards.com/image_legacy_migration/images/magic/daily/features/feat214a_slime_molding.jpg
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 perform 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 Juiblex 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 of 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), Use Magic Device (Cha)
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, Slime Grenades, Rebuke Oozes
3 (1)
2nd
+1
+3
+0
+3
Bonded Ooze
3 (1)
3rd
+1
+3
+1
+3
Slime Body (1 Trait)
4 (1)
4th
+2
+4
+1
+4
Experimental Nature
4 (2)
5th
+2
+4
+1
+4
Slime Body Trait
5 (2)
6th
+3
+5
+2
+5
Efficient Crafter
5 (2)
7th
+3
+5
+2
+5
Slime Body Trait
6 (3)
8th
+4
+6
+2
+6
Improved Slimes
6 (3)
9th
+4
+6
+3
+6
Slime Body (2 Traits), Slime Body Trait
7 (3)
10th
+5
+7
+3
+7
Mired Fortification
7 (4)
11th
+5
+7
+3
+7
Slime Body Trait
8 (4)
12th
+6
+8
+4
+8
Efficient Concoctions (2 Grenades)
8 (4)
13th
+6
+8
+4
+8
Slime Body Trait
9 (5)
14th
+7
+9
+4
+9
Greater Slimes
9 (5)
15th
+7
+9
+5
+9
Slime Body (3 Traits), Slime Body Trait
10 (5)
16th
+8
+10
+5
+10
Plentiful Slimes
10 (6)
17th
+8
+10
+5
+10
Slime Body Trait
11 (6)
18th
+8
+11
+6
+11
Slime Embodiment
11 (6)
19th
+9
+11
+6
+11
Slime Body Trait, Efficient Concoctions (3 Grenades)
12 (7)
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 per day 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 specialize in combat applications, ones meant to attack or crush enemies. Ward Oozes are a specialty 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: 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. Only the Mirecarver who created the Vials can launch them as the Mirecarver needs to activate the vials with a bit of his own magic to ‘prime’ the vials. Likewise a Mirecarver can only launch one grenade at a time as multiple grenades striking a target at once disrupts the magic and causes both to fail. However, if they wish, a Mirecarver can combine a consumable alchemical item such as alchemist fire to a slime grenade and have that alchemical item go off when the grenade does. Priming and throwing a vial is a standard action.
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 8 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 infuse them into slime grenades. The Mirecarver starts with 4 known spells and learns two spells up to the maximum spell level he knows every time he gains a new class level. At 1st 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 successfully 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.
Rebuke Oozes (Su): As the Rebuke Undead class feature except it can only rebuke, control and bolster Oozes. The Mirecarver can use this ability a number of times equal to 3+their charisma modifier per day.
Bonded Ooze (Su): Whenever the Mirecarver summons an ooze they may treat it as a bonded ooze. A bonded ooze gains a bonus to their physical ability scores and saving throws equal to the Mirecarver’s intelligence modifier. A bonded ooze only gets these bonuses while within 60ft of the Mirecarver. A Mirecarver can only have a single bonded ooze at a time if they summoned another ooze and designate it as a bonded ooze they lose the bond with the previous ooze.
Slime Body: (Sp) At 3rd level Mirecarvers become able to conjure up slime and transform their body in a variety of ways. As a move action they can transform themselves into this oozelike form. At 3rd level they can activate this ability twice 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 then 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 afterwards 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 +3 Natural Armor bonus to AC while in Slime Form. This bonus increases by one for every 4 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 3. This fast healing increases by 1 for every 4 levels.
Accommodating Slime: While in Slime Form any slime grenade that affects the Mirecarver has its 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 your DM is using rules for researching custom spells then 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 then he chooses 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, natural armor class bonus 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 central point where the Mirecarver claimed their base. A Mirecarver can only have one such base active at a time. He gains a 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 cant 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 its 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 being 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 then he chooses 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.
New Summoned Oozes
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 specialized 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 14. Increased by 2 for every 3 HD they have
Dexterity and Constitution scores of 12: 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 spreads their body over their room and coats it in a thin usually mostly invisible membrane. A dc 20 spot check notices this membrane and detects 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.
Mirecarver Feats
Extra Bonded Ooze
Flavor text. You can bond with more oozes.
Prerequisites: Bonded Ooze
Benefits: You can bond to an additional ooze at a single time.
Extended Bond
Flavor text. Your bond reaches further than normal.
Prerequisites: Bonded Ooze
Benefits: Your bonded ooze class feature extends to 120ft instead of 60ft.
Enhanced Ooze
Flavor text. Oozes you summon are more powerful
Prerequisites: Mirecarver Level 6
Benefits: Your caster level is increased by 2 when you use your summon ooze class feature and they have an additional 2 points of strength, dexterity and constitution.