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View Full Version : 3.5 instant monster potionPEACH



mr.fizzypop
2008-09-25, 03:34 PM
note just for the record this isn't technically a potion but a alchemical item(its just shorter for a title).

"Instant Ooze"
Tiny Ooze
2d4+4(8hp)
Init: -5
Speed: 20ft, Climb 20ft
AC: 7
BAB/Grapple: +3/+15
Attack:--
Full Attack:--
Space/reach:2-1/2ft/0ft
Special attacks: improved grab
Special Qualities: Blightsight 60ft, ooze traits
Saves: Fort +4 Ref -5 Will -5
Abilities: Str 16 Dex 1 Con 18 Int -- Wis 1 Cha 1
Skills: Climb +15
Feats:--
Cr:--
Alignment: neutral

Improved Grab (Ex): The instant ooze can attempt to grab without an attack of oppurtunity from up to 10ft away(with jump skill).

Amount: capsule
DC to Create: 25
Cost: 75gp
Weight: 1lb
Direct hit: 2d4 acid damage
Splash hit: half
Range: 10ft

This blue liquid, when in contact with warm air will semi-solidify into a living ooze. It is kept in stasis in a pill shaped container much like an embryo, that is specifically created to keep in large things at very low temperatures. These oozes are used usually for assassination, or aid in combat, so they are often kept by rogues or wizards. It is mainly used as a grenade-like weapon dealing 2d4 acid damage for a direct hit and half damage for splash.
Once released the ooze will attack the first living organism in sight(does not respond to undead). At first it will attempt a grapple check to get to the organisms mouth(or nose, axially any opening will do). After succeeding the host will face a fortitude save(DC 20) or the ooze will crawl down down the hosts throat, that in which 2 rounds will strangle the heart, killing the host. If the host succeeds on his fortitude save, the ooze will keep trying until it succeeds, loses its grip, or until the host suffocates. The ooze will then proceed to digest the organism, only stopping when the body is no more, following by the death of the ooze.
Once inside the organism there's not much way to stop it. Some such are drinking water or alcohol(which will slow down the ooze), drinking acid(assuming it won't kill you), or by electricity.

I don't have a challenge rating yet, so I'll need help with that. Please critic. I hope everyone can understand it

BisectedBrioche
2008-09-25, 04:20 PM
I'd suggest introducing some way to remove it (Cure Disease perhaps?).

Jack_Simth
2008-09-25, 08:04 PM
note just for the record this isn't technically a potion but a alchemical item(its just shorter for a title).

"Instant Ooze"
Tiny Ooze
2d4+4(8hp)
Init: -5
Speed: 20ft, Climb 20ft
AC: 7
BAB/Grapple: +3/+15
Attack:--
Full Attack:--
Space/reach:2-1/2ft/0ft
Special attacks: improved grab
Special Qualities: Blightsight 60ft, ooze traits
Saves: Fort +4 Ref -5 Will -5
Abilities: Str 16 Dex 1 Con 18 Int -- Wis 1 Cha 1
Skills: Climb +15
Feats:--
Cr:--
Alignment: neutral

Improved Grab (Ex): The instant ooze can attempt to grab without an attack of oppurtunity from up to 10ft away(with jump skill).

Amount: capsule
DC to Create: 25
Cost: 75gp
Weight: 1lb
Direct hit: 2d4 acid damage
Splash hit: half
Range: 10ft

This blue liquid, when in contact with warm air will semi-solidify into a living ooze. It is kept in stasis in a pill shaped container much like an embryo, that is specifically created to keep in large things at very low temperatures. These oozes are used usually for assassination, or aid in combat, so they are often kept by rogues or wizards. It is mainly used as a grenade-like weapon dealing 2d4 acid damage for a direct hit and half damage for splash.
Once released the ooze will attack the first living organism in sight(does not respond to undead). At first it will attempt a grapple check to get to the organisms mouth(or nose, axially any opening will do). After succeeding the host will face a fortitude save(DC 20) or the ooze will crawl down down the hosts throat, that in which 2 rounds will strangle the heart, killing the host. If the host succeeds on his fortitude save, the ooze will keep trying until it succeeds, loses its grip, or until the host suffocates. The ooze will then proceed to digest the organism, only stopping when the body is no more, following by the death of the ooze.
Once inside the organism there's not much way to stop it. Some such are drinking water or alcohol(which will slow down the ooze), drinking acid(assuming it won't kill you), or by electricity.

I don't have a challenge rating yet, so I'll need help with that. Please critic. I hope everyone can understand it

A couple of things...

Mechanics:
For the most part, it looks like you're arbitrarily assigning numbers to a lot of things. You've got two hit dice, and d4's, at that - while the Ooze type gets d10. You've got +3 BAB - but Ooze type BAB is 3/4's HD - should be +1, with two hit dice. A Tiny creature gets a very large penalty to grapple checks (-8) due to it's size; unless it's got an absurd racial bonus to grapple checks (which needs to be mentioned, if you're going that route), with it's strength and hit dice, it should have a grapple check of -4. You don't have the AC statted out - AC 7... okay, but where's that from? As a Tiny creature, it gets +2; as a Dex-1 creature, it gets a -5 - which equals 7. Full line for it's size and stats (assuming you want to stick with AC 7 - it could do with a point or two of natural armor) would be...
AC: 7 (+2 Size, -5 Dex), touch 7, Flat-footed 7
You need to rename your listed Improved Grab ability - Improved Grab is already a named ability in the Monster Manual, that has essentially nothing at all to do with the ability you've given the Ooze.
The item description includes a block of text about the ooze getting inside things, and killing them... but the creature description includes none of that; it needs to.
By RAW, the creature can't take down a human by grappling (unless the human initiates the grapple...). It automatically fails the "hold" check, as the grappling rules include the line "You automatically lose an attempt to hold if the target is two or more size categories larger than you are." - you'll want some racial ability to overcome this.

Balance:
Getting past the mechanics, you've got a 75 gp ranged save - and a decent save DC - or die item ... and you have to repeat the save every round until something kills the thing for you. Sure, there's a handful of caveats and delays, but when it comes down to it, that item is about the equivalent of a 4th level spell (give or take). That is much too abusable - there's very little reason to use other sorts of weapons if this thing is available, from about levels 2-7, or so. It needs to be a LOT more expensive.

Flavor:
A very unusual critter and delivery mechanism.