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    Titan in the Playground
     
    Lix Lorn's Avatar

    Join Date
    Feb 2010
    Location
    Usaki City, Syona
    Gender
    Male2Female

    Default [Tome Oozemancer] Slimy Guardians of Nature

    Tome Oozemancer
    ‘Squish?’

    Background:Nature is not happy with the growing use of magic. She is not happy with the way the world is twisted to serve the higher race’s will. She is angry. Her anger is born into the world as those with the talents of the Oozemancers.
    Races: While any race can become an Oozemancer, save the undead, they are most common among the Thaloren elves, who share their link with nature and disdain of magic.
    Other Classes: Few Oozemancers will get on with arcane magic users, or even tolerate their presence.
    Role: An Oozemancer is a tank and a summoner, soaking up damage and producing oozes to fight their foes.
    Oozemancers in the World: Oozemancers are the foremost champions of Nature, sworn to oppose the wielders of arcane magic. Almost all of them adhere tightly to this path, and can become anything from aggressive defenders of the jungle to assassins to a mixture of vigilante and terrorist.
    Inspiration: ToME.

    Alignment: Any, tending towards neutral.
    Hit Die: d12
    Starting Gold: As Druid
    Starting Age: As Sorcerer
    Class Skills-The Oozemancer’s class skills (and the key ability for each skill) are Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Intimidate (Cha), Search (Int), Sense Motive (Wis), Survival (Wis) and Swim (Str).
    All talent classes have Spot (Wis), Listen (Wis), Knowledge (Int), Perform (Cha), Profession (Wis), Speak Language, Use Magic Device (Cha), and Use Rope (Dex) as class skills.
    Skill Points at 1st level: (4+ Int Modifier) x4
    Skill Points per Level: 4+ Int Modifier

    Oozemancer
    Level Base Attack Bonus Fort Save Ref Save Will Save Special
    1st
    +0
    +2
    +0
    +2
    Mitosis, Ooze Talent
    2nd
    +1
    +3
    +0
    +3
    Ooze Talent
    3rd
    +2
    +3
    +1
    +3
    Ooze Talent
    4th
    +3
    +4
    +1
    +4
    Ooze Talent
    5th
    +3
    +4
    +1
    +4
    Ooze Talent
    6th
    +4
    +5
    +2
    +5
    Ooze Talent
    7th
    +5
    +5
    +2
    +5
    Indiscernible Anatomy, Ooze Talent
    8th
    +6/+1
    +6
    +2
    +6
    Ooze Talent
    9th
    +6/+1
    +6
    +3
    +6
    Ooze Talent
    10th
    +7/+2
    +7
    +3
    +7
    Ooze Talent
    11th
    +8/+3
    +7
    +3
    +7
    Ooze Talent, Spell Feedback
    12th
    +9/+4
    +8
    +4
    +8
    Ooze Talent
    13th
    +9/+4
    +8
    +4
    +8
    Ooze Talent
    14th
    +10/+5
    +9
    +4
    +9
    Ooze Talent
    15th
    +11/+6/+1
    +9
    +5
    +9
    Ooze Talent
    16th
    +12/+7/+2
    +10
    +5
    +10
    Ooze Talent
    17th
    +12/+7/+2
    +10
    +5
    +10
    Ooze Talent
    18th
    +13/+8/+3
    +11
    +6
    +11
    Ooze Talent
    19th
    +14/+9/+4
    +11
    +6
    +11
    Ooze Talent
    20th
    +15/+10/+5
    +12
    +6
    +12
    Oozepocalypse, Ooze Talent

    Weapon and Armour Proficiency: The Oozemancer is proficient with Mindstars and simple weapons.

    Mitosis: When an Oozemancer is struck, ooze leaks from their wounds.
    When playing an Oozemancer, you should take note of how much HP you have, and divide it into ten equal sections. Whenever you take damage, roll a d20. Add the number of HP sections you are missing, including any lost from that damage. If the result is higher than twelve, one Mucus Ooze is formed. You may have a maximum number of Mucus Oozes at once equal to one plus a quarter of your effective character level.
    If you have ten HP, each section is one HP. If you take two damage from an attack, you roll 1d20+2. If you later took three more damage, leaving you at five HP, you would be missing five sections, and would roll 1d20+5.
    If you have one hundred HP, each section is ten HP. If you take thirty-four damage, you roll 1d20+3. If you later take seventeen damage more, leaving you at forty-nine HP, you are missing five sections, and would roll 1d20+5.


    As a side effect, an Oozemancer is immune to mundane bleeding and the complications thereof.

    Mucus Ooze
    Spoiler
    Show
    Size/Type: Medium Ooze
    Hit Dice: 1d12
    Initiative: +0
    Speed: 20 ft. (4 squares)
    Armor Class: 11 (+1 natural), touch 10, flat-footed 13
    Base Attack/Grapple: +1/+5
    Attack: Slam +1 melee (1d4+1 + 1d6+4 acid)
    Full Attack: Slam +1 melee (1d4+1 + 1d6+4 acid)
    Space/Reach: 5 ft./5 ft.
    Special Attacks: Acid, Constrict, Improved Grab
    Special Qualities: Blindsight, Ooze Traits, Share Life
    Saves: Fort +4, Ref +0, Will +1
    Abilities: Str 12, Dex 10, Con 18, Int -, Wis 12, Cha 6
    Skills: -
    Feats: Improved Grapple (B)
    Alignment: (True Neutral)

    Mucus Oozes are bubbling pools of green slime produced from the wounds of an injured oozemancer, growing and expanding to shape almost instantly.

    A Mucus Ooze always begins with HP equal to your maximum HP. It has a natural armor bonus equal to its HD, and its BAB is equal to its HD. It gains a point of Strength every even hit dice, and a point of Constitution every odd hit dice. Mucus Oozes always take their actions on their master’s turn in the initiative order, and will always attack the nearest foe, prioritising spellcasters above others.

    Acid: On contact, whether when attacking or attacked, a Mucus Ooze deals 1d6+con mod acid damage.

    Blindsight: A Mucus Ooze has 10ft+5ft/HD blindsight.

    Improved Grab: On a successful slam attack, a Mucus Ooze can attempt to start a grapple as a free action without provoking attacks of opportunity. If it wins the grapple check, it establishes a hold and can constrict.

    Constrict: On a successful grapple check, a Mucus Ooze deals automatic slam and acid damage.

    Limited Life: A Mucus Ooze’s maximum hp is reduced by 5% each turn. If its current HP exceeds its maximum HP, this is lost too. This means a Mucus Ooze can only survive for 20 rounds.

    Share Life: Mucus Oozes are resistant to most damage, but take on the suffering of their master. Whenever an Oozemancer takes damage, half of that damage is instead split amongst her Mucus Oozes.

    Mucus Oozes reduce all damage dealt to them by any other means by half.


    Ooze Talents: At each level, an Oozemancer chooses a talent from the list below.

    Spoiler
    Show
    Acidbeam (Su)
    With this talent, you project a beam of acid from your hands or weapons. This beam is a line of range 10ft+5ft/character level, and deals 1d10 acid damage, plus 1d10 more for each second character level. A successful reflex save, with DC 10+1/2 ECL+Con mod halves this damage. This is a standard action.

    You may use this ability once every 10-Con mod rounds, minimum 2.

    Acidic Skin (Ex)
    Striking you causes acid to strike the foe. Whenever you are hit, or an attack is deflected by your armour and natural armor (Make a note of what your AC would be without them), the foe must make a reflex save with DC 10+1/2 ECL+Con mod or suffer 1d4+con mod acid damage, plus 1d4 more per third character level.

    Venomous Aura Requires: Acidic Skin, ECL 6
    Foes who make an attack against you must always make a reflex save to avoid damage, regardless of their roll.

    Acidic Soil (Su) Requires: ECL 11
    Whenever you deal acid damage, add your character level to the damage dealt. In addition, Oozes under your control gain fast healing equal to a quarter of your ECL.

    Acid Splash (Su)
    With this talent, you project a blast of acid from your hands. This last lands anywhere within 30ft+1-ft/level, and has a radius of 5ft/2 ECL. It deals 1d10 acid damage, plus 1d10 more for each second character level. A successful reflex save, with DC 10+1/2 ECL+Con mod halves this damage. This is a standard action.

    You may use this ability once every 10-Con mod rounds, minimum 2.

    Ancestral Life (Su) Requires: ECL 6
    Whenever you gain the effect of an effect called out as a regeneration effect (normally healing given over the course of several turns), you may take an additional standard action on your next turn.

    Antimagic Shield (Su)
    This talent absorbs magical energies, stopping them from harming you. It creates a shield of temporary hitpoints, containing 1d6hp/ECL. Whenever you take damage that it neither physical, mind, or nature based, it is instead dealt to this pool. Physical, mind, and nature damage bypass the shield and are dealt directly to your normal HP. Using this talent is a standard action, and it may be used once every 10-Wis mod rounds, minimum 2.

    Aura of Silence (Su)
    As a standard action, you project an aura for 5ft/ECL. In this aura, no-one can speak. In addition, anyone attempting to use arcane magic must make a level check against you or fail.

    You may use this ability once every 10-Wis mod rounds, minimum 2.

    Bloodless Ooze (Ex) Requires: Indiscernible Anatomy
    You may roll your fortification to ignore the effects of disease and poison.

    Call of the Ooze (Su) Requires: ECL 6
    As a full round action, you may cause all of your summoned oozes to teleport. Their new locations must be within 5ft/ECL. You may immediately make one attack for each ooze, as if you were in that ooze’s space. No single target may be attacked more times than you may make attacks in a full attack.

    You may use this ability once every 15-Wis mod rounds, minimum 3.

    Charm Mastery (Su) Requires: ECL 4
    When you use an item that has limited charges (including single-use items, such as potions) roll 1d20, and subtract the number of times you have used this ability today. Do the same when you use an item that may be used only a certain number of times in any given time period, subtracting the number of times you have used this ability in the last (that time period). On an 11 or higher, this use does not count.

    Items you wield with cooldowns measured in rounds instead reduce that cooldown by two rounds, and any minimum cooldown by one round.

    Corrosive Nature (Su) Requires: ECL 16
    Whenever you deal nature damage to a foe, they are made susceptible to acid. Whenever they take acid damage, they add your Wisdom modifier to the damage dealt. This effect lasts for two rounds, unless refreshed, and stacks up to three times.

    Corrosive Seeds (Su)
    You create one seed per four character levels, minimum one, and place it within 25ft+5ft per second character level, in any arrangement. Whenever a foe touches or steps on a square including a seed, it explodes in a radius of 10ft, dealing 1d10 acid damage for each second character level. These seeds last for one minute per character level. This talent is used as a full round action, and may not be used again while the initial seeds remain.

    Natural Minefield Requires: Corrosive Seeds
    You may create a batch of seeds that last for one hour per character level. You may have one batch at one hour, and a second of one minute, both existing at any given time.

    Earth’s Eyes (Su)
    Nature watches out for you. You gain Tremorsense, with a range of 10ft+5ft per second character level.

    Elemental Harmony Requires: ECL 5
    The elements that constitute the natural world encourage you, even as they harm you. When you take acid, cold, fire, lightning, or nature damage, you gain a benefit for the next round. Acid renews you, granting fast healing equal to your Wisdom modifier. Fire excites, granting you +5ft movement speed per point of Wisdom modifier. Lightning invigorates you, adding half your Wisdom modifier to each of your attributes. Ice hardens your skin, granting a bonus to your natural armor equal to your Wisdom modifier. Nature damage strengthens you, adding your Wisdom modifier to each of your saving throws.

    Evasion (Ex)
    By using this ability as a free action that may be taken at any time, even during another player’s turn, you add your wisdom modifier to your reflex saving throws for the next two rounds. In addition, you gain the benefits of the Evasion ability, exactly as a rogue.

    You may use this ability once every 15-Wis mod rounds, minimum 3.

    Fungal Growth (Su)
    Fungal spores colonising your body enhance healing effects, allowing you to gain great benefit from healing. Whenever you are given a direct heal (one that happens once and then stops, the opposite being a regen effect) – such as from a Healing Infusion talent or a Cure spell, but not an effect such as fast healing, vigour, or a regen effect, you gain a regeneration effect. Over the next five rounds, you will regain health equal to half of the power of the heal.
    So, a healing effect that grants 50hp immediately will then grant another 25 over the next five rounds, 5 each round.

    Grasping Moss
    As a standard action, you create a symbiotic moss on the ground nearby you, damaging and grasping at your foes. The moss covers a radius of 5ft+5ft per second effective character level, and deals nature damage equal to your character level to any creature standing on it at the beginning of their turn. A foe who takes damage must make a reflex save, or be slowed to half movement speed until they leave the area.

    This talent lasts for 1d4+wis mod rounds, and may be used once every 20-wis mod rounds. You may not use any moss talent for three rounds after using a moss talent.

    Hallucinogenic Moss Requires: ECL 14
    As a standard action, you create a mind-affecting moss on the ground nearby you, damaging and grasping at your foes. The moss covers a radius of 5ft+5ft per second effective character level, and deals nature damage equal to your character level to any creature standing on it at the beginning of their turn. A foe who takes damage must make a will save, or suffer a Confusion effect for 1d4 rounds.

    This talent lasts for 1d4+wis mod rounds, and may be used once every 20-wis mod rounds. You may not use any moss talent for three rounds after using a moss talent.

    Healing Nexus (Su)
    With the power of nature, you divert healing from a target to you. As a standard action, choose a foe within 25ft+5ft/level. They must pass a will save. If they fail, all healing they receive, other than natural healing (and fast healing, which is enhanced natural healing), is instead given to you. This effect lasts for 1d4+wis mod rounds.

    You may use this ability once every 15-Wis mod rounds, minimum 4.

    Heightened Senses (Ex)
    You gain a +3 competence bonus to spot checks, and the darkvision special ability with range equal to their sight range.

    Piercing Sight (Ex) Requires: ECL 15, Heightened Senses
    By using a full round action, you may cast an extraordinary True Seeing at will.

    Leaves Tide (Su)
    As a full round action, you strike the ground with your weapon, causing an eruption of swirling leaves that tear at your foes and shield your allies.

    For the next 1d4+wis mod rounds, foes within 5ft+5ft per second ECL suffer nature damage equal to your ECL. A successful reflex save negates this damage. If the weapon you use is a mindstar, you may add half of its damage to the damage dealt.
    Allies within this range, including you, add your Wisdom modifier as a deflection bonus to AC.

    You may use this talent once every 20-Wis mod rounds, minimum 5.

    Mana Clash (Su)
    You strike out at a foe, suppressing arcane* power within them. This attack deals 1d6 nature damage per caster level the target possesses, and reduces their caster level by half for 1d4+wis mod rounds. They are entitled to a will save. Success halves the damage and negates the CL reduction. Talent using classes who have their CL reduced in this way add the Oozemancer’s Wis modifier to the remaining cooldowns of all their talents on cooldown.

    *ToME takes the arcane/natural conflict as a central theme. In a more standard setting, this talent would not be out of place functioning on divine caster levels, manifester levels, or any other pseudo-casting level.

    You may use this talent once every 15-Wis mod rounds, minimum 3.

    Meditation (Ex)
    Four hours of meditation is the equivalent of an entire day of complete bed rest. Meditation can take many forms, but is incompatible with getting constructive tasks with a mechanical effect done.

    Mind Parasite (Su)
    As a full round action, you project a small worm into their mind. They are affected as if by Hold Person, except that it uses your DC and works on any creature type. The effect cannot last longer than your wisdom modifier in turns.

    You may use this talent once every 22-Wis mod rounds, minimum 4.

    Enhanced Parasite Requires: Mind Parasite, ECL 6
    A foe affected by your Mind Parasite is dazed as well as paralyzed, preventing them from taking any actions until the effect ends.

    Twisting Parasite Requires: Enhanced Parasite, ECL 9
    A foe affected by your Mind Parasite is affected as if by Charm Person, except that it uses your DC and works on any creature type. When they make a saving throw, the Charm effect ends and is replaced with the dazing/paralyzing effect of the normal parasite. A second save negates the effect. They may still attempt a saving throw every turn to throw off the effect.

    A character with this talent may reduce the cooldown of Mind Parasite to 20-Wis mod rounds, minimum 3 by not using this upgrade.

    Greater Parasite Requires: Twisting Parasite, ECL 15
    Instead of Charm person, foes affected by your Mind Parasite are affected as if by Dominate Person, except that it uses your DC and works on any creature type. When they make a saving throw, the Dominate effect ends and is replaced with the dazing/paralyzing effect of the normal parasite. A second save negates the effect. They may still attempt a saving throw every turn to throw off the effect.

    Mucus (Su)
    As a swift action, you begin to trail a venomous mucus behind you. This mucus is generated in a 5ft radius around you at the beginning of your turn every turn for 1+wis mod rounds, and each square of mucus lasts for wis mod rounds. A foe standing in a square of mucus at the beginning of their turn takes nature damage equal to your character level, and must make a fortitude save or take the same damage again on their next turn.

    Living Mucus Requires: Mucus, ECL 6
    As a swift action, you may animate some of your mucus into an Ooze. These oozes are identical to your Mucus Oozes from the Mitosis ability, except that they do not have the Share Life ability, they receive Wisdom instead of Strength and they are capable of using the Slime Spit talent, with an ECL equal to half yours.

    Oozewalk (Su) Requires: Mucus, ECL 9
    As a full round action, you may teleport to any square in sight covered in friendly mucus. When you do, you are cleansed of unwanted conditions such as Confusion, Dazing, Paralysis, Fear, or similar effects.
    The sun is not a condition. Do not make me hit you.

    This talent may be used once every 20-Wis mod rounds, minimum 5.

    Natural Acid (Su) Requires: ECL 16
    Whenever you deal acid damage to a foe, they are made susceptible to the power of nature. Whenever they take nature damage, they add half your Wisdom modifier to the damage dealt. This effect lasts for two rounds, unless refreshed, and stacks up to three times.

    Nature’s Balance (Su)
    As a full round action, you reduce the cooldowns of two randomly chosen* talents by your wisdom modifier. If they were at or below their minimum cooldown, they are usable next round. If they weren’t, they may not be used until the round after.

    *Canonically, this talent only functions on Wild-Gift talents. All Ooze talents except Charm Mastery, Evasion, Heightened Senses and Piercing Sight are Wild-Gift talents. If you’re multiclassing, work it out yourself.

    Talents that reduce cooldowns cannot themselves be reduced. This talent may be used once every 25-Wis mod rounds, minimum 5.

    Nature’s Equilibrium (Su)
    You strike a foe, touching an ally with your other hand.
    As a full round action, make an attack against a foe within range. One adjacent ally (not you) is healed for an amount equal to the damage dealt.

    This talent may be used once every 15-Wis mod rounds, minimum 4.

    Nature’s Protection (Ex) Requires: Indiscernible Anatomy
    You may roll your fortification to ignore the effects of confusion.

    Nature’s Touch (Su)
    You touch an ally, healing them with natural energies.* This heal gives 1d10 +1d10 per second ECL hitpoints back.

    This talent may be used once every 20-Wis mod rounds, minimum 4.

    Nourishing Moss (Su)
    As a standard action, you create a symbiotic moss on the ground nearby you, damaging and grasping at your foes. The moss covers a radius of 5ft+5ft per second effective character level, and deals nature damage equal to your character level to any creature standing on it at the beginning of their turn. As long as you are standing on the moss, you regain half the damage dealt each round as a heal.

    This talent lasts for 1d4+wis mod rounds, and may be used once every 20-wis mod rounds. You may not use any moss talent for three rounds after using a moss talent.

    One With Nature (Su)
    As a swift action, you reduce the cooldowns of two randomly chosen infusions by twice your wisdom modifier. If this brings them to zero, you may use them this round.
    They’re coming soon I swear

    Oozebeam (Su)
    With this talent, you project a beam of acid from your hands or weapons. This beam is a line of range 10ft+5ft/character level, and deals 1d6 nature damage, plus 1d6 more for each second character level. A successful reflex save, with DC 10+1/2 ECL+Wis mod halves this damage. This is a standard action.

    You may use this ability once every 10-Wis mod rounds, minimum 2.

    Poisonous Spores (Su)
    With this talent, you generate an area of venomous gas. This gas fills an area with radius 5ft+ 5ft/2 ECL. A foe in this area at the beginning of his turn must make a fortitude save, or be infected with a poison of primary and secondary damage 1d6 nature damage per second ECL, minimum 1d6. Using this ability is a standard action, and the cloud lasts for 1+wis mod rounds.

    You may use this ability once every 15-Con mod rounds, minimum 3.

    Psiblades (Su)
    You may use your highest class ability modifier instead of your Dexterity modifier on attacks with mindstars. You increase your damage with mindstars by one size. For the purposes of using mindstars, all talent using classes you possess are considered to grant mindstar proficiency. In addition, you gain Two Weapon Fighting as a bonus feat, and may use Wisdom or Intelligence instead of Dexterity to qualify for any feat with TWF in its chain of prerequisites.

    Reabsorb (Su)
    Absorbing one of your oozes, you become highly resistant to damage, and release a mental shockwave that devastates arcane magic users.
    As a standard action, you instantly kill one of your summoned oozes adjacent to you. You gain 50% resistance to all damage for two rounds, and release a pulse for 5ft/ECL. This pulse deals 1d2 mind damage per ECL to all foes, will negates. Characters with an arcane* caster level replace a number of dice equal to their caster level with d10s.

    *ToME takes the arcane/natural conflict as a central theme. In a more standard setting, this talent would not be out of place functioning on divine caster levels, manifester levels, or any other pseudo-casting level.

    Resolve (Su)
    Your willpower strengthens you against attacks. Whenever you take damage other than mind or physical damage, you gain resistance 2 to that damage type, lasting for (wisdom modifier) rounds. This effect stacks up to a total resistance of twice your wisdom modifier per damage type.

    Slime Roots (Su) Requires: ECL 9
    As an immediate action, you teleport 10ft/ECL in a random direction. If you would land inside an object or character, you are moved the minimum distance to avoid doing so.

    You may use this ability once every 25-Con mod rounds, minimum 5.

    Slime Spit (Su)
    As a standard action, you spit a vicious globule of slime that deals 1d6 nature damage per second ECL to a foe within 50ft+5ft/ECL. You must succeed on a ranged touch attack to hit. If you hit, you may make another attack roll at a different foe in range of that target. You may do this until you have struck (Wis mod) targets, or there are no targets left in range. Each foe may only be struck once.

    You may use this ability once every 10-Con mod rounds, minimum 2.

    Slippery Moss (Su) (AoE does damage, can knock foes prone)
    As a standard action, you create a mind-affecting moss on the ground nearby you, damaging and grasping at your foes. The moss covers a radius of 5ft+5ft per second effective character level, and deals nature damage equal to your character level to any creature standing on it at the beginning of their turn. A foe who takes damage must make a reflex save, or fall prone.

    This talent lasts for 1d4+wis mod rounds, and may be used once every 20-wis mod rounds. You may not use any moss talent for three rounds after using a moss talent.

    Sudden Growth (Su) Requires: ECL 10
    As a full round action, you hypercharge healing energies in your system. You heal yourself for a value equal to five times the per-turn heal of the strongest regeneration effect currently affecting you.

    You may use this ability once every 25-Con mod rounds, minimum 5.

    Sympathetic Sight (Ex) Requires: Indiscernible Anatomy
    You may roll your fortification to ignore the effects of blindness.

    Thorn Grab (Su)
    As a standard action, you strike out at a foe, dealing normal damage plus 1d3 nature damage per second ECL. The foe must make a fortitude save, or be slowed to half speed for (wis mod) rounds, suffering 1d4 nature damage each round.

    You may use this ability once every 15-Con mod rounds, minimum 3.

    Trusted Instincts
    By believing in your instincts, you gain a +2 competence bonus to your wisdom score, regardless of form.

    Instinctual Wisdom Requires: ECL 11, Trusted Instincts
    Your training reaches a peak. Your bonus to Wisdom is increased to +4, regardless of form.

    Unstoppable Nature (Su) Requires: ECL 11
    Whenever you deal acid damage, add your character level to the damage dealt. In addition, Oozes under your control may make an additional attack in a full attack, or reduce the total and minimum cooldown of their slime Spit by one round.

    Waters of Life (Su)
    As a free action, you purify toxins and diseases in your system. For the next (wisdom modifier) rounds, you regain health instead of losing it, for poisons and diseases dealing HP damage, or regain 5hp per point of ability damage. Other poisons and diseases grant (wis mod)hp per round. At the end of the effect, you are cleansed of the poisons and diseases.

    You may use this ability once every 25-Con mod rounds, minimum 5.

    Wild Growth (Su)
    Fungus in your system sustain and improve your regeneration. Whenever you gain a regeneration effect, it lasts for an extra round, granting the same HP that round that it did each other.
    At ECL 11, it instead lasts two extra rounds.


    Indiscernible Anatomy (Ex): At 7th level, you are becoming less and less affected by human weakness. You receive 5% fortification per character level, protecting you from critical hits, precision damage, and effects that cause bleeding or wound damage.

    Spell Feedback (Su): An 11th level Oozemancer is hostile to arcane magic. She gains 15+ECL Spell Resistance against arcane spells*. In addition, whenever a spell fails to penetrate her SR, the caster must make a will save or suffer d4 nature damage for each point their penetration check failed by.

    While she may lower this spell resistance, doing so requires concentration, and she may not take any other actions while being cast upon.

    *Once again, this ability is based on the arcane-natural conflict of Maj'Eyal. In a game where this conflict is not present, this ability should function equally against any and all supernatural effects.

    Oozepocalypse (Su): Once an encounter, a twentieth level Oozemancer may use a full round action to immediately summon a number of oozes. After using this ability, you will have two more oozes than your usual maximum. You will not be able to make any new oozes until you drop below your normal maximum.

    Feats
    Spoiler
    Show
    Fungal Cunning*
    Prerequisites: Mitosis
    Benefit: All class features usually based on Wisdom are instead based on Intelligence. You have access to the Grand Knowledge talent and the Supreme Scholar greater talent, rather than the Trusted Instincts and Instinctual Wisdom talents.
    Normal: You use your willpower and bond with nature, not intelligence and sneakityness.

    Arcane Growth*
    Prerequisites: Mitosis
    Benefit: All class features usually based on Wisdom are instead based on Charisma. You have access to the Overwhelming Power talent and the Irresistible Force greater talent, rather than the Trusted Instincts and Instinctual Wisdom talents.
    Normal: You use the power of your mind and your link to nature, not arcane force of personality.

    *These are SO uncanon. Especially the second one. Wow.
    Last edited by Lix Lorn; 2014-06-07 at 03:18 PM.
    Recent Homebrew: The Socialite | The Crystalline: Memory Altering Construct Race | Sanguine Hand, a ToB Discipline of blood and cruelty
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    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

  2. - Top - End - #2
    Ogre in the Playground
    Join Date
    Aug 2011

    Default Re: [d&d Tome Oozemancer] Slimy Guardians of Nature

    Not nearly as overpowered as the original, 0/5.

    More seriously, this is actually fairly interesting! I wouldn't have thought that TOME mechanics would transfer very well over to DnD at all, but you seem to have made it work.

    The only things that really jump out at me are that Indiscernible Anatomy should probably be moved to outside of the Ooze Talents list, since it's something you get for free at level 7 according to the Class Table, and that the "Spell Feedback" ability mentioned on the table doesn't actually seem to exist in your writeup.
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  3. - Top - End - #3
    Titan in the Playground
     
    Lix Lorn's Avatar

    Join Date
    Feb 2010
    Location
    Usaki City, Syona
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    Default Re: [d&d Tome Oozemancer] Slimy Guardians of Nature

    Thanks!

    Whoooops. I forgot about the actual class abilities section...
    Recent Homebrew: The Socialite | The Crystalline: Memory Altering Construct Race | Sanguine Hand, a ToB Discipline of blood and cruelty
    Homebrew Signature | NEW Homebrew Collection
    Thanks to all my avatar artists, especially to Paisley for my avatar of Vivian, cowardly cryophoenix.
    Quote Originally Posted by Thanqol View Post
    It's like the feng shui version of an orbital death laser.

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