Masters of the Wild - 3.5e

Page 69

Class Features

The following are class features of the oozemaster prestige class. Weapon and Armor Proficiency : Oozemasters gain no weapon or armor proficiencies . Spells per Day/Spells Known: At 2nd level and every other oozemaster level thereafter, the character gains new spells per day (and spells known, ifapplicable) as if he had also gained a level in a spellcasting class to which he belonged before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained (additional wild shape options, metamagic or item creation feats, or the like) . Ifthe character had more than one spellcasting class before becoming an oozemaster, the player must decide to which class to add each oozemaster level for determining spells per day and spells known. Minor OozyTouch (Su): At Ist level, the oozemaster's hands can secrete a specific kind of ooze. Choose one kind of oozy touch from the table below. The character may, as a full attack action, make a melee touch attack that has the effect listed for that kind ofooze on the table below. The oozemaster can use this ability as often as desired. At 3rd level, he may choose one additional oozy minor oozy touch. In addition, the oozemaster is immune to the effects of that particular kind of ooze, even in the form of oozy touch attacks from another oozemaster. Thus, an oozemaster with brown mold oozy touch is immune to the effects of all brown mold. This ability confers no special resistance to similar effects that do not stern from the character's selected kind of ooze, so the aforementioned oozemaster is still subject to cold subdual damage from other sources-such as cold weather.

Minor Oozy Touch Options Kind

Brown mold

Damage/Effect

ld6 + oozemaster level points of cold subdual damage to flesh Gray ooze 1 d6 + oozemaster level points of acid damage to flesh, metal, or wood ochre jelly ld4 points of stunning damage and ld4 + oozemaster level points of acid damage to flesh only Phosphorescent fungus Touched area emits a soft violet glow as a light spell until the fungus is wiped off

oozy Glob (Sp): The oozemaster can throw a glob ofthe same material as any oozy touch gained at a previous level, with a range increment of 10 feet. This is treated as a grenadelike weapon. He can throw one oozy glob per round . (A character attacks with a grenadelike weapon as a ranged touch attack . Direct hits deal direct hit damage as noted on the table above. All creatures within 5 feet suffer 1 point of the appropriate splash damage . See Grenadelike Weapon Attacks in Chapter 8 ofthe Player's Handbook for more details .) This ability is usable once per day at 2nd level . Thereafter, the oozemaster gains one additional use per day of this ability for every two oozemaster levels he acquires . Slithery Face (Su) : At 2nd level, the oozemaster learns to manipulate his facial features, gaining a compe-

tence bonus equal to his oozemaster level on Disguise checks. Malleability (Su): At 4th level, the oozemaster can compress his body enough to squeeze through an inchwide crack . He cannot expand inside a space that offers any resistance, such as an occupied suit of armor. Major Oozy Touch (Su): At 5th, 7th, and 9th level, the oozemaster chooses a kind ofmajor oozy touch from the table below, or from the choices in the Minor Oozy Touch options table above . This ability is otherwise identical to minor oozy touch (above).

Major Oozy Touch Options Kind

Black pudding Gelatinous cube Green slime Yellow mold

Damage/Effect

2d6 + oozemaster level points of acid damage to flesh, metal, wood, or stone Fort save (DC 15) or paralyzed for a number of rounds equal to 1 d6 + oozemaster level ld6 temporary Constitution damage to flesh and 1 d6 + oozemaster level points of acid damage to metal or wood 2d4 points of temporary Constitution damage to flesh (DC 15 Fort save for half)

Indiscernible Anatomy (Su): At 6th level, the oozemaster's anatomy becomes difficult to discern . Treat all critical hits and sneak attacks against him as though he were wearing armor with the light fortification power . Slime Wave (Sp) : At 8th level, the oozemaster may use slime wave (see Chapter 6) once per day as the spell cast by a 13th-level druid . One with the Ooze: At 10th level, the oozemaster is as slimy as the creatures he favors. His type changes to ooze for determining what effects and items can affect him. He gains the Blindsight feat (hearing-based version, see Chapter 2) and becomes immune to flanking, poison, sleep, paralysis, stunning, and all mind-influencing effects (charms, compulsions, phantasms, patterns, and morale effects). In addition, he is immune to polymorph other, but he retains any shapechanging ability he previously possessed .

FT

The shifter has no form that she calls her own . Instead, she clothes herself in whatever shape is most expedient at the time. While others base their identities largely on their external forms, the shifter actually comes closer to her true self through all her transformations. Of necessity, her sense of self is based not on her outward form, but on her soul, which is truly the only constant about her. It is the inner strength ofthat soul that enables her to take on any shape and remain herself within . At first, the shifter can risk only humanoid forms and familiar animal shapes. As she grows more comfortable with her own true shapelessness, however, she can assume more outlandish forms. Eventually, she knows herself so well that she feels just as comfortable in the shape of a completely different creature type as she does in her own . At that point, her past-even her racebecomes irrelevant, since external form no longer matters to her.


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New Sorcerer/Wizard Spells . . . . . . . . . . . . . . . . . . . . 81 Table 5-20 : The Windrider

4min
page 77

Training Mounts

8min
pages 79-80

Table 5-21 : The Windrider's Mount

4min
page 78

New Cleric Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . 81 Table 5-19 : The Watch Detective

10min
pages 75-76

New Ranger Spells . . . . . . . . . . . . . . . . . . . . . . . . . . .81 Table 5-18 : The Verdant Lord

6min
pages 73-74

New Druid Spells . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80 Table 5-17 : The Tempest

5min
page 72

Chapter G: Spells . . . . . . . . . . . . . . . . . 80 Table 5-16 : The Tamer of Beasts

7min
pages 70-71

Watch Detective . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75 Table 5-10 : The Frenzied Berserker

5min
page 60

What's a Mount? . . . . . . . . . . . . . . . . . . . . . . . . . . . 79 Table 5-13 : The King/Queen of the Wild

3min
page 66

The Order of the Verdant Grove . . . . . . . . . . . . . 74 Table 5-9 : The Forsaker

7min
pages 58-59

Table 5-15 : The Shifter

5min
page 69

Verdant Lord . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .73 Table 5-7 : The Eye of Gruumsh

3min
page 55

Organization : The Bloodhounds

3min
page 51

Eye of Gruumsh

4min
page 54

Totems

2min
page 45

Bane of Infidels

5min
page 46

Shifter . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 68 Table 5-4 : The Bloodhound

5min
page 50

Terrain-Dependent Features . . . . . . . . . . . . . . . . . . 66 Table 5-2 : The Bane of Infidels

4min
page 47

Bloodhound

3min
page 49

Hide

5min
page 19

Legendary Animals

2min
page 40

Geomancer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 60 Table 3-2 : New Magic Items

11min
pages 28-30

Choosing a Favored Enemy

9min
pages 16-17

The Ranger in Perspective

4min
page 12

Sidebar : Level Equivalent

5min
page 6

The Druid and Other Classes

9min
pages 10-11

Race and the Ranger

5min
page 13

The Ranger and Other Classes

4min
page 14

Choosing When to Rage

5min
page 7

Variant: Urban Rangers

5min
page 15

Race and the Barbarian

3min
page 5
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