Epic Oozemaster

Crothian

First Post
You looked through the Epic Level Handbook. It wasn't there. You downloaded the web enhancement hoping beyond hope that it would be there. It wasn't. You were devasted. Until now. For a limited time only you can feast your eyes upon the most asked for thing of epic levels: The Epic Oozemaster!! :D

Epic Oozemaster

HD: 1d8
Skill Points: 4 + Int Modifier
Class Skill: As Oozemaster

Level Special
11 Oozy Glob 6/day
12 Charisma Penalty –6, +1 Level of existing class
13 Oozy Glob 7/day, Bonus Feat
14 Charisma Penalty –7, +1 Level of existing class
15 Oozy Glob 8/day
16 Charisma Penalty –8, Bonus Feat, +1 Level of existing class
17 Oozy Glob 9/day
18 Charisma Penalty –9, +1 Level of existing class
19 Oozy Glob 10/day, Bonus Feat
20 Charisma Penalty –10, +1 Level of existing class
21 Oozy Glob 11/day
22 Charisma Penalty –11, Bonus Feat, +1 Level of existing class
23 Oozy Glob 12/day
24 Charisma Penalty –12, +1 Level of existing class
25 Oozy Glob 13/day, Bonus Feat
26 Charisma Penalty –13, +1 Level of existing class
27 Oozy Glob 14/day
28 Charisma Penalty –14, Bonus Feat, +1 Level of existing class
29 Oozy Glob 15/day
30 Charisma Penalty –15, +1 Level of existing class


Feats: All Oozy Touch*, Augmented Alchemy, Burn Immunity*, Combine Oozy Touch*, Command Ooze*, Consume Anything*, Crystal Ooze*, Damage Reduction, Destroy Object*, Diger’s Ability*, Energy Resistance, Engulf*, Epic Endurance, Epic Fortitude, Epic Skill Focus, Epic Spell Focus, Epic Spell Penetration, Epic Toughness, Epic Will, Extended Lifespan, Fast Healing, Flesh Jelly Disease*, Flux Slime*, Great Constitution, Great Oozy Attack*, Greater Slime Wave*, Improved Burn Immunity*, Improved Combat Casting, Improved Glob*, Improved Malleability*, Improved Oozy Glob*, Improved Oozy Touch*, Lingering Glob*, Master of the Bone Ooze*, Mind Stealing*, More Oozy Glob*, Morphic Face*, Ooze Familiar*, Ooze Flow*, Ooze Form*, Ooze Personality*, Oozy Bump*, Power of the Bone Ooze*, Quicken Oozy Glob*, Spit Acid*, Split*, Transfer Ooze Personality*

Note: An Oozemaster of 10th level or higher cannot select or have the Armor Skin Feat.

*All Oozy Touch (Epic)
Prerequisite: One with Ooze class ability
Benefit: Now the Oozemaster has all the Minor and Major Oozy touch options at his disposal

*Burn Immunity (Epic)
Prerequisite: Oozy Glob class ability, Str 17+, Destroy Objects, Alchemy 24 Ranks
Benefit: Each time you attack a target with resistance to your Oozy Glob attack (Ranged or melee) you permanently reduce the resistance by 2.
Special: This feat can be taken multiple times. Each time the amount of resistance is lowered by an additional 2.

*Combine Oozy Touch
Prerequisite: One with the Ooze, All Oozy touch
Benefit: You may combine two of the effects of your oozy touch in the same touch attack.

*Command Ooze (Epic)
Prerequisite: One with the Ooze Class ability
Benefit: The character can command oozes as a cleric turns undead of a level equal to his Oozemaster level.
Special: This stacks with the ability of the Slime Domain.

*Consume Anything (General)
Prerequisite: One with Ooze Class Ability
Benefit: You may gain all the sustenance you need from consuming trash, and other forms of organic materials.

*Crystal Ooze (Epic):
Prerequisite: One with the Ooze Class Ability, All Oozy Touch, Improved Unarmed Strike, Improved Glob, Ooze Form.
Benefit: Your Oozy attacks do 1d8 additional points of acid damage. Also, 2/day for a number of rounds equal to 3+ Con modifier you can become nearly invisible. Opponents need to make a spot check DC 25 to see you.
Special: You can take this feat more than once each time adding another 1d8 points of acid damage and increasing the number of times you can use the other ability by once a day.

*Destroy Objects (General)
Prerequisite: Oozy Touch class ability, Str 17+
Benefit: When using your any oozy ability against an object you ignore its hardness.

*Diger’s Ability (Epic):
Prerequisite: All Oozy Touch, One with the Ooze Class Ability, Improved Unarmed Strike, Con 17+
Benefit: When you do an unarmed strike the creature must make a Fortitude save (DC 10 + Half your ooze master level + Con Modifier) or be paralyzed for 1d4 rounds. This takes a full round action.

*Engulf (Epic)
Prerequisite: One with the Ooze Class ability, Improved Glob, Improved Malleability, Lingering Glob, Con 23+
Benefit: As a full round action you may try to engulf any creature your size or smaller. They get an AoO before you do it, but if they take the attack they give up their reflex save. If they choose to make the save the DC is 10 +1/2 your Oozemaster level+ Con modifier. If they fail you have engulfed them and they are affected by your entire minor and major Oozy touches.

*Flesh Jelly Disease (Epic):
Prerequisite: One with the Ooze Class Ability, Con 33+, Improved Unarmed Strike and Weapon Focus (Unarmed Strike), Epic Fortitude, Great Fortitude.
Benefit: When you do an unarmed attack the target must make a Fortitude save (DC 10 + half ooze master level + Con) or contract filth fever. The incubation period is 1d3 days, and the disease deals 1d3 points of Dexterity damage and 1d3 points of Constitution damage (see Disease in chapter 3 of the Dungeon Master's Guide).

*Flux Slime (Epic)
Prerequisite: Greater Slime Wave , Caster Level 20, Wis 21+, Slime Wave Class Ability, Knowledge Nature 30 ranks, Spellcraft 30 ranks
Benefit: This is just like Slime wave except the effect is that of Flux Slime instead of normal green slime.

*Great Oozy Attack (General)
Prerequisite: Dex 17+, Oozy Glob class ability
Benefit: Your range category with the Oozy glob attack is increased by 10ft.
Special: This feat can be taken multiple times. Its effects stack.

*Greater Slime Wave (Epic)
Prerequisite: Caster Level 20, Wis 21+, Slime Wave Class Ability, Knowledge Nature 24 ranks, Spellcraft 24 ranks
Benefit: The caster level of the Slime Wave ability is now equal to your Oozemaster Class level. The DC of the ability is increase by four. It can now be done 3/day.

*Improved Burn Immunity (Epic)
Prerequisite: Oozy Glob class ability, Str 17+, Burn Immunity, Destroy Objects, Alchemy 30 Ranks
Benefit: When you attack a creature with immunity to your attack they get a Fort save DC 10 +1/2 Oozemaster Level + Con Bonus +2 for each time you’ve taken Burn Immunity. If they fail the save the Immunity turns into resistance 30.

*Improved Glob (General)
Prerequisite: Alchemy 15 ranks, Oozy Glob class ability
Benefit: All the DCs of your Oozy Globs are increased by +2. This feat may be taken multiple times.

*Improved Malleability (Epic)
Prerequisite: Malleability class feature, Con 21+
Benefit: You can Alter Self as the spell at will.

*Improved Oozy Glob (General)
Prerequisite: Improved Oozy Touch, BAB 11+, Oozy Glob class ability, Str 15+, Dex 15+
Benefit: You may use a full attack action to attack twice in one round with the Oozy glob ability. The first attack is at the normal BAB, the second is at –5. Each counts against how many Oozy Globs you can do in a day.

*Improved Oozy Touch (General)
Prerequisite: Oozy Touch class ability, BAB 11+, Str 15+
Benefit: You may use a full attack action to attack twice in one round with the Oozy touch ability. The first attack is at the normal BAB, the second is at –5.

*Lingering Glob (Epic)
Prerequisite: Alchemy 24 Ranks, Oozy Glob class ability
Benefit: Any time you deal damage with your Oozy Globs, the target takes the same damage the next round.

*Master of the Bone Ooze (Epic)
Prerequisite: One with the Ooze Class Ability, Con 31+, Great Fortitude, Improved Unarmed Strike and Weapon Focus (Unarmed Strike), Power of the Bone Ooze, Epic Fortitude.
Benefit: Your Unarmed attacks wound the target as though it was a wounding weapon. Each strike stacks causing in additional wound.
Special: You can take this more than once each time your wounding increases by one point for example each time you hit it would 2 points of damage per round instead of one.

*Mind Stealing (Epic)
Prerequisite: One with the Ooze Class Ability, Int 31+, Improved Unarmed Strike, Epic Will.
Benefit: When you hit with an unarmed strike you drain one point of Intelligence from the opponent. For each point of Intelligence you drain in this way, it heals you five hit points up to your maximum hit points.

*More Oozy Glob (General)
Prerequisite: Oozy Glob Class ability
Benefit: Can use the oozy Glob ability one additional time per day
Special: This feat may be taken more then once and it's effects stack.

*Morphic Face (Epic)
Prerequisite: Slithery Face class ability, Disguise 24 Ranks
Benefit: Add double your Oozemaster class level to all disguise checks.

*Ooze Familiar (Epic)
Prerequisite: One with the Ooze
Benefit: You gain One Ooze familiar from the list.

*Ooze Flow (Epic)
Prerequisite: One with Ooze Class ability, Dex 19+, Dodge
Benefit: Gain +4 dodge bonus as you manipulate your body to avoid blows

*Ooze Form (Epic)
Prerequisite: One with the Ooze Class ability, Wis 21+, Int 17+, Alchemy 30 ranks
Benefit: You can wildshape into any type of ooze that has equal or less HD then you. You can do this 3/day. You can make the ooze small, medium, large, or Huge sized. This gives you all the powers and abilities of the ooze.
Special: You qualify for the following Epic Feats: Diminutive Wildshape and Gargantuan Wildshape. If you have Diminutive Wildshape, you can get Fine Wildshape, if you have Gargantuan Wildshape you can get Colossal Wildshape. However, these feats only apply to your ability to change into an Ooze unless you also have the normal prerequisites.

*Ooze Personality (Epic)
Prerequisite: One with Ooze Class Ability
Benefit: You are immune to all charisma damage

*Oozy Bump (Epic)
Prerequisites: One with the Ooze Class Ability, Alchemy 30 ranks, Con 25+, Epic Skill focus Alchemy
Benefit: Your body is now covered in large bumps, not unlike big pimples. Whenever you are hit with a physical attack your opponent must make a Reflex save (DC 10 +1/2 your Oozemaster level + Con bonus) or they are affected by one of your oozy touches. Randomly determine which oozy touch they are effected by.

*Power of the Bone Ooze (Epic):
Prerequisite: One with the Ooze Class Ability, Con 29+, Great Fortitude, Improved Unarmed Strike and Weapon Focus (Unarmed Strike).
Benefit: When you do an unarmed attack in addition to what it normally does it also does 1d2 Strength drain, Dexterity drain and Constitution drain. On a critical hit, it drains twice that amount from each affected score. You heal 2 points of damage you have taken (4 on a critical hit) whenever it drains abilities.

*Quicken Oozy Glob (Epic)
Prerequisite: Improved Oozy Glob, Improved Oozy Touch, Str 15+, Dex 21+, Oozy Glob class ability
Benefit: You can throw an Oozy glob as a free action once per round. This counts as your quickened spell that round.

*Spit Acid (General)
Prerequisite: Oozy Glob class ability, Con 19+, Dex 15+
Benefit: You can spit acid as a free action once a round. The acid has a range of 15ft and requires a ranged touch attack. This counts as your quickened spell that round. The acid does 1d4 + ½ your Oozemaster level.

*Split (Epic)
Prerequisites: One with the Ooze Class ability, Improved Glob, Improved Malleability, Lingering Glob, Engulf, Con 23+
Benefit: You become immune to all slashing weapons and split like a black pudding when hit by one. You can reform into one for as a standard action.

*Transfer Ooze Personality (Epic)
Prerequisite: One with Ooze Class Ability, Ooze Personality
Benefit: As a full round action, make a touch attack. Opponent makes fort save DC 10 +1/2 level + con bonus, or they take charisma damage equal to your penalty.


Thoughts? Questions on why of all the classes I did this one? ;)

Edit: More work after a slight layoff.
 
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Limper said:
Why did you pick the Oozemaster?



Looks well done by the way...

The Oozemaster is one of the most original prestige classes. It's just cool and I'm playing one. Well, not yet. I'm 3k short of being a level one Oozemaster. So, in planning my character out there are no Epic Prestige classes that really fit him. I'm a cleric now, but epic cleric isn't his style. So, that left becoming an epic Oozemaster. :D

Thanks, after reading and offering suggestions to the Epic Spellsword I figured this would be fun. It was. :)
 

Might I suggest a touch of Alienist to go with the Oozemaster.... a scarier combo I've yet to see. I cant immagine how nasty it would be in the epic range.... its proven very cool in the normal range.
 

Limper said:
Might I suggest a touch of Alienist to go with the Oozemaster.... a scarier combo I've yet to see. I cant immagine how nasty it would be in the epic range.... its proven very cool in the normal range.

THe problem is I'm a cleric, so knowledge planes is not a class skill for either cleric or Ooze master. So, for 8 ranks that's 16 skill points and at least 13 character level. The nice thing is the alienist doesn't need arcane casting, which I was thinking it would. But it really doesn't fit the character concept which is posted in the Rogues Gallery for people to see. An Oozemaster Alienist is a very strange character though. I've never tried an alienist or seen one in action.
 

Crothian said:


THe problem is I'm a cleric, so knowledge planes is not a class skill for either cleric or Ooze master. So, for 8 ranks that's 16 skill points and at least 13 character level. The nice thing is the alienist doesn't need arcane casting, which I was thinking it would. But it really doesn't fit the character concept which is posted in the Rogues Gallery for people to see. An Oozemaster Alienist is a very strange character though. I've never tried an alienist or seen one in action.


Sorry forgot about Clerics having a rather lame skill selection.... Educated would solve the problem, I believe thats the one which makes all knowledges class skills ( I think thats what our player did... not sure though ).

I've played an Alienist and seen them in action... its great for those who can't help but dable with forces not ment for mortal minds.

I'll have a look at your RG entry...
 

Limper said:

Sorry forgot about Clerics having a rather lame skill selection.... Educated would solve the problem, I believe thats the one which makes all knowledges class skills ( I think thats what our player did... not sure though ).

I've played an Alienist and seen them in action... its great for those who can't help but dable with forces not ment for mortal minds.

I'll have a look at your RG entry...

I'm a freed slave, so educated is so not going to be one of my feats.
 

I added more epic feats that take advantage of the Oozmasters abilities. Please take a look and comment for once I complete this I can get working on yours. :D
 

Correct me if I'm wrong, but wouldn't the continued loss of charisma eventually bring you permanently to zero in that score and thus into a comatose state?

I'd just drop that aspect from the class. The oozemaster completely becomes an ooze at 10th level, I doubt hes going to get much uglier. :)

I like those feats by the way, good stuff.
 

Quip said:
Correct me if I'm wrong, but wouldn't the continued loss of charisma eventually bring you permanently to zero in that score and thus into a comatose state?

I'd just drop that aspect from the class. The oozemaster completely becomes an ooze at 10th level, I doubt hes going to get much uglier. :)

I like those feats by the way, good stuff.

It was an obvious pattern and fit the class. I should mention that it can go no lower then 1 though. After rereading the original class they have no commenton the charisma penalty. That's odd. So, until I hear an official response I'm putting a cap on how low it can go.

Edit: Thanks for the comment. Anyone think some of those feats should be non epic in nature?
 
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