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LordErebus12
2013-11-23, 04:45 PM
Corrupter
http://wiki.guildwars.com/images/b/be/User_Knighthonor_Trent.jpg


"I'm here to end your despicable ways, for the good of all the natural world! You must be stopped from this path of madness! Do you wish the world to end?"
-Thamos, Archdruid of the Southern Woods-

"Life began in a bubbling, primordial soup. It is my intent on reverting it back to that simpler state of existence. You will not stop me from reaching that goal. In fact... *Taunting Chuckle* that primordial soup is closer to you than you think..."
-Havok, Corrupter

*Screams and more laughter ring out in the fading light as the Corrupter's companion dissolves another morsel.*

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Once a cult of druids dedicated to preserving the natural order of things; birth, life, death, and decomposition. They were corrupted from their ways by 'Darkness Given Hunger', an intelligent demonic black pudding who worships Juiblex, the demon lord of oozes, slimes and puddings. Through this evil influence, the Corrupters began to change. They were banished by their druidic allies and warned to never return. The Corrupters swore an oath to destroy the druids for their 'harsh judgement' of them.


http://www.wizards.com/dnd/images/188_juiblex.jpg

The Corrupters began to worship destruction and power, turning themselves over to the whim of the Faceless Lord, who is imprisoned within the 528th layer of the abyss. Through their worship, they gained control over both acidic and destructive magics, as well as ooze creatures who would come to serve them.

Now a large group, Corrupters seek a way to free Juiblex into the material world, through which they believe they will be rewarded for. With the Faceless Lord freed, the Corrupters will attempt to merge with It and devour the world.

GAME RULE INFORMATION
Corrupters have the following game statistics.

Abilities: Wisdom holds some importance to abilities, saves and magic.
Alignment: Any Non-Good

Hit Die: d8

Class Skills
The Corrupter’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Ride (Dex), Spellcraft (Int), Spot (Wis), Survival (Wis), and Swim (Str).
Skill Points per Level: 4 + Int modifier


Class Table: Corrupter
{table=head]Level|Base Attack Bonus|Fort Save|Ref Save|Will Save|Special|0|1st|2nd|3rd|4th|5th|6th|7th|8th|9th

1st| +0 | +2 | +0 | +2 | Aberrant Empathy, Ooze Companion |3|1|-|-|-|-|-|-|-|-
2nd| +1 | +3 | +0 | +3 | |4|2|-|-|-|-|-|-|-|-
3rd| +2 | +3 | +1 | +3 | Acid Resistant (15) |4|2|1|-|-|-|-|-|-|-
4th| +3 | +4 | +1 | +4 | Defile (5 ft.) |5|3|2|-|-|-|-|-|-|-
5th| +3 | +4 | +1 | +4 | Tainted Body |5|3|2|1|-|-|-|-|-|-

6th| +4 | +5 | +2 | +5 | Acid Orb |5|3|3|2|-|-|-|-|-|-
7th| +5 | +5 | +2 | +5 | Fusion |6|4|3|2|1|-|-|-|-|-
8th| +6/+1 | +6 | +2 | +6 | Defile (10 ft.) |6|4|3|3|2|-|-|-|-|-
9th| +6/+1 | +6 | +3 | +6 | Acid Resistant (30) |6|4|4|3|2|1|-|-|-|-
10th| +7/+2 | +7 | +3 | +7 | Deforestation |6|4|4|3|3|2|-|-|-|-

11th| +8/+3 | +7 | +3 | +7 | |6|5|4|4|3|2|1|-|-|-
12th| +9/+4 | +8 | +4 | +8 | Defile (15 ft.) |6|5|4|4|3|3|2|-|-|-
13th| +9/+4 | +8 | +4 | +8 | Tainted Soul |6|5|5|4|4|3|2|1|-|-
14th| +10/+5 | +9 | +4 | +9 | Improved Fusion |6|5|5|4|4|3|3|2|-|-
15th| +11/+6/+1 | +9 | +5 | +9 | Acid Resistant (Immunity) |6|5|5|5|4|3|3|2|1|-

16th| +12/+7/+2 | +10 | +5 | +10 | Defile (20 ft.) |6|5|5|5|4|4|3|2|2|-
17th| +12/+7/+2 | +10 | +5 | +10 | |6|5|5|5|5|4|4|3|2|1
18th| +13/+8/+3 | +11 | +6 | +11 | Clone Self |6|5|5|5|5|4|4|3|3|2
19th| +14/+9/+4 | +11 | +6 | +11 | |6|5|5|5|5|4|4|3|3|3
20th| +15/+10/+5 | +12 | +6 | +12 | Defile (25 ft.), Ooze Apotheosis |6|5|5|5|5|5|4|4|4|4
[/table]


Class Features
All of the following are class features of the Corrupter.

Weapon and Armor Proficiency:
Corrupters are proficient with the following weapons: club, dagger, dart, quarterstaff, scimitar, sickle, shortspear, sling, and spear. Corrupters are proficient with light and medium armor. Corrupters are proficient with shields (except tower shields).

Spells:
A Corrupter casts divine spells, which are drawn from the Corrupter spell list. Her alignment may restrict her from casting certain spells opposed to her moral or ethical beliefs; see Opposed Alignment Spells, below. A Corrupter must choose and prepare her spells in advance (see below).

To prepare or cast a spell, the Corrupter must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a Corrupter's spell is 10 + the spell level + the Corrupter's Wisdom modifier.

Like other spellcasters, a Corrupter can cast only a certain number of spells of each spell level per day. Her base daily spell allotment is given on Class Table: The Corrupter. In addition, she receives bonus spells per day if she has a high Wisdom score. She does not have access to any domain spells or granted powers, as a cleric does.

A Corrupter prepares and casts spells the way a cleric does, though she cannot lose a prepared spell to cast a cure spell in its place (but see Spontaneous Casting, below). A Corrupter may prepare and cast any spell on the Corrupter spell list, provided that she can cast spells of that level, but she must choose which spells to prepare during her daily meditation.

Spontaneous Casting:
A Corrupter can channel stored spell energy into summoning spells that she hasn’t prepared ahead of time. She can “lose” a prepared spell in order to cast any summon monster spell of the same level or lower.

Opposed Alignment Spells:
A Corrupter can’t cast spells of an alignment opposed to her own or her deity’s (if she has one). Spells associated with particular alignments are indicated by the chaos, evil, good, and law descriptors in their spell descriptions.

1st - Aberrant Empathy (Ex):
A Corrupter can improve the attitude of an ooze or aberration. This ability functions just like a Diplomacy check made to improve the attitude of a person. The Corrupter rolls 1d20 and adds her Corrupter level and her wisdom modifier to determine the aberrant empathy check result. The typical ooze has a starting attitude of unfriendly, while aberrations are usually hostile.

To use aberrant empathy, the Corrupter and the creature must be able to study each other, which means that they must be within 30 feet of one another under normal conditions. Generally, influencing a creature in this way takes 1 minute but, as with influencing people, it might take more or less time.

1st - Ooze Companion (Ex):
A Corrupter may begin play with an unique ooze companion called a 'Slime'. This ooze is a loyal companion that accompanies the Corrupter on her adventures as appropriate for its kind.

A 1st-level Corrupter's companion is completely typical for its kind except as noted below. As a Corrupter advances in level, the ooze's power increases as shown on the table. If a Corrupter releases her companion from service or it perishes, she may gain a new one by performing a special unbinding ceremony, requiring 24 uninterrupted hours of prayer. After this ceremony is performed, the Corrupter can bind with a new ooze creature that she encounters or creates (See Slime Creation below). The Corrupter cannot have an ooze companion with more than two hit dice higher than her current corrupter level.

3rd, 9th, 15th - Acid Resistant (Ex):
A corrupter becomes more resistant to acid damage and effects over time. The Corrupter has acid resistance 15 at 3rd level, acid resistance 30 at 9th level and culminates in acid immunity at 15th level.

4th, 8th, 12th, 16th, 20th - Defile (Su):
A corrupter's magic can deal horrible damage to the natural world. Whenever the Corrupter choses to cast one of its spells using defiling magic in a natural environment, the earth beneath the Corrupter becomes an ashen and barren scar. Non-sentient plant life withers and dies, becoming mildly toxic to ingest and provides no nourishment. The ash left behind after defiling is black and totally devoid of life‐giving properties. It is the telltale sign of defiling magic. Nothing grows in a defiled area for years. Even if the corrupterʹs ash moves with the wind, the ground remains a lifeless scar.

Creatures except the Corrupter (and ooze companion) caught within the defiling radius at casting time experience pain and suffer a –1 penalty to all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks for 1 round. Plant creatures also suffer; taking 2 hp damage x spell slot level expended (a 0‐level spell inflicts 1 hp damage).

While there seems little benefit to others, when performing defiling magic, the Corrupter treats it's caster level as +2 higher for it's spells. The defiling range begins in a 5 feet radius surrounding the corrupter, increasing by 5 feet at 8th, 12th, 16th and 20th level (to a total of 25 feet).

5th - Tainted body (Su):
The corrupter's body becomes tainted with vile magic. They become immune to diseases (including supernatural) and poisons.

6th - Acid Orb (Sp):
With a single thought (without verbal or somatic components) at will, a Corrupter can summon an orb of acid about 3 inches across. The orb of acid is conjured in the Corrupter's palm and can be shot at any target within close range (25 ft. + 5 ft. per two Corrupter levels) as a standard action. The Corrupter must make a ranged touch attack against the target to hit successfully. Upon striking a target, the orb deals Xd6 acid damage, where X is equal to corrupter's level - 5 (15d6 maximum).

In addition, the target must make a fortitude save or become sickened by the acid's noxious fumes for 1 round. A successful Fortitude save negates the sickened effect but does not reduce the damage. The saving throw DC is equal to 14 + Corrupter's Wisdom modifier.

7th - Fusion (Su):
The Corrupter wears the ooze companion like translucent, living armor. The ooze companion mimics all of the Corrupter’s movements, and the Corrupter perceives through the ooze companion’s senses and speaks through a bubbly voice (as if underwater), as the two are now one creature.

While fused with his ooze companion, the Corrupter uses the ooze companion’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The Corrupter gains the ooze companion’s hit points as temporary hit points. When these hit points reach 0, the ooze companion is killed and sent back to its home plane. The Corrupter uses his attack bonus and saves, but gains the ooze companion’s natural armor bonuses and modifiers to ability scores. The Corrupter also gains access to the ooze companion’s special abilities, immunities and special attacks. The Corrupter is still limited to the ooze companion’s maximum number of natural attacks.

The Corrupter uses his own mental-based skills, while using the ooze companion’s physical-based skills. The ooze companion loses all feats, with the exception of racial bonus feats. The ooze companion must be within one size category of the Corrupter to be able to fuse, using the larger of the two for the final size of the fusion. The ooze companion must have limbs for the Corrupter to cast spells with somatic components. The ooze companion’s temporary hit points can be restored with spells, even if temporary hit points could not be normally restored this way.

While fused, the Corrupter loses the benefits of his armor. He counts as both his original type and as an ooze for any effect related to type, whichever is worse for the Corrupter. Neither the Corrupter nor his ooze companion can be targeted separately, as they are fused into one creature. The Corrupter and ooze companion cannot take separate actions. While fused with his ooze companion, the Corrupter can use all of his own abilities and gear, except for his armor.

10th - Deforestation (Sp):
A Corrupter can kill all non-sentient plant life within a radius of 20 feet per Corrupter level, as a full-round action, once per day. If a potentially affected plant is under the control of another (such as a druid’s liveoak or a dryad’s home tree), the controller can make a Fortitude save (DC 10 + 1/2 Corrupter level + Corrupter’s Wis modifier) to keep it alive.

Affected plants immediately cease photosynthesis, root tapping, and all other methods of sustenance. Like picked flowers, they appear vibrant for several hours, but within a day, they turn brown and wither. Except for plants selected by a controller, nothing can grow in a deforested area until it has a hallow spell cast upon it and it is reseeded.

This ability works in any terrain, but deforesting a sandy desert, ice floe, or other environment with only sparse vegetation does little in the way of effects.

The effects on the Corrupter are instantaneous, but are limited to the area effected. All Corrupter spells with casting times shorter than full round actions that are cast within the deforested area act as if they were empowered, without increasing the spell's slot cost.

13th - Tainted Soul (Su):
The corrupter's soul becomes tainted with vile magic. They become immune to vile damage (BoVD) and death effects.

14th - Improved Fusion ():
The Corrupter becomes even more tough while fused with his ooze companion, the Corrupter now gains a +4 shield bonus to his Armor Class and a +4 circumstance bonus on his saving throws while fused.

18th - Clone Self (Sp):
Just before a Corrupter dies, as a free mental action, the corrupter can command its ooze companion to flee and regenerate its master. The ooze companion will attempt to flee so it can create a clone of the corrupter with ten minutes of effort. Doing so consumes the ooze companion, destroying it. This ability works like the Clone spell, except it requires no added cost or components to perform.

Upon completion of this cloning process, the newly cloned Corrupter crawls out of the ooze companion's remains. The Corrupter can fully remember all that occurred up to the moment of death. Naked of its equipment and hungry for vengeance, most Corrupters begin plotting their revenge on whatever/whoever killed them before they have even dried off.

20th - Ooze Apotheosis:
Upon completion of the class, a Corrupter gains the ability to enter it's perfect and now natural form, dissolving into a puddle of organic/inorganic goo (or back into a solid state), as a move action, at will.

The Corrupter cannot wear any sort of armor while in this ooze form. They can still wield weapons, forming crude 'arms' to hold them, but take a -4 penalty against disarm checks while doing so and must deal with their acidic touch (see Acid below). The number of weapons they can use and body slots is the same as in their normal form. Worn items merge with the body completely and are still active (except for armor). While in this ooze form, they can speak with a bubbling voice, and can fully utilize somatic components.

The following changes occur:

+4 Constitution.
Type: The creature’s type changes to ooze (augmented (former type)). Do not recalculate base attack bonus, saves, or skill points. Size is unchanged.
Hit Dice: Increase/decrease all current and future racial Hit Dice to d10s.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Blind: the corrupter is blind while in their new form, but gains Blindsight out to 90 ft., with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight. If they change to their alternate form (see below) they regain their sight, and all things which come with it, but their Blindsight reverts to 30 ft.
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Slam attack dealing bludgeoning damage (1d6 if medium; 1d8 if large; 1d4 if small).
Not subject to critical hits or flanking.
Special Abilities: Acid, Alternate Form, Constrict
Oozes eat and breathe, but do not sleep.
Immortal: They no longer takes penalties to their ability scores for aging and cannot be magically aged. Any such penalties that they have already taken, however, remain in place. Bonuses still accrue, and if the ooze is well cared for they may persist forever.


Acid (Ex):
The corrupter secretes a digestive acid that dissolves both organic and inorganic material quickly. Any slam or constrict attack deals acid damage, and the opponent’s armor and clothing dissolve and become useless immediately unless they succeed on reflex saves (DC 10 + 1/2 Corrupter level + Corrupter's constitution modifier). A weapon that strikes the corrupter also dissolves immediately unless it succeeds on a Reflex save.

The corrupter’s acidic touch deals acid damage (10 + 1/2 corrupter level + corrupter's constitution modifier) per round to objects, but the ooze must remain in contact with the object for 1 full round to deal this damage. Corrupters often favor blueshine weapons over non-blueshine weapons, since they are immune to acidic damage that their touch deals.

Constrict (Ex):
A corrupter deals automatic slam and acid damage with a successful grapple check. The opponent’s clothing and armor take a –4 penalty on Reflex saves against the acid.

LordErebus12
2013-11-23, 04:46 PM
THE CORRUPTER’S OOZE COMPANION
A Corrupter's Ooze companion is superior to a normal ooze of its kind and has special powers, as described below.

Class Level |Bonus HD |Natural Armor Adj. |Str/Dex Adj. |Bonus Tricks |Special
1st–2nd |+0 |+0 |+0 |1 |Awakened, Link, Share Spells
3rd–5th |+2 |+2 |+1 |2 |Digestive Regeneration
6th–8th |+4 |+4 |+2 |3 |Division (2)
9th–11th |+6 |+6 |+3 |4 |Evasion
12th–14th |+8 |+8 |+4 |5 |Division (4)
15th–17th |+10 |+10 |+5 |6 |Improved Evasion
18th–20th |+12 |+12 |+6 |7 |Division (8)


Ooze Companion Basics:
Use the base statistics for a creature of the companion’s kind, but make the following changes.

Class Level:
The character’s Corrupter level. The Corrupter’s class levels stack with levels of any other classes that are entitled to a companion for the purpose of determining the companion’s abilities and the alternative lists available to the character.

Bonus HD:
Extra ten-sided (d10) Hit Dice, each of which gains a Constitution modifier, as normal. Remember that extra Hit Dice improve the ooze companion’s base attack and base save bonuses. An ooze companion’s base attack bonus is equal to half of the ooze’s HD (rounded down). An ooze companion has poor saves, equal to 1/3rd of the ooze's HD (rounded down). An ooze companion gains additional skill points and feats for bonus HD as normal for advancing a monster’s Hit Dice.

Natural Armor Adjustment:
The number noted here is an improvement to the ooze companion’s existing natural armor bonus.

Str/Dex Adjustment:
Add this value to the ooze companion’s Strength and Dexterity scores.

Bonus Tricks:
The value given in this column is the total number of “bonus” tricks that the ooze knows in addition to any that the corrupter might choose to teach it (see the Handle Animal skill). These bonus tricks don’t require any training time or Handle Animal checks, and they don’t count against the normal limit of tricks known by the animal. The druid selects these bonus tricks, and once selected, they can’t be changed.

Awakened (Ex):
Unlike most ooze creatures, an ooze companion is not mindless. While not being extremely intelligent, it does have an intelligence score of 2, roughly of animal intelligence. They cannot improve this score as they advance in hit dice. A corrupter can treat an ooze companion like an animal for the purposes of any handle animal checks, such as for teaching it tricks.

This does not grant any feats or skill points that they may have missed at lower levels, but do grant subsequent feats/skill points at later levels. Despite this intelligence, these ooze creatures are still immune to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).

Link (Ex):
A corrupter can handle her animal companion as a free action, or push it as a move action, even if she doesn’t have any ranks in the Handle Animal skill. The corrupter gains a +4 circumstance bonus on all aberrant empathy checks and Handle Animal checks made regarding an ooze companion.

Share Spells (Ex):
At the corrupter's option, she may have any spell (but not any spell-like ability) she casts upon herself also affect her ooze companion. The ooze companion must be within 5 feet of her at the time of casting to receive the benefit. If the spell or effect has a duration other than instantaneous, it stops affecting the ooze companion if the companion moves farther than 5 feet away and will not affect the ooze again, even if it returns to the corrupter before the duration expires.

Additionally, the corrupter may cast a spell with a target of “You” on her ooze companion (as a touch range spell) instead of on herself. A corrupter and her ooze companion can share spells even if the spells normally do not affect creatures of the companion’s type (ooze).

Digestive Regeneration (Ex):
Whenever an ooze companion deals damage to either an object or a creature, it heals itself for half of the damage dealt (rounded down).

Evasion (Ex):
If an ooze companion is subjected to an attack that normally allows a Reflex saving throw for half damage, it takes no damage if it makes a successful saving throw.

Division (Ex):
As a full round action, the ooze companion can split into two or more identical creatures. Each newly split ooze companion is one size category smaller than the original ooze and each have half of the original ooze’s current hit points (round down). An ooze companion with 10 hit points or less cannot be divided.

The number in the parentheses on the table above shows the maximum number of oozes that can be created by Division. If the ooze companion also has the Split ability, such as a black pudding does, it must follow the rules outlined above for Division.

Improved Evasion (Ex):
When subjected to an attack that normally allows a Reflex saving throw for half damage, an ooze companion takes no damage if it makes a successful saving throw and only half damage if the saving throw fails.

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Slime

http://fc04.deviantart.net/fs71/f/2013/113/2/2/ooze_familiar_by_chakattailswisher-d62pdx9.png
Coloring by ChakatTailswisher (http://chakattailswisher.deviantart.com/)
Lineart by Dachmod (http://dachmod.deviantart.com/)

{TABLE]Creature:|Slime
Size/Type:|Medium Ooze
Hit Dice:|2d10+8 (22 hp)
Initiative:|1
Speed:|30 ft (6 squares), climb 30 ft., swim 15 ft
Armor Class:|13 (+1 dex, +2 Natural), touch 11, flat-footed 12
Base Attack/Grapple:|+1/+0
Attack:|Slam +0 melee (1d6-1)
Full Attack:|2 Slams +0 melee (1d6-1)
Space/Reach:|5 ft/5 ft
Special Attacks:|Acid Spray (1d6+4)
Special Qualities:|Adhesive Body, Blindsight 60 ft., Ooze Traits
Saves:|Fort +4, Ref +1, Will +1
Abilities:| Str 8, Dex 12, Con 18, Int 2, Wis 12, Cha 8
Skills:|Climb +7, Concentration +4, Escape Artist +2, Hide +4, Intimidate +1, Listen +2, Move Silently +4, Search -4, Sense Motive +1, Survival +1, Swim +7
Feats:|Stealthy, Toughness B
Environment:|Any
Organization:|Solitary
Challenge Rating:|1 (plus 1 per 3 hit dice above 2)
Treasure:|None
Alignment:|Same As Corrupter (Any Non-Good)
Advancement:|See Corrupter's Ooze Companion Rules (Above)
Level Adjustment:|---[/TABLE]

Combat:
Slimes are stealthy creatures, attempting to sneak up on unexpected foes and attack while they are unaware. When in trouble or surprised, they unleash a cone of acidic juices that dissolve whatever is caught within the blast.

They stand about four and a half feet tall when in their partly humanoid forms, although their amorphous forms allow them to alter this at will. They weigh about a hundred pounds to one hundred-fifty pounds, depending on whether they've eaten lately.

Slimes appear to be rune-covered humanoids from the waist up and slowly dissolve into a puddle from the waste down. Their physical color varies widely, coming in nearly all color variations. They often change their colors based on their moods, what they've eaten recently, or on simple preference.

Slimes can be crafted by adding several hairs from the creator who wishes to make it to a mixture of clay, dirt, water and other caustic alchemical ingredients (costing 15 gp). The mixture is boiled and a short ritual is performed (taking one hour to perform) over the mixture.

Once created, the Slime is bound to service for life of the creator, freed from service upon the death of the creator or at the creator's will. Once freed, the ooze generally dissolves into nothing after a few hours.

Acid Spray (Su):
At will, as a standard action, the slime can release a 15 ft. cone of acid. Those caught within the cone take 1d6/4 HD of the slime (minimum 1d6) plus 1 point of acid per point of the slime's constitution modifier, unless they make a successful reflex save (DC 11 + Slime's Constitution modifier) for half damage.

Adhesive Body (Ex):
Slimes have an extremely sticky body, capable of climbing up any surface with absolute ease. They have a climb speed equal to their base movement speed and a +8 racial climb bonus. They also have a +4 bonus to disarm checks against other creatures.

Ooze Traits:
Slimes are ooze creatures and gain all the traits that oozes normally get, with the exception of the mindless quality. Slimes, as oozes, advance as governed by the features of the ooze type.

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Ooze Type
An ooze is an amorphous or mutable creature, usually mindless.

Features: An ooze has the following features.

10-sided Hit Dice.
Base attack bonus equal to 3/4 total Hit Dice (as cleric).
No good saving throws (1/3rd of total HD).
Skill points equal to (2 + Int modifier, minimum 1) per Hit Die, with quadruple skill points for the first Hit Die.
Oozes with no intelligence do not gain skill points or feats.


Traits: An ooze possesses the following traits (unless otherwise noted in a creature’s entry).

Mindless: No Intelligence score, and immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Blind: (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Immunities: poison, sleep effects, paralysis, polymorph, and stunning.
Some oozes have the ability to deal acid damage to objects. In such a case, the amount of damage is equal to 10 + 1/2 ooze’s HD + ooze’s Con modifier per full round of contact.
Not subject to critical hits or flanking.
Proficient with its natural weapons only.
Proficient with no armor.
Oozes eat and breathe, but do not sleep.

LordErebus12
2013-11-23, 04:47 PM
Corrupter Spell List
0 Level: detect magic, detect poison, flare, ghost sound, inflict minor wounds, read magic, touch of fatigue
1st Level: bane, burning hands, curse water, decomposition, detect undead, doom, endure elements, grease, inflict light wounds, invisibility to animals, ray of enfeeblement
2nd Level: chill metal, chill touch, darkness, death knell, fire trap, flaming sphere, heat metal, inflict moderate wounds, Melf's acid arrow, produce flame, resist elements, warp wood
3rd Level: contagion, deeper darkness, desecrate, diminish plants, dispel magic, inflict serious wounds, poison, protection from elements, stinking cloud, vampiric touch
4th Level: animate dead, anti plant shell, blight, death ward, flame strike, inflict critical wounds, languor, repel vermin, rusting grasp, transmute mud to rock, transmute rock to mud, unhallow, wall of fire
5th Level: antilife shell, contagious touch, create undead, Evard's black tentacles, forbiddance, repel wood, waves of fatigue
6th Level: acid fog, antipathy, circle of death, finger of death, fire seeds, greater dispel magic, harm, Transmute rock to mud
7th Level: control undead, control weather, Destruction, earthquake, firestorm, maisma, repel metal or stone, repulsion
8th Level: horrid wilting, mind blank, Power word: blind, shambled, waves of exhaustion
9th Level: antipathy, foresight, implosion, incendiary cloud, storm of vengence

Feats

Corrupted Druid
Once trained by druids in their ways, a personal revelation or tragedy turned you away from the path of the natural world. You now use their own secrets against them.

Prerequisites: Must have at least one level in druid.
Benefit: A corrupter stacks his druid levels and his corrupter levels for the purposes of spell access and caster level for the corrupter class, allowing him greater access to his corrupter magic than normal.

In addition, the Corrupter can select one spell per spell level from the druid's spell list and prepare as a corrupter spell. These prepared spells must be at least one level lower than the highest spell level the corrupter can cast. The Corrupter casts these spells as if he had a caster level two lower than normal for his level.

LordErebus12
2013-11-24, 05:03 AM
A work in progress, I want to design a blighter base class, similar to druids in style but with differing abilities. This one will not have wild shape. Other than that, I'd like some help with it.

got the basics for ooze companions done. I would like some opinions on it, if possible.

Its designed to work with a basic 2HD ooze creature (referred to as a Slime for simplicity), which I would like to create for it, but it should work for any ooze creature (once you reach a high enough level). I'm not super sure how it will all work, but I would like other's opinions on that as well.

LordErebus12
2013-11-24, 08:42 AM
got quite a bit done, although I'm not finished yet. Could use some PEACHing.

Freddrick
2013-11-24, 09:51 AM
Looks interesting to me. Nothing stood out as too overpowered imo.
You might consider adding a limit to the spontaneous casting to only summon oozes. I can't recall if there are enough oozes on the summon monster list to do that so it may take some more homebrewing.
What ideas did you have for the fusion ability?

As for corrections:


Class Level |Bonus HD |Natural Armor Adj. |Str/Dex Adj. |Bonus Tricks |Special
3rd–5th |+2 |+2 |+1 |2 |Digestive Regeneration


Regenerative Digestion (Ex):

LordErebus12
2013-11-24, 10:58 AM
Looks interesting to me. Nothing stood out as too overpowered imo.
You might consider adding a limit to the spontaneous casting to only summon oozes. I can't recall if there are enough oozes on the summon monster list to do that so it may take some more homebrewing.
What ideas did you have for the fusion ability?

As for corrections:

First off, there are no actual oozes on the summon monster tables, so thats kind of out. I guess there is the ooze mephit, but that is on only one of the tables.

The fusion ability is meant to allow the Corrupter and Ooze Companion to partially fuse into one creature, gaining some of the benefits of both creature types. The improved fusion abilities are supposed to take that a step further. I don't have it well planned out yet, however.

Question? what did you actually correct, as far as the table?

nonsi
2013-11-24, 02:13 PM
This guy should get poison and disease immunity.

nonsi
2013-11-24, 02:39 PM
Acid Orb - you mean "without verbal or somatic components"

Digestive Regeneration / Regenerative Digestion . . . which is it ?

Freddrick
2013-11-24, 05:15 PM
Digestive Regeneration / Regenerative Digestion . . . which is it ?
This is what I meant when I pointed it out before. Sorry i did not make that clearer.

If they can't summon oozes with their spontaneous casting then it doesn't really fit. I remember there being a slime domain out there somewhere. Possibly consider giving them access to that and allow spontaneous casting of spells on that list.

For Fusion consider allowing the Defiler to take on 1 offensive and/or 1 defensive ability for 3+ Con (Wis?) modifier rounds. For the improved version allow them to take on all/more of the special abilities and for twice as long.

Hope this helps
[Edit: Spelling]

-Freddrick

LordErebus12
2013-11-26, 08:42 AM
Added in immunities to several things, fixed the spelling error with digestive regeneration/regenerative digestion, fixed acid orb spelling mistake to verbal, added all spells on the slime domain to their spell list.

LordErebus12
2013-11-30, 12:55 PM
got the companion done, added in a clone ability at 18th level, need help on the fusion abilities still....

nonsi
2013-11-30, 03:30 PM
need help on the fusion abilities still....

Try to put your finger on what you wish this feature to do - at least in concept.

LordErebus12
2013-11-30, 08:42 PM
How about:

Fusion (Su):
The Corrupter wears the ooze companion like translucent, living armor. The ooze companion mimics all of the Corrupter’s movements, and the Corrupter perceives through the ooze companion’s senses and speaks through a bubbly voice (as if underwater), as the two are now one creature.

While fused with his ooze companion, the Corrupter uses the ooze companion’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The Corrupter gains the ooze companion’s hit points as temporary hit points. When these hit points reach 0, the ooze companion is killed and sent back to its home plane. The Corrupter uses his attack bonus, but gains the ooze companion’s armor and natural armor bonuses and modifiers to ability scores. The Corrupter also gains access to the ooze companion’s special abilities and special attacks. The Corrupter is still limited to the ooze companion’s maximum number of natural attacks.

The Corrupter uses his own mental-based skills, while using the ooze companion’s physical-based skills. The ooze companion loses all feats, with the exception of racial bonus feats. The ooze companion must be within one size category of the Corrupter to be able to fuse, using the larger of the two for the final size of the fusion. The ooze companion must have limbs for the Corrupter to cast spells with somatic components. The ooze companion’s temporary hit points can be restored with spells, even if temporary hit points could not be normally restored this way.

While fused, the Corrupter loses the benefits of his armor. He counts as both his original type and as an ooze for any effect related to type, whichever is worse for the Corrupter. Neither the Corrupter nor his ooze companion can be targeted separately, as they are fused into one creature. The Corrupter and ooze companion cannot take separate actions. While fused with his ooze companion, the Corrupter can use all of his own abilities and gear, except for his armor.

LordErebus12
2013-12-01, 09:36 AM
Decided to change the rules for clone self. now it consumes the ooze companion in the process.

LordErebus12
2013-12-01, 04:14 PM
Finished up the class and added a Multiclassed druid/corrupter feat. I could use some PEACHing...

:smallfrown:

Freddrick
2013-12-01, 04:49 PM
7th - Fusion (Su):
...
While fused with his ooze companion, the Corrupter uses the ooze companion’s physical ability scores (Strength, Dexterity, and Constitution), but retains his own mental ability scores (Intelligence, Wisdom, and Charisma). The Corrupter gains the ooze companion’s hit points as temporary hit points. When these hit points reach 0, the ooze companion is killed and sent back to its home plane. The Corrupter uses his attack bonus and saves, but gains the ooze companion’s natural armor bonuses and modifiers to ability scores. The Corrupter also gains access to the ooze companion’s special abilities, immunities and special attacks. The Corrupter is still limited to the ooze companion’s maximum number of natural attacks.

So what exactly do they get? Do they get the companion oozes physical stats or the oozes stat modifiers?


The Corrupter uses his own mental-based skills, while using the ooze companion’s physical-based skills. The ooze companion loses all feats, with the exception of racial bonus feats. The ooze companion must be within one size category of the Corrupter to be able to fuse, using the larger of the two for the final size of the fusion. The ooze companion must have limbs for the Corrupter to cast spells with somatic components. The ooze companion’s temporary hit points can be restored with spells, even if temporary hit points could not be normally restored this way

While fused, the Corrupter loses the benefits of his armor. He counts as both his original type and as an ooze for any effect related to type, whichever is worse for the Corrupter. Neither the Corrupter nor his ooze companion can be targeted separately, as they are fused into one creature. The Corrupter and ooze companion cannot take separate actions. While fused with his ooze companion, the Corrupter can use all of his own abilities and gear, except for his armor.

Consider this rewording:
The Corrupter and his companion merge into a single being and cannot be targeted seperatly. In order to merge the corrupter and companion must be within one size of each other and size becomes the larger of the 2. Similar to wildshape his armor merges with his body and becomes unusable but he retains access to all other equipment. While merged the companion can take no actions as it is now a part of the corrupter. The corrupter gains the physical stats, any racial bonus feats and bonus hit points equal to the ooze companions. (Or: While the corrupter and companion are merged the corrupter can use either his stats and skills or the companions, whichever is better.) Once these bonus hit points are lost the companion is dead, returning to its home plane, and the fusion ends. While under fusions the corrupter is treated as both his base type and as an ooze for any effects related to type.

Hope this helps
--Freddrick