Ochremancer (3.5e Class)

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Whoever said what you eat might be bad for you?

Ochremancer[edit]

A terrible disease can usually be contracted by consuming the flesh of an ooze. Most who acquire such afflictions die in terrible agony, but every once in a while a survivor may find themselves endowed with the powers of an ooze.

Making an Ochremancer[edit]

An ochremancer is a formidable foe capable of both absorbing punishment and unleashing a torrent of corrosive acid that devastates his enemies.

Abilities: Constitution is the most important ability for an ochremancer. Even though the abilities that require saving throws are few and far between, they all hinge on the ochremancer's Constitution score. A high Dexterity is also useful, increasing his attack bonus for ranged touch attacks as well as his Armor Class.

Races: Any race can take up the mantle of the ochremancer, but squeamishness is not an advisable trait, and the inherently vile nature of the class makes many "civilized" races shy away from it. Those who follow the path of the ochremancer are typically somewhat perverse, if not evil, individuals. The uniquely variable nature of humans makes them the most apt ochremancers.

Alignment: Any, although a tendency towards evil is typical. Good-aligned societies rarely wish to have anything to do with oozes, which epitomize filth and, usually by association, evil.

Starting Gold: 2d4×10 gp (50 gp)

Starting Age: Moderate.

Table: The Ochremancer

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special
Fort Ref Will
1st +0 +2 +0 +2 Sludge Bomb, Caustic Slime, Blindsight
2nd +1 +3 +1 +3 Achromatic
3rd +2 +3 +1 +3 Electricity Resistance 5
4th +3 +4 +1 +4 Emulsion Adhesive, Viscosity +1
5th +3 +4 +2 +4 Fortification 25%
6th +4 +5 +2 +5 Dissimilation
7th +5 +5 +2 +5 Ketoacidosis
8th +6/+1 +6 +3 +6 Electricity Resistance 10, Viscosity +2
9th +6/+1 +6 +3 +6 Mercurial Vapors 2/day
10th +7/+2 +7 +3 +7 Fortification 50%
11th +8/+3 +7 +3 +7 Denaturation
12th +9/+4 +8 +4 +8 Electricity Resistance 15, Viscosity +3
13th +9/+4 +8 +4 +8 Mercurial Vapors 3/day, Swell
14th +10/+5 +9 +4 +9 Metamorphosis
15th +11/+6/+1 +9 +5 +9 Fortification 75%, Ooze Control
16th +12/+7/+2 +10 +5 +10 Electricity Resistance 20, Viscosity +4
17th +12/+7/+2 +10 +5 +10 Mercurial Vapors 4/day
18th +13/+8/+3 +11 +6 +11 Amorphous
19th +14/+9/+4 +11 +6 +11 Wall of Sludge
20th +15/+10/+5 +12 +6 +12 The Blob, Viscosity +5

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Balance (Dex), Bluff (Cha), Climb (Str), Concentration (Con), Escape Artist (Dex), Hide (Dex), Knowledge (dungeoneering) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Spellcraft (Int), Spot (Wis), Tumble (Dex).

Class Features[edit]

All of the following are class features of the ochremancer.

Weapon and Armor Proficiency: An ochremancer is proficient with all simple weapons and all light armor but no shields.

Sludge Bomb (Ex): An ochremancer has the ability to create a mass of sickly, pungently smelling goop that he can launch from his hand.

A sludge bomb has a range 60 feet. It is a ranged touch attack that affects a single target, allowing no saving throw. It deals 1d6 points of acid damage per every 4 ochremancer levels (1d6 at 1st, 2d6 at 5th, 3d6 at 9th, 4d6 at 13th, 5d6 at 17th and maxing out at 6d6 at 20th level).

A sludge bomb can be cast as many times per day as you have constitution modifier.

Caustic Slime (Ex): An ochremancer’s flesh is covered by a thin layer of corrosive liquid that deals acid damage to any object he touches. For every full round of contact he has with an object, he deals an amount of damage to it equal to ½ his HD + his Constitution modifier. The ochremancer can suppress this ability at will, and limit it such that only objects he touches with his hands will be affected (worn items and equipment will remain functional). Due to its composition, the slime does not affect organic materials.

Blindsight (Ex): An ochremancer takes on many traits of the oozes he reveres. Even though he is not blind, an ochremancer gains blindsight up to a distance of 5 feet per level.

Achromatic (Ex): An ochremancer can alter his body chemistry to make him colorless and completely transparent at will. He may now use the Hide skill while being observed, and gains a bonus to Hide checks equal to one half his ochremancer level (rounded down).

Electricity Resistance (Ex): The acid coating (and eventually composing) the ochremancer’s body is tremendously strong, taking on the proprieties of most other oozes. He gains electricity resistance 5 at 3rd level. This value increases to 10 at 8th level, 15 at 12th level, and finally 20 at 16th level.

Viscosity (Ex): At 4th level, an ochremancer’s flesh has thickened to the point where it absorbs the force of attacks (imagine trying to slash a sword through a cube of molasses). He gains a +1 natural armor bonus, which increases by +1 every four levels thereafter. This bonus stacks with any other form of natural armor the ochremancer may have.

Emulsion Adhesive (Ex): An ochremancer has the able to secrete a sticky substance from his pores that adheres instantly to solid surfaces. At 4th level, he can climb walls and other sheer surfaces as if under the effect of a spider climb spell.

Fortifcation (Ex): An ochremancer’s body is highly resistant to weapons. He is unaffected by 25% of critical hits at 5th level. This resistance increases to 50% at 10th level and 75% at 15th level.

Dissimilation (Ex): At 6th level, an ochremancer gains the ability to break down his body into formless goo. In this form, his base speed decreases to 10 feet and he cannot run; he can, however, slip through small holes and narrow openings, even cracks, without making an Escape Artist check. His Dexterity drops to 1 in this form and he loses any bonuses offered by worn armor, but he retains his natural armor bonus and gains damage reduction at a rate of one half his class level rounded down (so at 6th level he would have DR 3/-.) Through inexplicable means, anything under that of a light load that the ochremancer carries with him is shifted as well and unharmed by the transformation, while everything else is left behind (and takes acid damage). The ochremancer loses his ability to make attacks or use his sludge bomb while dissimilated, but any creature that comes into contact with him (through a melee attack or otherwise) takes 1d6 points of acid damage per two levels of ochremancer and any object that he designates is automatically affected by his caustic slime.

Dissimulating and stimulating is a move-equivalent action that provokes an attack of opportunity.

Ketoacidosis (Ex): An ochremancer’s veins are no longer filled with blood, but instead with a viscous, acidic ichor that creates a powerful defense mechanism. When a 7th level ochremancer is struck by a melee piercing or slashing weapon, the attacker must succeed on a Reflex save (DC 10 + damage dealt) or take 1d4 points of acid damage.

Mercurial Vapors (Ex): As a standard action, a 10th level ochremancer can release a cloud of toxic fumes in a 20 foot radius twice per day, and gains an additional daily use of this ability every four levels thereafter. Those caught in this cloud must succeed a Fortitude save (DC 10 + ½ ochremancer level + ochremancer’s Constitution modifier) or be nauseated for 1d4 rounds. Anyone who succeeds the saving throw against the fumes quickly acclimates and is immune to the effects of mercurial vapors for 24 hours.

Denaturation (Ex): At 11th level, the acid generated by an ochremancer is so potent that it bypasses the acid resistance of other creatures. He may now bypass an amount of acid resistance equal to his ochremancer level plus his Constitution modifier.

Swell (Ex): An ochremancer of 13th level or higher has attained a great deal of control over his dissimilated form. When he dissimilates, he may now assume the form of a cube of solid sludge instead of the normal puddle of ooze. This cube takes up an amount of space equal to a creature one size larger than the ochremancer. In this alternate form of dissimilation he loses his damage reduction and ability to slip through cracks, but instead gains the ability to mow down and engulf creatures the size of the cube or smaller that fail a Reflex save (DC 10 + ½ ochremancer level + Constitution modifier) when he attempts to move through them. Success indicates that the opponent is merely pushed back instead of being engulfed. Attempting to engulf a creature provokes an attack of opportunity against the ochremancer, but an opponent who attempts the attack of opportunity loses their Reflex save and is automatically engulfed.

An engulfed creature takes 1d6 points of acid damage per two ochremancer levels (round down) per turn that they are inside the ochremancer. An ochremancer that chooses to try and engulf a foe cannot perform any other actions during his turn. This ability is, instead, a standard action

Metamorphosis (Ex): Using the fluid properties of his body, a 14th level ochremancer is able to reshape the contours of his physical form at will. This is similar to the alter self spell, except the changes are physical and therefore cannot be dispelled. Since the metamorphosis is achieved by changing the chemical structure of his body, most of the ochremancer’s other abilities (except ketoacidosis) are negated in this form, and as a result he must forego his disguise to reach full combat effectiveness. The ochremancer will also instantly, involuntarily change forms if physically damaged, due to the activation of his ketoacidosis. Voluntarily shifting forms, either to a different form or to his natural form, is a standard action.

Ooze Control (Sp): An ochremancer, at level 15, can personally control Oozes, or even other ochremancers. An Ochremancer may control ooze or "ooze-afflicted" creatures of up to twice his Ochremancer level. For an Ochremancer to control said creatures, he must part a little of his afflicted body within an Ooze or an Ochremancer. A typical way would be to hit them with a Sludge bomb, or a similar ochremancer ability, though, as a standard action, he can set apart a small portion of his slime body and launch it toward an ooze or Ochremancer. This is similar to using a sludge bomb with no damage, but with the same range increments. In either case, Oozes are given no Will Save to avoid this effect, though Ochremancers can resist control with a Will Save (DC 10 + ½ ochremancer level + controlling ochremancer’s Constitution modifier). A successful save resists control and foils any further attempts for 24 hours.

The ability functions as the spell dominate person except it only affects oozes or ochremancers. The caster level is equal to the ochremancer level and he can use this ability up to as many times per day as his ochremancer level. If an ooze's HD exceeds his allotted control, the newly controlled ooze creatures falls under your control and previous castings become uncontrolled (you choose which creatures are released).

Oozes typically have no intelligence, so the control of regular oozes are that of simple commands. Ochremancers, however, can communicate with the controller as the spell's description. Unlike the spell, protection from evil or a similar ward does not bar the effects of giving command or sensory motion, though an antimagic field or wide area alignment effect (opposed by the controller's alignment) does, though does not release control of the ochremancer. Ochremancers, but not oozes, remember their controllers.

This ability can also be used to create new ochremancers or "Ooze afflicted" creatures. Ooze afflicted are creatures who have fallen prey to an ochremancer's terrible influence, but still retain some of their abilities prior to unwillingly taking the curse (unlike those who willingly multiclass as normal). Ooze afflicted have at least one of their class levels converted into an ochremancer level (1d4/½ ochremancer's Constitution modifier, value rolled by DM) though the subject can choose which number of class levels to affect. Willing, but not helpless, creatures can freely accept the ooze (albeit, taking the damage below) and take class levels as normal without affecting their current classes, but those who are non-willing are entitled to a Will Save (DC 10 + ½ ochremancer level + controlling ochremancer’s Constitution modifier). Success and the creature thwarts this effect and is rendered immune to the effect for 1 hour per the subject's Constitution modifier. If failed, the subject painfully mutates into a ooze-like creature, taking 1d4 acid damage every round for 1 minute. Creatures so affected this way are subject to control by the caster or another Ochremancer of similar or higher level.

Both effects of this ability only affects humanoids or a creature of a similar type of the ochremancer's, as well as a creature their size category, one size larger or smaller than the caster. Once a creature is ooze afflicted, it's permanent and the victim changes his abilities as follows of a creature equal to the number of levels affected; however the sudden change in class does not affect normal multiclass restrictions (as the transformation is unwilling), so a creature can level up in their previous class without penalty (if they still have the class) or choose to level in ochremancer if desired. This ability only affects class level Hit dice, not creatures' natural Hit dice (so animals and most monsters are naturally immune to this ability) and recipients or victims must be living creatures. Only Limited Wish, Miracle or Wish can restore levels lost this way. Effects that prevent polymorphism also prevent the effect of this ability.

Amorphous (Ex): An ochremancer no longer has any discernible anatomy at 18th level. He now cannot be flanked, and is immune to critical hits as well as sneak attacks and nonlethal damage.

Wall of Sludge (Ex): At 19th level, the ochremancer’s ability to swell increases in size and potency. When he decides to swell, he may now form a cube up to two size categories larger than his normal size. In addition, an engulfed opponent takes damage as if he had been attacked by the ochremancer’s sludge bomb.

The Blob (Ex): At 20th level, the ochremancer’s journey of transformation has reached its peak. His type now changes to ooze, but he retains his Intelligence score and therefore the vulnerability to mind-affecting effects. As an ooze, he is now immortal and does not need to eat or sleep, but he must still breathe. He is now immune to poison, sleep effects, paralysis, polymorphing, and stunning, His electricity resistance also turns to electricity immunity. He also gains a slam attack based on his size (see table below).

Table: Ochremancer Slam Attack
Ochremancer Level Slam Damage
Fine 1d2
Diminutive 1d3
Tiny 1d4
Small 1d6
Medium 1d8
Large 2d6
Huge 2d8
Gargantuan 4d6
Colossal 4d8

In his natural form (his ooze form), the ochremancer is now considered blind, although he still has his blindsight ability. If he changes forms using metamorphosis, he regains his normal vision but loses the benefits of blindsight.

Epic Ochremancer[edit]

Table: The Epic Ochremancer

Hit Die: d8

Level Special
21st Mercurial Vapors 5/day
22nd
23rd Bonus Feat
24th Viscosity +6
25th Mercurial Vapors 6/day
26th Bonus Feat
27th
28th Viscosity +7
29th Bonus Feat, Mercurial Vapors 7/day
30th

4 + Int modifier skill points per level.

Sludge Bomb: The epic ochremancer's sludge bomb continues to increase in damage by 1d6 at every 4th level after 20th.

Blindsight: The epic ochremancer's blindsight continues to increase by 5 feet per level.

Mercurial Vapors: The epic ochremancer gains more daily uses of his mercurial vapors ability at 21st, 25th and 29th level.

Viscosity: The epic ochremancer continues to gain bonuses to his natural armor every four levels after 20th.

Bonus Feats: The epic ochremancer gains a bonus feat (selected from the list of epic ochremancer bonus feats) every three levels after 20th.

Epic Ochremancer Bonus Feat List: Armor Skin, Damage Reduction, Energy Resistance, Epic Endurance, Epic Fortitude, Epic Prowess, Epic Reputation, Epic Speed, Epic Toughness, Fast Healing, Great Constitution, Great Dexterity, Perfect Health, Superior Initiative.

Human Ochremancer Starting Package[edit]

Weapons: Heavy mace.

Skill Selection: Pick a number of skills equal to 4 + Int modifier.

Skill Ranks Ability Armor
Check
Penalty
Balance 4 Dex -1
Concentration 4 Con
Escape Artist 4 Dex -1
Hide 4 Dex -1
Spellcraft 4 Int

Feat: Point Blank Shot

Bonus Feats: Improved Initiative.

Gear: Studded leather armor, bedroll.

Gold: 25 gp.

Campaign Information[edit]

Playing an Ochremancer[edit]

Religion: In keeping with expectations, ochremancers tend to worship deities of pestilience and disease, particularly those who count oozes amongst their allies. Demons lords, such as Juiblex, also have a particular following amongs evil ochremancers.

Other Classes: An ochremancer is an ooze (or at least a wanna-be ooze), plain and simple. As a result, his popularity among others will likely take a dip due to the repulsive nature of most oozes. Despite this, he is usually capable of getting along with others, assuming they look past his somewhat horrific reputation.

Combat: Due to his ability to resist weapon damage, the ochremancer has the ability to be a functional front-line combatant. But he is best used as a ranged support character who can pelt opponents with sludge bombs while remaining unmolested.

Advancement: Evil ochremancers typically become cancer mages or thralls of the demon lord Juiblex (both prestige classes from the Book of Vile Darkness). It is also not uncommon for ochremancers to multi-class as rogues, supplementing their rare infiltration skills with rogue abilities.

Ochremancers in the World[edit]

The acid I use will soon be used to cleanse the world, and one day soon, you will all be baptized in it.
—Grissom, human ochremancer

An ochremancer carries with him a tremendous spite for humanoids, now feeling more of a kinship with oozes. While this does not bar him from cooperating with fellow party members, he will keep himself as aloof and distant as possible.

Daily Life: An ochremancer usually resides in the pits of society, reveling in the filth and excrement that people casually discard. Such places are the breeding grounds for oozes, and as a result the ochremancer feels at home there.

Notables: The names of specific ochremancers are erased by historians, who shudder to even think of them and usually choose to omit them from historical records.

Organizations: While most ochremancers share a commonality in their reverence for oozes, they never congregate and no official organization exists between them The treat each other much the same way an ooze would treat a fellow ooze: with ambivalence at best and in most cases with open hostility.

NPC Reactions: The reputation (and foul stench) of an ooze follows the ochremancer everywhere he goes. Due to the circumstances of their creation, ochremancers are shunned as carriers of disease (although they tend to be resistant to diseases).

Ochremancer Lore[edit]

Characters with ranks in Knowledge (dungeoneering) can research ochremancers to learn more about them. When a character makes a skill check, read or paraphrase the following, including information from lower DCs.

Knowledge (dungeoneering)
DC Result
5 Ochremancers are beings who have gained the powers of an ooze.
10 Ochremancers, like their ooze brethren, prefer to live in dank, filthy places, far away from the cleanliness of civilization.
15 An ochremancer has numerous acid-based abilities, not the least of which is the power to create a ball of acid called a sludge bomb.
20 Ochremancers are the survivors of diseases contracted by eating an aberration or ooze.

Ochremancers in the Game[edit]

An ocremancer is tremendously versatile, able to be a front-line or a support fighter. With his abilities of infiltration (dissimilation), lockpicking (casutic slime) and disguise (metamorphosis) he can also to an effective (if unorthodox) substitute for a rogue.

Adaptation: Oozes exist in most campaigns, and as a result adaptation of the ochremancer is extremely simple.

Sample Encounter:

EL 10: After defeating a black pudding, the PC's discover its master, a 12th level ocremancer who reveals himself and attacks.



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