Talk:Ochremancer (3.5e Class)

From D&D Wiki

Jump to: navigation, search

The Category:Mind-Affecting Effect needs to be deleted, but I'm not sure what caused it. Help would be appreciated. - ThunderGod Cid 20:01, 16 June 2009 (MDT)

Fixed. -- Jota 20:21, 16 June 2009 (MDT)

good job, but some concerns[edit]

I actually really enjoy this class, but there were two things that popped out at me that concerned me.

1. The caustic slime ability is to powerful at first level, its description is also vague. does a person count as an object, and can the ability be used through an unarmed strike? simply put, in the first three levels, all the ochremancer would have to do to kill some classes is touch them once, i mean, one can argue that a barbarian can do that with a great axe, but still, thats all a barbarian really has. I would recommend changeing the damage to 5+HD+Con mod, that way the damage is more balanced through the levels but you still end up with a good ammount at 20th.

2. Dissimilatiom: this is a very flavorful ability, but either the mechanics or flavor is flawed, even with a +10 boost to escape artist at tenth level, The DC to even get through a 2 inch wide gap is 80, let alone a 1 inch gap. i would suggest changing the flavor, or changeing the mechanics to somehting along the lines of freedom of movement, though constant freedom of movement at 6th level would be border line to much.

overall however, i really enjoy this class, but while thinking about it, i have thought of another flaw, this class would end up useless against anything with acid resistance. I have a suggestion. I had the same problen with a pyromancer class i once made, i came up with the ability, To Hot To Handle, basicaly, the pyromancer bypassed fire resistance equal to his HD plus his primary modifier, and at tenth level, he bypassed all fire resistance, i think an implimtation of an ability like that would help this class out massively.

otherwise i love the flavor, it is a unique class, and great job.

i apologize for spelling and grammar, deal with it.Summerscythe 13:34, 17 June 2009 (MDT)

What do you think about these changes?
Denaturation (Ex): At 3rd 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.
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 5/-. Through inexplicable means, anything that the ochremancer carries with him is shifted as well and unharmed by the transformation. The ochremancer loses his ability to make attacks or lose his sludge bomb while dissimilated, but any creature that comes into contact with him (through a melee attack or otherwise) takes 2d6 points of acid damage and any object that he designates is automatically affected by his caustic slime.
Superacid (Ex): At 11th level, an ochremancer’s acid surpasses the best buffers, dealing damage even to creatures that have acid immunity. Acid resistance is now useless; this supersedes the effects of his denaturation ability.
I also changed the amount of damage from caustic slime to half his HD + the Constitution modifier. Thanks for the feedback. - ThunderGod Cid 10:44, 18 June 2009 (MDT)

Copyright[edit]

Searching for this seems to only bring up this page, and discussions about this page. I don't believe this is copyrighted. Coaldstone (talk) 15:44, 6 March 2019 (MST)

Home of user-generated,
homebrew pages!