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Hit Die: d12.
To qualify to become an amorphous lord, a character must fulfill all the following criteria.
Race: Ooze or Half-ooze. (Oozes are normally mindless, but abnormal ones, such as phrenic oozes, can benefit from this prestige class.)
Skills: Climb +10, Knowledge (arcana) 8 ranks.
Feats: Endurance, Diehard, Toughness
Special: Must win the favor of Ghandaur or a similar patron of oozes, typically by preparing no less than one hundred live sacrifices. Paralyzed, dominated, and willing sacrifices count as double. Should the amorphous lord ever lose this favor, all benefits from amorphous lord levels are lost until an atonement is made, if possible.
The amorphous lord's class skills (and the key ability for each skill) are Balance (Dex), Concentration (Con), Climb (Str), Escape Artist (Dex), Hide (Dex), Knowledge (arcana/religion/the planes) (Int), Listen (Wis), Move Silently (Dex), Search (Int), Sense Motive (Wis), Speak Language, Spellcraft (Int), and Spot (Wis).
Skill Points at Each Level: 4 + Int modifier (minimum 4).
Table: The amorphous lord
| Level | Base Attack Bonus |
Fort Save |
Ref Save |
Will Save |
Special |
|---|---|---|---|---|---|
| 1st | +1 | +2 | +0 | +2 | Ignore Poison, Ignore Critical |
| 2nd | +2 | +3 | +0 | +3 | Bonus Amorphous Lord Feat |
| 3rd | +3 | +3 | +1 | +3 | Blindsight 30' |
| 4th | +4 | +4 | +1 | +4 | Dissolving Touch |
| 5th | +5 | +4 | +1 | +4 | Acidic Body |
| 6th | +6 | +5 | +2 | +5 | Blindsight 45' |
| 7th | +7 | +5 | +2 | +5 | Improved Grab |
| 8th | +8 | +6 | +2 | +6 | Bonus Amorphous Lord Feat |
| 9th | +9 | +6 | +3 | +6 | Blindsight 60' |
| 10th | +10 | +7 | +3 | +7 | Transparent and Muffled |
All of the following are features of the amorphous lord prestige class.
Weapon and Armor Proficiency: Amorphous lords gain no proficiency with any weapon or armor.
Ignore Poison (Ex): The amorphous lord gains a 5% chance per class level to ignore the effects of any poison, regardless of type or origin. (Oozes are immune to all poisons anyhow.)
Ignore Critical (Ex): The amorphous lord gains a 5% chance per class level to ignore the effects of a critical hit. (Oozes are immune to critical hits anyhow.)
Blindsight (Ex): At third level, the amorphous lord gains blindsight 30'. If the character already has blindsight, its range extends by 30'. Every three levels thereafter, its blindsight extends by 15'.
Dissolving Touch (Ex): Amorphous lords of at least 4th level can make a touch attack against an opponent's armor and clothing. The opponent’s armor and clothing dissolve and become useless immediately unless they succeed on Reflex saves with DC equal to three times the amorphous lord's class level. This attack can be used once per day.
Acidic Body (Ex): Amorphous lords of at least 5th level gain the acid subtype, making them immune to all acid damage and effects, but vulnerable to electricity (150%). Some oozes, such as gelatinous cubes, are immune to electricity, in which case this vulnerability does not apply.
A metal or organic weapon which strikes an amorphous lord of at least 5th level corrodes and becomes useless immediately unless it succeeds on a Reflex save with DC equal to twice the amorphous lord's class level.
Improved Grab (Ex): At 7th level and above, an amorphous lord that lands a slam attack or unarmed strike can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict if it is capable of doing so.
Transparent and Muffled (Ex): At 10th level and above, the amorphous lord turns transparent and becomes difficult to detect, giving it the ability to Hide in plain sight with no penalty, even while being observed. Additionally, noticing an amorphous lord's presence requires a Spot check with DC equal to twice the amorphous lord's level. If the amorphous lord has transparency from some other source, such as levels in ooze, the DCs stack. If the amorphous lord is actively attempting to Hide, add that DC as well. Magic invisibility confers no additional bonus to this DC. Because transparency is different from magic invisibility, see invisible and similar spells do not improve the chances of spotting an amorphous lord.
The amorphous lord also learns to use its natural gel-like consistency to minimize the sound it makes. Noticing its presence through hearing requires a Listen check with DC equal to twice the amorphous lord's level. If the amorphous lord is actively attempting to Move Silently, the DCs stack. This muffled movement effectively halves the distance at which the amorphous lord can be sensed using tremorsense, although blindsight and blindsense function normally.
Prerequisite: One level in amorphous lord.
Benefit: Each half-ooze or ooze that serves you gains a bonus to Strength and Dexterity equal to half of your amorphous lord levels, as long as it remains in your service. This bonus does not benefit you personally, though it is cumulative and stackable with bonuses from other sources, such as Augment Summons.
Prerequisite: One level in amorphous lord.
Benefit: Each half-ooze or ooze that serves you gains damage reduction (which can be overcome by slashing) equal to half of your amorphous lord levels, as long as it remains in your service. This damage reduction benefits you as well, and is cumulative and stackable with reduction from other sources.
Prerequisite: One level in amorphous lord.
Benefit: The amorphous lord attracts an ooze cohort and a number of free-willed ooze and half-ooze followers. This is otherwise identical to the Leadership feat.
Prerequisite: One level in amorphous lord.
Benefit: You grow an additional limb, which can be used to make an additional unarmed strike or slam attack every round. The philopod lacks the ability to wield weapons or perform somatic gestures.
Prerequisite: Four levels in amorphous lord.
Benefit: Each acid attack you make does an additional 1 damage per amorphous lord level, and its save DC increases by 1. This feat may be taken additional times; its benefits stack.
Ooze Form
Transmutation
Level: Sorc/Wiz 7
Components: S, M, X
Casting time: 1 standard action
Range: Touch
Target: 1 creature touched
Duration: 1 hour/level of caster
Saving Throw: Will negates (generally harmless)
Spell Resistance: Yes (generally harmless)
The target gains damage reduction 5/slashing and ooze traits. Additionally, the target gains one feature of oozes of the appropriate subtype, determined at the time of casting. (For example, a grey ooze formed target could gain the ability to take 10 on all Climb checks, or the transparency extraordinary quality.)
Material component: A tiny amount of ooze from the desired subtype.
XP cost: 25 XP per caster level. The caster may choose to cast the
spell at a lower effective level (and a correspondingly lower save DC and
duration.)
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