Ooze
| Average Height: 4' 2" - 5' 6" Average Weight: 80 - 140lb. Ability Scores: +2 Constitution, +2 Dexterity or +2 Strength Languages: Common Acid Resistance: You have resist acid 5 + one-half your level. Oozekind: Once per encounter, you can use either the engulf or slime sneak power. Pliable Form: When you squeeze, you can move at full speed (rather than half speed), you do not take the -5 penalty to attack rolls, and you do not grant combat advantage because of squeezing. No Bones: You ignore the first 30 feet when determining damage from a fall. |
| Engulf | Ooze Racial Power | ||
| You use your goopy body to your advantage, and your enemy's doom. | |||
| Encounter ✦ Acid, Invigorating | |||
| Minor Action | Melee touch | ||
| Target: One creature grabbed by you | |||
| Attack: Constitution + 2 vs. Fortitude, Dexterity +2 vs. Fortitude, or Strength +2 vs. Fortitude | |||
| Hit: 1d6 + Constitution modifier acid damage, and the target is dazed until the end of your next turn. | |||
| Increase to +4 bonus and 2d6 + Constitution modifier acid damage at 11th level, and to +6 bonus and 3d6 + Constitution modifier acid damage at 21st level. | |||
| Special: When you create your character, choose Strength, Dexterity, or Constitution as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life and does not change the power's other effects. | |||
| Slime Sneak | Ooze Racial Power | ||
| You flow along the floor as a puddle, ready to spring upon an unsuspecting foe. | |||
| Encounter ✦ Stance | |||
| Minor Action | Personal | ||
| Effect: You assume the slime sneak stance. Until the stance ends, you gain a +5 power bonus to Stealth and are considered to have concealment. Making an attack ends the stance. | |||
Play an ooze if you want...
- to look like goop.
- to be a stealthy and subversive character.
- to be a member of a race that favors the fighter, rogue and runepriest classes.
Contents
Racial Feats
Heroic Tier
Caustic Personality
Prerequisite: Ooze, Con 13
Benefit: You master the Alchemist's Acid recipe and can create it without the Alchemist feat. In addition, once per day, you can ignore the component cost of creating Alchemist's Acid when creating an item of your level or lower.
Dissolving All My Problems
Prerequisite: Ooze
Benefit: When you take damage from an enemy with the swarm keyword in the same square as you, that enemy takes acid damage equal to your acid resistance.
I Am Rubber
Prerequisite: Ooze
Benefit: When you are successfully hit by an attack, you gain a +1 bonus to your next attack roll against that creature. In addition, if an ally falls into a square you are currently occupying, they can ignore the first 20 feet of fall damage.
Muckslinger
Prerequisite: Ooze
Benefit: The muckslinger feat power replaces one of your at-will powers.
| Muckslinger | Ooze Feat Power | ||
| You grab a handful of your own body and hurl it at an enemy. | |||
| At-Will ✦ Acid | |||
| Standard Action | Ranged 10 | ||
| Target: One creature | |||
| Attack: Dexterity vs. Fortitude | |||
| Hit: 1d10 acid damage, and the target is blinded until the start of your next turn. | |||
No Fixed Shape
Prerequisite: Ooze
Benefit: You can squeeze as if you were Small sized. In addition, you gain a +3 bonus to Acrobatics rolls to escape from grabs or restraints.
Overwhelming Burn
Prerequisite: Ooze
Benefit: Your attacks ignore the first 5 points of acid resistance. This increases to 10 points at 11th level, and to 15 points at 21st level.
Slime Mage
Prerequisite: Ooze, any arcane class
Benefit: When you use an arcane power that has the acid keyword, you add your Constitution modifier to damage rolls.
Unpleasant Surprise
Prerequisite: Ooze, slime sneak racial power
Benefit: When you are in the slime sneak stance and you make an attack, you can make a grab attack against the target as a free action. The stance still ends once you have made your attack.
Paragon Tier
All-Around Vision
Prerequisite: 11th level, ooze, trained in Perception
Benefit: Enemies can't gain combat advantage by flanking you.
Bouncy
Prerequisite: 11th level, ooze, trained in Acrobatics
Benefit: After falling 30 feet or more, or after making a successful long jump, you can move half your speed as a free action.
Oozing Efficiency
Prerequisite: 11th level, ooze, slime sneak racial power
Benefit: You can use your slime sneak racial power twice per encounter.
Muck In Their Eye
Prerequisite: 11th level, ooze
Benefit: When you bloody an adjacent foe, you can choose to blind them until the end of your next turn.
Epic Tier
Engulfing Restoration
Prerequisite: 21st level, ooze, engulf racial power
Benefit: When you use your second wind, you regain the use of your engulf.
Engulfing Victory
Prerequisite: 21st level, ooze, engulf racial power
Benefit: When you reduce a nonminion enemy to 0 hit points, you regain the use of your engulf.
Racial Backgrounds
Accursed Thing
Your genesis begins in the darkest, most forgotten corner of the world where there are things that have no names and have never even been seen by the rest of the world. It is from there you slithered. Was it by accident? Or on purpose? Perhaps you find the world to be charming and quaint, or maybe you are completely naive about the way things work.
Associated Skills: Dungeoneering, Endurance
Associated Languages: Deep Speech
Degenerate's Scion
Your intelligence comes from the fact that you are technically only half-ooze. One of your parents was enamoured with (you can only assume) a particularly alluring ooze, and after a smile and a wink you eventually ended up in the world. You'd really, really, really rather not think about it. Have you completely repressed the memory? Maybe you have become incredibly good at lying about where you came from. Do you have a knack for changing the topic of conversation?
Associated Skills: Bluff, Diplomacy
Escaped Experiment
A mad wizard or other arcanist scooped you up into a jar many years back, and after enduring a lot of bottled lightning and mysterious potions, you woke up one day to discover you knew you were you. You also knew how to escape, and escape you did. Have you been free for long? Did you stick around to learn what you could? Was it difficult to escape? Perhaps your time incarcerated has made you surly and critical.
Associated Skills: Arcana, Perception, Thievery
Racial Paragon Path: Primordial Soup
Primordial Soup Path Features
Action Splash (11th level): When you spend an action point, all enemies within 2 squares take acid damage equal to your acid resistance.
Entangler (11th level): You can move at full speed even when grabbing one or more foes without breaking the grab.
Translucent (16th level): You are considered to have total concealment when not in bright light.
Primordial Soup Powers
| Enveloping Wave | Primordial Soup Attack 11 | ||
| You rise up and splash over your foes, drenching them in the caustic slime that makes up your form, leaving behind a pool of dangerous acid. | |||
| Encounter ✦ Invigorating, Zone | |||
| Standard Action | Close blast 3 | ||
| Target: Each creature in blast | |||
| Attack: Constitution +4 vs. Fortitude | |||
| Hit: 2d6 + Constitution modifier acid damage. The blast creates a zone that lasts until the end of the encounter. The zone is difficult terrain for your enemies. Any enemy that starts its turn within the zone takes 5 acid damage. | |||
| Acid Reflux | Primordial Soup Utility 12 | ||
| You imbue your next attack with your own burning form, giving it a vicious edge. | |||
| Encounter ✦ Acid | |||
| Minor Action | Personal | ||
| Effect: The next attack you make before the end of your next turn deals an extra 2d6 acid damage. | |||
| Pool of Corrosion | Primordial Soup Attack 20 | ||
| You spread your corrosive form over the ground in a massive splash, burning everything around you and scarring the land. | |||
| Daily ✦ Acid, Zone | |||
| Standard Action | Close burst 3 | ||
| Target: Each enemy in burst | |||
| Attack: Constitution +4 vs. Reflex | |||
| Hit: 2d6 + Constitution modifier acid damage, and the target also takes ongoing 10 acid damage (save ends). | |||
| Effect: The burst creates a zone of difficult terrain that lasts until the end of the encounter. Any creature that starts its turn within the zone takes 10 acid damage. | |||
