Ichormancer (Druid/Alchemist)
Ichormancers are estranged practitioners of science and magic that combine the fundamentals of druidic practices with alchemy. In doing so, they form a close bond with an amalgam of the two, granting them control over gooey substances and the ability to create strange creatures through the gifts of science and nature. Ichormancers gain great understanding of oozes, slimes, and all manner of alchemical creatures, able to create an arsenal of vile matter and creatures to help or hinder. (Original Concept by Tyrannical)
Primary Class: Druid.
Secondary Class: Alchemist.
Alignment: Any.
Hit Dice: d8.
Bonus Skills and Ranks: The ichormancer selects three alchemist skills to add to her class skills in addition to the normal druid class skills. The ichormancer gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The ichormancer is proficient with all simple weapons, natural attacks, light and medium armor, and with shields (except tower shields).
Extracts: At 1st level, an ichormancer gains the ability to create extracts as an alchemist of equal level, and gains extra extracts per day if she has a high intelligence score. An ichormancer removes all “bomb” extracts from the alchemist’s formulae list (such as Shadow Bomb Admixture and Bombers Eye), and adds the following spell to her formulae list at the indicated extract levels: 1st–grease, hydraulic push, mudball, ray of sickening, summon nature’s ally I*, web bolt; 2nd–accelerate poison, ichorous rupture, pernicious poison, slipstream, summon nature’s ally II*, tar ball, web, web shelter; 3rd–aqueous orb, hydraulic torrent, muddy buddy, ooze burst, spit venom, summon nature’s ally IV*; 4th–poison, slowing mud, summon nature’s ally V*, touch of ooze, web cloud; 5th–blessing of the salamander, conjure black pudding, obsidian flow, summon nature’s ally VII*, tar pool; 6th–flesh to ooze, summon nature’s ally VIII*. *(An ichormancer can only summon oozes with summon nature’s ally extracts, and must use Table: Summon Nature's Ally Alternatives below). This ability replaces the druid’s spellcasting ability.
Table: Summon Nature’s Ally (Alternatives)
*AP (Pathfinder RPG Adventure Path), B1 (Bestiary), B2 (Bestiary 2), B3 (Bestiary 3), B4 (Bestiary 4), DDR (Dungeon Denizens Revisited), FF (Forgotten Foes), IS (Isle of Shackles), ISB (Inner Sea Bestiary), LCG (Lost Cities of Galorian), NLFS (Pathfinder Campaign Setting: Numeria, Land of Fallen Stars ), OLP (Pathfinder Campaign Setting: Osirion, Legacy of Pharaohs ), RR (Remarkable Races: Compendium of Unusual PC Races, Pathway to Adventure Edition), TH4 (Tome of Horrors 4), THC (Tome of Horrors Complete)
Alchemy (Su): At 1st level, an ichormancer gains the alchemist’s alchemy ability, except that she can only create mundane alchemical items and extracts. The ichormancer cannot create bombs or mutagens. This ability and brew potion replace nature sense.
Bottled Ooze (Su): At 1st level, an ichormaster gains the bottled ooze alchemist discovery, allowing her to trade any prepared extract to create an ooze of similar power to the extract's level. This ability replaces spontaneous casting.
Brew Potion (Ex): At 1st level, an ichormancer gains Brew Potion as a bonus feat.
Ichor Bond (Su): This is exactly like the druid’s nature bond ability, except fot the following changes. If the ichormancer chooses to bond with the natural world, the ichormancer chooses from the following cleric domains and animal and terrain domains
Domains: The ichormancer can choose from the Earth, Plant, or Water domains, the new Ooze or Poison domains, the Venom (Scalykind) or Blood (War) subdomains, or the new Slime (Ooze) and Brew (Poison/Artifice) subdomains.
Animal and Terrain Domains: The ichormancer can choose from the Aquatic, Cave, Frog, Jungle, or Swamp domains, or the new Mudbog and Volcanic domains.
An ichormancer gains one domain extract slot for each level of alchemist extract she can create, from 1st on up. Each day, an ichormancer can prepare one of the spells from her domain in that slot. If a domain spell is not on the alchemist formulae list, an ichormancer can prepare it only in her domain extract slot. Domain spells cannot be used to create extracts spontaneously. In regards to domain spells, the ichormancer treats her 1st and 2nd level domains spells as 1st– and 2nd–level extracts, but treats her 3rd and 4th level domain spells as 3rd–level extracts, 5th and 6th level domain spells as 4th–level extracts, 7th level domain spell as a 5th–level extract, and 8th level domain spell as a 6th–level extract. If an ichormancer has a spell granted by her domain on her formulae list already, she uses the spell as an extract at its earliest level.
As the second option, the ichormancer can choose to bond with the power of oozes and slimes instead of gaining an animal companion. At 1st level, the ichormancer gains a specially prepared bottle called an ichor jar. When preparing her daily extracts, an ichormancer can use her ichor jar to prepare a special bottled ooze. As a standard action that does not provoke attacks of opportunity, an ichormancer can release this ooze from the jar to fight at her side. While in the jar, the ooze heals naturally, as would a druid’s animal companion. An ichormancer can also use “cure” extracts to heal her ooze magically. To do so, she must either pour or prepare the “cure” extract directly into the ichor jar for it to take effect. Once released, the ooze remains until placed back into the ichor jar by the ichormance (a standard action) or is slain. If the ooze is slain, it is immediately sent back to its ichor jar and cannot be summoned again until the following day.
When an ichormancer uses her ichor jar, she can prepare an ooze as if she had cast summon nature’s ally I using Table: Summon Nature’s Ally Alternatives below. The type of ooze must be chosen when the ooze is prepared. Once prepared, the ooze cannot be changed until the next time she prepares it. At 3rd level, and every 2 levels thereafter, the power of this ability increases by one spell level, allowing her to prepare more powerful oozes (to a maximum of summon monster IX at 17th level). An ichormancer cannot have more than one prepared ooze active in this way at one time.
If an ichor jar is damaged, it is restored to full hit points the next time the ichormancer prepares her extracts spells. If the ichor jar is lost or destroyed, it can be replaced 1 week later through a special ritual that costs 200 gp per ichormancer level plus the cost of the masterwork jar. This ritual takes 8 hours to complete. Ichor jars replaced in this way do not possess any of the additional enchantments of the previous ichor jar, if they’ve been enchanted. An ichormancer can designate an existing magic bottle or similar container as her ichor jar. This functions in the same way as replacing a lost or destroyed ichor jar except that the new magic jar retains its abilities while gaining the benefits and drawbacks of becoming an ichor jar.
Ooze Empathy (Ex): This is exactly like the druid’s wild empathy ability, except that the ichormancer can influence and creatures of the ooze type instead of animals. In addition, the ichormancer adds Knowledge (dungeoneering) to her list of class skills and gains a competence bonus on all Knowledge (dungeoneering) skill checks to identify oozes equal to 1/2 her ichormancer level.
Studied Alchemy: An ichormancer can choose one of the following alchemist discoveries in place of a normal feat: combine extracts, concentrate poison, dilution, enhance potion, eternal potion, extend potion, infusion, malignant poison, poison conversion, sticky poison. She must meet the prerequisites of a selected discovery as normal.
Craft Ooze (Su): At 2nd level, an ichormancer gains the Craft Ooze item creation feat as a bonus feat, even if she does not meet the prerequisites. Oozes crafted by the ichormancer have a starting attitude of friendly rather than unfriendly when using ooze empathy. This ability replaces woodland stride.
Poison Use (Ex): At 2nd level, an ichormancer gains the alchemist’s poison use ability. This ability replaces trackless step.
Slime Resistance (Ex): At 3rd level, an ichormancer gains a +2 bonus on all saving throws against poison and acid resistance 5. This bonus increases to +4 and acid resistance increases to 10 at 5th level, and then again to +6 and acid resistance 15 at 7th level. At 9th level, an ichormancer becomes completely immune poison and gains acid resistance 20. This ability replaces venom immunity.
Swift Alchemy (Ex): At 3rd level, an ichormancer gains the alchemist’s swift alchemy ability. This ability and instant alchemy replace orisons.
Amorphous Shape (Su): This is exactly like the druid’s wild shape ability, except for the following changes. At 4th level, the ichormancer can assume the form of an amorphous alchemical creature, and is treated as being under the rag doll mutagen and tentacle alchemist discoveries whenever he uses the amorphous shape ability.
At 4th level, an ichormancer gains the ability to turn herself into any Small or Medium slime and back again once per day. This ability functions like the vermin shape I spell. An ichormancer loses her ability to speak while in ooze form because she is limited to the sounds that a normal, untrained ooze can make, but she can communicate normally with other oozes of the same general grouping as her new form.
As an ichormancer gains in levels, this ability allows the ichormancer to take on the form of larger and smaller vermin, oozes, and elementals. Each form expends one daily usage of this ability, regardless of the form taken.
At 6th level, an ichormancer can use amorphous shape to change into a Large or Tiny slime or a Small magma, mud, or water elemental. When taking the form of a slime, an ichormancer's amorphous shape now functions as vermin shape II. When taking the form of an elemental, the ichormancer's amorphous shape functions as elemental body I.
At 8th level, an ichormancer can use amorphous shape to change into a Small or Medium ooze, or a Medium magma, mud or water elemental. When taking the form of an ooze, an ichormancer's amorphous shape now functions as beast shape III, treating the ooze as if it were a magical beast without a natural armor bonus. When taking the form of an elemental, the ichormancer's amorphous shape now functions as elemental body II.
At 10th level, an ichormancer can use amorphous shape to change into a Large magma, mud, or water elemental. When taking the form of an elemental, the ichormancer's amorphous shape now functions as elemental body III. Also, while in his amorphous shape the ichormancer may secrete extracts from her body as if she had the Natural Spell feat. Extracts are automatically expended upon creating them, as if they were a spell, but are still classified as extracts for the use of feats and abilities.
At 12th level, an ichormancer can use amorphous shape to change into a Tiny or Large ooze, or a Huge magma, mud, or water elemental. When taking the form of an ooze, an ichormancer's amorphous shape now functions as beast shape IV, treating the ooze as if it were a magical beast without a natural armor bonus. When taking the form of an elemental, the ichormancer's amorphous shape now functions as elemental body IV.
Regardless of what form the ichormancer takes, she has no discernible anatomy and is immune to poison, sneak attacks, and critical hits. Though she is treated as an ooze for the purposes of spells and abilities that would affect her. An ichrormancer cannot assume the form of an animal, plant, or other creature not described above.
Resist Slimy Malignance (Ex): Starting at 4th level, an ichormancer gains a +4 bonus on saving throws against the extraordinary, spell-like, and supernatural abilities of ooze. This bonus also applies to spells and effects that target ooze. This ability replaces resist nature’s lure.
Ooze Anatomy (Su): Starting at 5th level, an ichormancer’s internal body becomes more amorphous and gains the preserve organs alchemist discovery. This grants her a 25% of negating critical wounds and sneak attack damage. At 11th level, and again at 17th level, she gains the preserve organs one additional time, increase her chance of negating critical hits and sneak attack damage to 50% and 75% respectively. This ability, deadly excretions, and nauseating flesh replace the druid’s 7th, 8th, and 9th level spells.
Deadly Excretions (Ex): At 7th level, an ichormancer can excrete toxin from her skin. She gains the deadly excretion alchemist discovery, even if she does not meet its prerequisites.
Ooze Insight (Ex): At 13th level, an ichormancer can craft oozes with astounding speed. It takes an ichormancer half the normal amount of time to craft oozes. This ability replaces a thousand faces.
Ichor Blood (Su): At 15th level, an ichormancer's blood transforms into the life ichor of oozes and slimes. She gains immunity to nonlethal damage, sleep effects, paralysis, polymorph, and stunning regardless of what form she assumes. In addition, the ichormancer is forevermore treated as an ooze for the purpose rather than as a humanoid (or whatever the ichormancer’s creature type was) for the purpose of spells and magical effects. This ability replaces timeless body.
Nauseating Flesh (Ex): At 15th level, an ichormancer gains the nauseating flesh alchemist discovery.
Instant Alchemy (Ex): At 19th level, an ichormancer gains the alchemist’s instant alchemy ability. In addition, it takes an ichormancer one-quarter the normal amount of time to craft oozes.
Table: Ichormancer