Which Edition of D&D had the best design/artwork of a Gray Ooze?
First Edition
Second Edition
Fifth Edition

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Which Edition of D&D had the best design/artwork of a Gray Ooze?
First Edition
Second Edition
Fifth Edition

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Runescarred (Pathfinder Second Edition Archetype)
(art by Lujordis on DeviantArt)
From those that manipulate runes to those that are afflicted by them, we continue with Thassilon-inspired archetypes with the Runescarred!
Whether they inherited them from their ancestors or were afflicted directly, some people wear the signs of magical influence on their skin in the form of rune-shaped birthmarks, natural tattoos, or scars.
For most, such marks are a curiosity, nothing more, but for the runescarred, they have invested time and energy into studying these runes to unlock their magic.
In the Lost Omens setting, this archetype is most commonely associated with Varisians, given how many have such birthmarks on their bodies (possibly a remnant of their lost history as either lowborn citizens of Thassilon or perhaps slaves to them). However, these runes can show up on anyone afflicted by runic magics regardless of culture, especially when taken outside of that setting.
Regardless of origins, such rune-clad beings boast magic of their own beyond their profession, as well as wards and protections. They might even be a take on the tattooed sorcerer archetype of the previous edition. In any case, letâs take a look.
The base dedication to this archetype represents the character beginning to study and unlock the secrets of the runes in their flesh. They gain a greater understanding of the arcane as a result, as well as the ability to cast a single cantrip.
As they grow in understanding, they unlock the potential of more and more of their spell runes, gaining the ability to cast increasingly greater magics, though they are limited to one spell of each tier. At first, this is limited to first, second, and third-tier magics, but with another feat, they can gain fourth, fifth, and sixth level magics as well.
The runes of their bodies and the runes of enchanted armor are very similar, and by bridging that gap, some learn to infuse various forms of protection into their very flesh, though they are limited in some ways.
Many also cultivate the defensive power of their runes, granting them a measure of protection against a specific school of magic.
A fairly simple archetype, but one that offers both magical protections and various spells they can use once a day. A caster character might choose their spells to diversify their arsenal or take utility spells that they canât justify taking with their actual spellcasting. Meanwhile, non-casters might use the runes to gain various buffs or utility effects as needed for their builds. The potential is endless, and can vary quite a lot. On that note, if youâre using purely the Remaster, you may have to tweak how the defensive runes work.
Being runescarred means wearing the signs of your history, familial or personal, on your very flesh. Exactly how others react to this, as well as how the character themselves feel about these marks can vary a lot. Are they a mark of shame? Of pride? Or do people view them as anything other than a strange quirk?
Being a spy with distinctive magical markings is pretty clearly a disadvantage, so Alnira makes sure to incorporate her natural runes into much larger mundane tattoo pieces, hiding them in plain sight and replacing them regularly when she goes on other missions with the help of transmutation magic.
Sometimes mistaken for a kobold, Urgha the dragonblood gnome has long been obsessed with the secrets of runic magic and the power of words, all of which makes sense as they are kin to the orderly edict dragons of the lawful planes.
The Olvidir Depths promise opportunities to learn the secrets of runic magic to those that brave the collapsed ruins and tunnels. However, such passages are often waterlogged, and infested with gray oozes and worse.
Corrosive Ooze
Image Š Kenzer and Co., by Anthony Carpenter
[Since Hackmaster 5e doesnât use the Open Gaming License, it has to have plausible deniability for the various monsters that it uses from D&D. Gnolls are âgnolesâ, for example. And the gray ooze is the corrosive ooze, albeit with a few tweaks (size, what it corrodes, an elemental weakness to go with its immunities). And those tweaks are sufficient enough for me to take a crack at converting it to Pathfinder.
As Iâve said before, Iâm not terribly fond of the oozes in Bestiary 1. I feel like their defenses are too low to compensate for their higher than average hp and good immunities, and they often donât work the way theyâre intended to. For example, in previous editions, and in 5e, gray oozes break weapons. In 3.x and Pathfinder, the amount of acid damage they deal isnât enough to get through the hardness of a metal weapon unless they are in contact with it for a full round.]
Corrosive Ooze CR 4 N Ooze This glistening fluid lurches to life, raising its body into a bulbous pseudopod.
Corrosive oozes are subterranean creatures that slowly creep through the world, consuming metal as they go. A corrosive ooze requires a damp environment, and rarely range far from their home territory. Corrosive oozes can survive on relatively small amounts of metals, absorbing traces of iron, nickel and other ferrous metals. Â If they sense larger quantities of metal (such as a suit of armor or a weapon), they will track it down and absorb it, and can survive for weeks between large meals.
A corrosive ooze is simple and straightforward as a combatant, but focuses on the largest source of metal before other targets. Because they are concerned with food, they can be distracted with a metallic snack thrown one direction, while adventurers flee in the other direction. Cold and fire do not harm them, but they are highly conductive to electricity, and will flee from electrical attacks.
As long as there is suitable moisture, corrosive oozes can survive in a wide variety of habitats. Some are found in subterranean aquifers, pulling traces of toxic metals out of the water and keeping groundwater safe to drink. In such lands, a few nails or copper coins may be scattered regularly in wells in order to appease the ooze and keep it from roaming forth. They are considered pests in sewers, however, as they eat pipes, manhole covers, and occasionally workers carrying iron tools.
This slithering Gray Ooze is now available as print-ready paper miniatures â for use in your game. If you like this work, visit my patreon for more
Firelight Tales of Exandria, Ch. 2 - âOh, Rats!â
Thank you all of coming, and letâs tell some stories...
âWhen we last left the group, they had a bit of an unusual meet-cute; with Ladryssa deciding to investigate that most strange phenomenon known as âcivilizationâ and discovering, through a few unfortunate happenstances, that civilization was a mistake; met up with a somewhat snide, but ultimately charming, Half-Elf bard (Song); a slovenly barkeep who sold her some apples, some of which were decidedly subpar; and some of those apples were stolen by a sneaking and slippery Tabaxi (Shadow); then met by an imposing, if puzzling, Firbolg (Leaf), who then was fixated on the âwindâ that brought them there, which was coming from a fair-skinned Genasi (Cezika) in the corner, who then proceeded to criticize Songâs singing, and then tried to steal liquor from the bar which ultimately lead to everyone being arrested by the town guard.
âThen you managed to ânegotiate your way into a deal with the barkeep; trading your services to keep your names and persons out of the grasp of the local law enforcement. Your choices being: get arrested any maybe survive the night in jail, or investigate a storehouse of the local thieves guild that has been seemingly abandoned without warning. That brings us to the kitchen of the tavern, where the barkeep reveals a secret passage behind a meat locker, bidding you enter..â
It is not unusual for Song to consider jail as a viable alternative to being involved with the Clasp.
Ladryssa, acting as the vanguard of the group (yes, I looked it up, and âvanguardâ is in the front), leads the way into the secret passage.
Cezika, the one with the most experience poking about places she isnât supposed to be, doesnât possess Darkvision, so the group has to provide her illumination.
Torch shenanigans ensue, and the group, crammed together in this tight space, finally manage to escape the secret tunnel into the Westruun Underwalk Ward.
Song, being well-versed in the history of Westruun (Natural 20), gives a walking tour of the Underwalk, pointing Cezika in the direction of the secret entrance of the Clasp storehouse.Â
Shadow is confused as to why the culture of the othersâ doesnât have âstoryweaversâ, perplexing Song, a bard, whose job it is to remember and re-tell history. Song is undergoing a bit of an existential crisis, since everyone keeps asking him what a âbardâ is.
Cezika doesnât know how long she has been doing this kind of job (7-10-?, sheâs not sure).
Shadow reveals he is also skilled in picking locks and disabling traps.
Leaf and Ladryssa have never been in a âbuildingâ before and want to meet a dragon. Song has major reservations about the groupâs survivability.
Song and Cezika have differences of perspective on the nature of the Clasp.
Song: âThere is a difference between killing and murdering: I have no problem with killing for a reason, murder is something completely different.â
Cezika: âYour moral code is noted, and appreciated.â
This is much debate on which member of the party would fill the appropriate role in the Scooby-Doo cast.
Song (Natural 20) finds the entrance, being almost embarrassed at how poorly it was hidden.
The entrance to the storehouse leads to a small foyer, with 3 separate tunnels shrouded by magical darkness and an inscription in Thieves Cant. "When on your own, and what's right is wrong; do not compromise because turnabout is fair play."
While deliberating which direction to go, Leaf and Ladryssa make an executive decision to investigate the left tunnel, poking the darkness.
DM: âThe wall has this weird relief on it: itâs got a dude, and it doesnât completely remind you of the barkeep, but itâs got the same skeevy, âHey you wanna see something special in the alleywayâ kind of thing, and its got two hands coming out from the wall, almost beckoning you.â
Ladryssa: â......I donât trust like that!â
Ladryssa takes the reliefâs hands, discovering the entrance to further into the storehouse, nearly crushing Cezika in a trap behind her.
The tunnel beyond makes a few sharp turns, with each one hiding an ambush post seemingly abandoned without a trace.
The party comes across a large chamber with a series of pressure plates. The first plate illuminates the chamber, revealing numerous boreholes dotting the walls and ceiling. Cezika and Shadow manage to safely trigger the second and third plates further into the chamber, unleashing a seemingly-impossible barrage of darts at random intervals throughout the chamber.
While Cezika prepares to re-enact Apollo 13, Shadow tries to plug one of the boreholes with Ray of Frost. They succeed, but the darts continue to fire. Ladryssa then tosses an unlit torch through the hail of darts, seemingly untouched, revealing the entire trap to be an illusion.
The next tunnel ends in a set of large double-doors, with no handle or lock. Cezika does notice that there are pressure plates revealing windows that show mechanisms, as well as holes below that allow for them to be manipulated. Each mechanism must be triggered simultaneously, but they can only be seen from above. Using Teamwork, the group manages to open the door.
The storeroom has been nearly emptied, but not ransacked. Sacks and crates of seemingly rotten foodstuffs have been broken open and strewn about the chamber. Three bodies, partially eaten by rats, are scattered throughout the chamber.
The group manages to fight off the swarm of rats, accompanied by several giant rats as well, even though Cezika seems to have been inflicted with some kind of malady from their bites.
After some examination of the bodies, they donât seem to have been killed by the rats. As Ladryssa and Cezika rummage through the remaining goods, and Song and Shadow poke at the bodies, a gray ooze slithers out of the masonry, wracking Songâs mind with a psychic attack.
Barely killing the ooze, the group makes a desperate attempt at escape when more oozes appear. They start to attack, but suddenly stop, sway and change shape in unison, then leave the group in peace, slithering down a small tunnel carved through a nearby corner.
The party, a bit worse for wear, leaves the storehouse to return to the barkeep.

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Slimes, fungi, and other weirdos. For D&D paper minis!
In order, Gray Ooze, Black Pudding, Ochre Jelly, Gelatinous Cube, Gas Spore, Violet Fungus, Darkmantle, and Roper
Class Feature Friday: Braggart Style (Pathfinder 2nd Edition Swashbuckler Style)
 The classic image of a swashbuckler is that of a swordsmaster who exchanges banter with their opponent constantly. While the Wit style covers jokes and banter, today we are focus on the Braggart style.
As the name suggests, Braggart swashbucklers focus their verbal exchange upon extolling their own greatness and skill while mocking that of their foe, casting doubt upon their foeâs own ability.
Some of these boasters might even believe their own hype, believing themselves to be superior combatants. Even when facing a superior foe, they will assure their opponent that any advantage they have is a cheap and temporary advantage.
Of course, such loudmouth characters hardly seem heroic, so such braggarts are either villains or flawed heroes. However, there is no denying their ability to throw foes off their game.
That being said, more reasonable braggarts might be more humble than their banter would make them appear, using it for the tactical advantage than anything else.
 Naturally, these swashbucklers are skilled at intimidation, and they gain their state of panache by demoralizing foes.
Their finisher technique is fairly simple as well, swiftly reminding foes that they are to be feared, negating the temporary resistance that one normally builds up against repeated demoralization.
In addition, the following feats can be useful for said braggarts: Disarming Flair, Dueling Parry, Youâre Next, Antagonize, Charmed Life, Finishing Follow-Through, Unbalancing Finisher, Attack of Opportunity, Flamboyant Cruelty, and Targeted Finisher. Others may also appeal to you based on your build.
Naturally, this style is all about the debuffs, both from intimidation and other sources, so be sure to take plenty of feats that leave foes at a disadvantage, and make use of your finisher to refresh your foeâs vulnerability to your intimidation.
 I talked earlier about braggarts that believe their own hype, versus those that donât. Regardless of whether they do honestly believe in their greatness or just simply need to drag others down, there can be an inherent toxicity to these characters, which isnât a bad thing, though it can cause conflict if they apply this to their interactions with the players. Which again isnât a bad thing, as long as there are plans for the swashbuckler to grow and change as a person, finding humility and respect for their allies. As always, though, be careful how you implement party conflict.
  For the goloma, intimidation is a common part of any fighting style, but few blend it better than Shakk the Nimble, who dances around foes and mocks their prowess as he tears into them. However, like most goloma, that fierceness is born out of fear.
 Silverpool Cavern is said to have a wondrous treasure inside, supposedly left behind by explorers that simply had no room left carry it out. However, those who go their donât return, attacked by the double threat of the ghost of a bold and brash swordsman, and the silvery gray ooze that slew him, ignorant of his posturing.
 The swashbuckling thief Karosel often brags of his great exploits, but is prone to exaggeration. Many such deeds were done by others or never happened to begin with. However, when he proclaims to have stolen one of the royal treasures, the queenâs elite guard take it very seriously, and soon he is on the run, while the real thief roams free.
Class Feature Friday: Savith (Champion Legendary Medium Spirit)
 When it comes to legendary warriors perhaps the most common fantasy tropes surrounding them are the slaying of great evils and dying defending their people.
The legendary Azlanti hero known as Savith was both, being a champion of the Azlanti settlers to the rainforest-filled lands of what would become known as the Mwangi Expanse. There, they clashed with the serpentfolk that lived there until she faced the ascended god of the serpentfolk, Ydersius, and with her magic sword, decapitated the wicked deity, casting his head into a lake of molten lava and leaving the still-living body to flail and stumble away. However, soon afterwards, she collapsed, succumbing to her injuries and the godâs foul venom, and with Earthfall, was nearly forgotten along with the rest of her fallen civilization.
However, recent expeditions have rediscovered the city named after her, Savith-Yi, and with preventing Ydersiusâs rise, the knowledge of this great hero of humanity has returned to the world, so of course, there would be those who seek to contact her spirit and learn from her, and even share in her might.
Of course, much like other legendary spirits, Savith does not answer just anyone. Those who seek her favor must parallel her greatest deed by decapitating a powerful serpentfolk foe and casting their head into lava or fire, making a vow to never retreat against serpentfolk or Ydersiusâ followers.
Outside the Golarion setting, this legendary spirit doesnât make as much sense unless serpentfolk also factor into your setting as well, but like anything, it can be modified.
 Poison is the weapon of Savithâs enemy, so the unique taboo for her as a spirit is to refuse to coat oneâs weapon in poison under any circumstances.
Savith favored a magical greatsword in life, and her most basic ability grants enhanced mastery of similar weapons. Whatâs more, more powerful mediums gain access to a different, greatsword-themed list of techniques they can benefit from when calling upon Savith.
Well-known for facing a superior foe alone, Savith offers aid when her host faces a larger foe without any nearby allies supporting them, increasing their size to match or at least offset the difference between them.
If youâre interested in wielding a greatsword and facing big, powerful foes, this legendary spirit is pretty much hand-tailored to you. You miss out on an extra attack, but you gain the ability to better occupy the attention of a powerful foe. As such, stronger, more defensive builds that use either the champion or guardian spirit on any given day seem most rewarding.
 While âunfinished businessâ is a common thread with spirits of all stripes, Savith is unique among them in that in how big a deal her business is. Sure, Ydersius was defeated not once, but twice, but he is not dead, and killing him perfectly involves a lot of setup including luring the serpent god to The Boneyard so that he might be decapitated again and judged by Pharasma in the split-second between being briefly dead and his immortality kicking in. Such a feat would likely break the serpentfolk race forever, preventing them from ever trying to reclaim their former tyrannical dominion over the world of Golarion. Of course, that might also be considered something of a moral quandary as well, kicking another sapient species, even a monstrously evil culture, when their down⌠Then again, perhaps such a breaking might free them from their connection to the evil god and their wicked past.
  There are many stories of dhampirs that take up the mantle of vampire hunter, but few hunt creatures quite like the foes Merri Valtra faces. Such vampires carry the mark of the serpent on them, manifesting poisonous power. So, she has enlisted the help of a new spirit, one whose blade shed many a serpentâs life in their time.
 Though her legend persists, the Serpentslayerâs sword was never recovered from the battle, having fallen down into the pit. Those who find the pool where it rests should beware, for a particularly massive gray ooze also dwells in the water, feasting on prey attracted to its shine.
 Someone has been murdering nagaji residents, a serial killer wielding a large blade and focusing on beheading their victims. Cursory research of folklore reveals that the culprit must be someone channeling the spirit of a legendary warrior, whom provides an edge against serpentine foes, regardless of whether they deserve it. The question of whether the medium chose the spirit for their crimes, or whether they are being influenced is moot, for the death toll keeps climbing.