E.13 Oozeborn
Oozeborn are ooze creatures that have gained true sentience through a strange quirk of their birth. They are very rare to see in civilized lands, as most oozeborn lack the opportunity to discover more than the dark caves in which they were spawned. Since they often grow up without mentorship from any civilized creature, oozeborn tend to have odd mannerisms and a poor ability to mask their emotions, even after spending years in civilization. Old oozeborn may eventually adapt to societal norms and act perfectly natural, or they may abandon civilized company entirely. The body of an oozeborn is amorphous, and they lack any identifiable internal organs. Their natural color depends on the nature of the ooze that spawned them, so green and gray are the most common colors. Adventuring oozeborn typically assume a bipedal shape for both practical and social convenience, but their natural shape is a loosely spherical blob. Unconscious oozeborn revert to their default state automatically, though some learn to maintain a semblance of cohesion while asleep. Creature Type: Unlike most other playable species, oozeborn are animates instead of humanoids. Size: Medium. Attributes: -1 Intelligence, +1 Constitution. Special Abilities:
- Acidic Body: Ooozeborn are impervious to Acid and Poison attacks. However, they are vulnerable to Earth attacks.
- Amorphous Form: An oozeborn’s natural form is a loosely spherical blob. They have a -10 foot penalty to their land speed, but they gain a
+5 bonus to the Flexibility skill (see Flexibility). Since they have no legs, they are immune to being prone (half speed, -2 Armor and Ref).
Most legless creatures cannot jump, but oozeborn can jump without penalty. They can also use the mold body ability to adopt a particular
shape.
Mold Body
Sustain (free) Usage time: Standard action.
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You make a Disguise check to alter your appearance (see Change Appearance). This physically changes your body to match the results of your disguise. You gain a +4 bonus on the check, and you ignore penalties for changing your gender, species, subtype, age, and number of limbs. However, this effect is unable to alter your equipment in any way.
You cannot create more than four limbs with this ability, and a maximum of two free hands. If you add at least two legs, you gain a +10 foot bonus to your land speed. This speed bonus does not stack with the bonus for becoming multipedal, so the only benefit you gain from creating three or more legs is a +5 bonus to the Balance skill. If you give yourself a standard humanoid shape, you can wear armor designed for humanoids without suffering the normal penalties for barding (see Barding).
You can sustain this ability for any length of time without mental strain, ignoring the normal 5 minute limit.
- Compressible Body: Oozeborn can compress their head and shoulders down to a minimum of a one inch radius, allowing them to squeeze through very small areas. Their clothing or armor is not compressed, so they may limit their ability to move through extremely narrow spaces.
- Darkvision: Oozeborn have darkvision with a 60 foot range, allowing them to see in complete darkness (see Darkvision).
- Oozeborn Archetype: Oozeborn only gain two class archetypes instead of three. Instead, they treat the Oozeborn archetype as one of their archetypes, and they gain ranks in it just like they gain ranks in class archetypes.
E.13.1 Oozeborn Archetype
Rank 1 – Acidic Pseudopod
One of your arms becomes a pseudopod natural weapon. It deals 1d10 damage and has the Acid and Long tags (see Weapon Tags). You do not have a free hand on that arm while using it as a weapon in this way.
In addition, all of your attacks with natural weapons have the Acid tag. This does not affect damage you deal with manufactured weapons.
Rank 2 – Darkborn Senses
You gain blindsense with a 60 foot range, allowing you to sense your surroundings without light (see Blindsense). If you already have the blindsense ability, you increase its range by 60 feet. In addition, you gain blindsight with a 15 foot range, allowing you to see without light (see Blindsight). If you already have the blindsight ability, you increase its range by 15 feet.
Rank 2 – Ingest Object
Ingest Object | Acid |
Usage time: Standard action.
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This ability functions like the absorb object spell, except that the maximum size of the object is equal to your size. Anything you absorb in this way takes a single point of environmental damage during each of your actions while it remains absorbed. This damage is insufficient to hurt most objects made from wood, stone, or metal, but it can destroy more fragile objects like paper or complex mechanical traps.
Rank 3 – Amorphous Form+
You gain a +4 bonus to your defenses when determining whether a strike gets a critical hit against you instead of a normal hit. In addition, your mold body ability loses the Sustain (free) tag. Instead, it lasts until you choose to dismiss it. This allows you to maintain your shape while unconscious.
Rank 3 – Compressible Body+
You reduce your penalties for squeezing (-2 Armor and Ref) by 1.
Rank 4 – Acidic Body+
You are immune to Acid and Poison attacks.
Rank 5 – Darkborn Senses+
The range of your blindsense increases by 60 feet. In addition, the range of your blindsight increases by 15 feet.
Rank 5 – Ingest Object+
The maximum number of objects you can absorb with your ingest object ability increases to 2. In addition, you may absorb allies with that ability in addition to unattended objects.
Rank 6 – Amorphous Form++
The defense bonus against critical hits from strikes increases to +10.
Rank 6 – Compressible Body++
The reduction of squeezing penalties increases to 2. This means you take no penalties for squeezing unless you use the tight squeeze ability (see Flexibility).
Rank 7 – Third Arm
When you use your mold body ability, you can create three arms instead of two. You can use all three hands as free hands. For example, this can allow you to use a Heavy weapon and a shield simultaneously.
In addition, your arms become stronger and more agile. You can use any of your arms as a pseudopod natural weapon, and your pseudopods gain the Light weapon tag (see Weapon Tags).
E.13.2 Base Class Effects
If you choose oozeborn as your base class, you gain the following benefits.
Attributes
You gain a +1 bonus to your Strength, Dexterity, and Constitution.
Hit Points
You have 10 hit points + twice your Constitution, plus 2 hit points per level beyond 1. This increases as your level increases, as indicated below.
- Level 7: 24 hit points + four times your Constitution, plus 4 hit points per level beyond 7.
- Level 13: 50 hit points + eight times your Constitution, plus 8 hit points per level beyond 13.
- Level 19: 100 hit points + fifteen times your Constitution, plus 15 hit points per level beyond 19.
Resources
You learn three trained skills from among your class skills (see Skills).
Weapon Proficiencies
You are proficient with simple weapons.
Armor Proficiencies
You are proficient with light armor. Depending on whether you are sustaining your mold body and the form you choose, you may need barding instead of regular armor (see Barding).
Skills
You have the following class skills:
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Strength: Climb, Swim.
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Dexterity: Balance, Flexibility, Sleight of Hand, Stealth.
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Constitution: Endurance.
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Intelligence: Craft, Disguise, Knowledge (dungeoneering).
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Perception: Awareness, Survival.
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Other: Intimidate.