Arachu
2009-03-02, 11:00 PM
Machalan
A Machalan is a sentient ooze that molds itself into some creature’s form. Early in their lives, they exist as a simple drop of ‘water’, perhaps on a cave ceiling or in a sink, and when something makes contact with it, it imprints upon them, duplicating their form and a carbon copy of their mind a week later. Of course, a Machalan larva has to have been left by an adult Machalan. Most Machalans cover their still-transparent form with coats and wrappings, and live among their imitated species. Machalans that have imitated uncivilized beings live amongst them as well. Any hide is imitated as thick, yet smooth surface, while any skin is imitated as smooth, yielding skin (as cellophane, really). Hair and fur are imitated as transparent extensions, and though the Machalan can feel this ‘hair’, the hair itself looks like white fur rather than clear. Though they imprint on one being, they can change their form at any time with proper exposure (in other words, a touch), and they both retain memory of their lives pre-imprinting and have dynamic minds. They begin as a clone, but soon become an individual.
“Machalan” is an inherited template that can be added to any corporeal being with an Intelligence score (hereafter referred to as the base creature). The creature’s type changes to Ooze. Do not recalculate base attack bonus, saving throws, skill points, or Intelligence. Size is unchanged. If the base creature has weapon or armor proficiencies, so does the Machalan. Any acquired templates, such as Vampire, are removed. Alternate Form and mental abilities granted by templates are not removed.
The base creature itself still lives after the imprint, and is unaware of the Machalan as an entity.
Speed: Same as the base creature. All Machalans have a swim speed of at least 10 meters per size category. If the base creature has a higher swim speed, use their swim speed instead. If the base creature moves via unnatural means (such as hovering), the Machalan does not have this ability.
Armor Class: Same as the base creature.
Base Attack/Grapple: Same as the base creature.
Attack: A Machalan retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the Machalan retains this ability. A creature with natural weapons retains those natural weapons. A Machalan fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A Machalan armed with a weapon uses its slam or a weapon, as it desires.
Damage: Machalans have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the Machalan’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.
Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Qualities:
The Machalan loses any sight abilities the base creature had (such as darkvision), but they retain gaze effects.
Though the Machalan can ‘see’ or hear with any part of its body, it cannot use a gaze attack unless its ‘eyes’ are looking at the target.
Machalans are capable of swimming and breathing underwater. If they are damaged with a slashing weapon underwater, however, it deals D4 extra damage due to ‘leaking’ (or bleeding, if you prefer).
If part of a Machalan is removed, the part closest to the ‘head’ usually discorporates to escape, while the remainder always ruptures, releasing its material and becoming useless.
Discorporate (Ex): A Machalan is capable of morphing into an amorphous blob as a free action. This blob has ¼th the base land speed of the base creature and 50% more swim speed.
Copy Form (Ex): If a Machalan touches a sentient, corporeal creature, it may imprint upon its form if desired. In this case, the mind is not copied, but the Machalan can switch between the new form and its base form as desired (see below). A Machalan may retain up to three such memorized forms at any given time. A Machalan never forgets its base form, and the base form does not count as a memorized form.
Fluid Shape (Ex): A Machalan consists of protein-filled water held in a skin-like (though transparent) membrane. This membrane feels soft and moist to the touch. A Machalan is capable of altering its shape. To reduce size by one category, it must flush out ½ of its volume of material (1 full-round action). To increase size by one category, it must double its current volume (time varies; two rounds if completely submerged).
Disproportion (Ex): A Machalan is capable of imitating a creature at a different size category than usual. In other words, it can imitate a creature as the same size, or any size larger or smaller. If it does so, it is treated as being under the effect of a reduce or enlarge spell (whichever is appropriate). This obvious defiance of logic, however, is not without its faults. A disproportioned Machalan must make a Will save equal to 10 + 2 for every size category difference + 1 for every turn the form is maintained. If the save is failed at any time, the Machalan immediately discorporates, and must reform into another shape as usual. The time modifier for the saving throw stacks, and is always counted until the Machalan rests.
Abilities: If the base creature had less than 5 Intelligence, increase Intelligence to 5. The Machalan gains 2 Wisdom and loses 2 Dexterity.
Feats: If the Machalan has higher hit dice than the base creature, add the appropriate amount of feats.
Environment: Near or in water. Though they cannot evaporate, Machalans feel extreme discomfort in high temperatures and avoid deserts at almost any cost.
Organization: Same as the base creature, taking the place of the base creature in question. In the one-in-a-million fluke that there are more than one in one place, they stay separate.
Treasure: Same as the base creature, if it is carrying anything.
Alignment: Same as the base creature, and flexible. It may change.
Advancement: Same as the base creature; by character class whenever possible.
Machalan Characters:
Machalan characters have usually imprinted on a humanoid, though there may be exceptions. Arcane magic use and physical skills are transferred, though any levels for a divine caster of a deity become ex-levels. In other words, fighters and rogues stay the same, while paladins and clerics become ex-paladins and ex-clerics. Druids may retain casting ability, if they draw their magic from nature itself (without divine involvement). Rangers keep their benefits. Clerics of a cause may retain class benefits.
Imitation paladins or deific clerics or druids must prove themselves to their deity in their own way. This is similar to an Atonement quest, though there need not be a spell cast. If the Machalan succeeds on the quest, the deity will likely overlook their origin and grant them their class benefits.
A Machalan would make an excellent ally in a naval campaign, and a poor ally in a desert campaign.
A Machalan is a sentient ooze that molds itself into some creature’s form. Early in their lives, they exist as a simple drop of ‘water’, perhaps on a cave ceiling or in a sink, and when something makes contact with it, it imprints upon them, duplicating their form and a carbon copy of their mind a week later. Of course, a Machalan larva has to have been left by an adult Machalan. Most Machalans cover their still-transparent form with coats and wrappings, and live among their imitated species. Machalans that have imitated uncivilized beings live amongst them as well. Any hide is imitated as thick, yet smooth surface, while any skin is imitated as smooth, yielding skin (as cellophane, really). Hair and fur are imitated as transparent extensions, and though the Machalan can feel this ‘hair’, the hair itself looks like white fur rather than clear. Though they imprint on one being, they can change their form at any time with proper exposure (in other words, a touch), and they both retain memory of their lives pre-imprinting and have dynamic minds. They begin as a clone, but soon become an individual.
“Machalan” is an inherited template that can be added to any corporeal being with an Intelligence score (hereafter referred to as the base creature). The creature’s type changes to Ooze. Do not recalculate base attack bonus, saving throws, skill points, or Intelligence. Size is unchanged. If the base creature has weapon or armor proficiencies, so does the Machalan. Any acquired templates, such as Vampire, are removed. Alternate Form and mental abilities granted by templates are not removed.
The base creature itself still lives after the imprint, and is unaware of the Machalan as an entity.
Speed: Same as the base creature. All Machalans have a swim speed of at least 10 meters per size category. If the base creature has a higher swim speed, use their swim speed instead. If the base creature moves via unnatural means (such as hovering), the Machalan does not have this ability.
Armor Class: Same as the base creature.
Base Attack/Grapple: Same as the base creature.
Attack: A Machalan retains all the attacks of the base creature and also gains a slam attack if it didn’t already have one. If the base creature can use weapons, the Machalan retains this ability. A creature with natural weapons retains those natural weapons. A Machalan fighting without weapons uses either its slam attack or its primary natural weapon (if it has any). A Machalan armed with a weapon uses its slam or a weapon, as it desires.
Damage: Machalans have slam attacks. If the base creature does not have this attack form, use the appropriate damage value from the table below according to the Machalan’s size. Creatures that have other kinds of natural weapons retain their old damage values or use the appropriate value from the table below, whichever is better.
Size Damage
Fine 1
Diminutive 1d2
Tiny 1d3
Small 1d4
Medium 1d6
Large 1d8
Huge 2d6
Gargantuan 2d8
Colossal 4d6
Special Qualities:
The Machalan loses any sight abilities the base creature had (such as darkvision), but they retain gaze effects.
Though the Machalan can ‘see’ or hear with any part of its body, it cannot use a gaze attack unless its ‘eyes’ are looking at the target.
Machalans are capable of swimming and breathing underwater. If they are damaged with a slashing weapon underwater, however, it deals D4 extra damage due to ‘leaking’ (or bleeding, if you prefer).
If part of a Machalan is removed, the part closest to the ‘head’ usually discorporates to escape, while the remainder always ruptures, releasing its material and becoming useless.
Discorporate (Ex): A Machalan is capable of morphing into an amorphous blob as a free action. This blob has ¼th the base land speed of the base creature and 50% more swim speed.
Copy Form (Ex): If a Machalan touches a sentient, corporeal creature, it may imprint upon its form if desired. In this case, the mind is not copied, but the Machalan can switch between the new form and its base form as desired (see below). A Machalan may retain up to three such memorized forms at any given time. A Machalan never forgets its base form, and the base form does not count as a memorized form.
Fluid Shape (Ex): A Machalan consists of protein-filled water held in a skin-like (though transparent) membrane. This membrane feels soft and moist to the touch. A Machalan is capable of altering its shape. To reduce size by one category, it must flush out ½ of its volume of material (1 full-round action). To increase size by one category, it must double its current volume (time varies; two rounds if completely submerged).
Disproportion (Ex): A Machalan is capable of imitating a creature at a different size category than usual. In other words, it can imitate a creature as the same size, or any size larger or smaller. If it does so, it is treated as being under the effect of a reduce or enlarge spell (whichever is appropriate). This obvious defiance of logic, however, is not without its faults. A disproportioned Machalan must make a Will save equal to 10 + 2 for every size category difference + 1 for every turn the form is maintained. If the save is failed at any time, the Machalan immediately discorporates, and must reform into another shape as usual. The time modifier for the saving throw stacks, and is always counted until the Machalan rests.
Abilities: If the base creature had less than 5 Intelligence, increase Intelligence to 5. The Machalan gains 2 Wisdom and loses 2 Dexterity.
Feats: If the Machalan has higher hit dice than the base creature, add the appropriate amount of feats.
Environment: Near or in water. Though they cannot evaporate, Machalans feel extreme discomfort in high temperatures and avoid deserts at almost any cost.
Organization: Same as the base creature, taking the place of the base creature in question. In the one-in-a-million fluke that there are more than one in one place, they stay separate.
Treasure: Same as the base creature, if it is carrying anything.
Alignment: Same as the base creature, and flexible. It may change.
Advancement: Same as the base creature; by character class whenever possible.
Machalan Characters:
Machalan characters have usually imprinted on a humanoid, though there may be exceptions. Arcane magic use and physical skills are transferred, though any levels for a divine caster of a deity become ex-levels. In other words, fighters and rogues stay the same, while paladins and clerics become ex-paladins and ex-clerics. Druids may retain casting ability, if they draw their magic from nature itself (without divine involvement). Rangers keep their benefits. Clerics of a cause may retain class benefits.
Imitation paladins or deific clerics or druids must prove themselves to their deity in their own way. This is similar to an Atonement quest, though there need not be a spell cast. If the Machalan succeeds on the quest, the deity will likely overlook their origin and grant them their class benefits.
A Machalan would make an excellent ally in a naval campaign, and a poor ally in a desert campaign.