DLoFunk
2011-05-07, 12:05 AM
~OOZE-KIN~
As the result of a botched attempt to research and understand the phenomena of Living Spells, a powerful wizard stumbled upon the ability to grant ordinary oozes sentience and a humanoid form. Thus was born the Ooze-Kin, a race of intelligent oozes that possess the same potential for greatness as the flesh and bone races of the realms.
Personality: Ooze-Kin are driven by a seemingly insatiable hunger. Living in the moment, they tend to seek immediate gratification whenever possible. This short-sighted and impetuous nature makes them unlikely to have the patience required for the time-consuming studies of arcane research.
Physical Description: Ooze-Kin stand approximately 4 to 5 feet tall and typically weigh between 100-150 pounds. Their "skin" is not really flesh but rather a thickened layer of the same acidic gel that fills their bodies that ranges in color but is always dull and translucent. They have no hair whatsoever. Nor do they have eyes, noses, ears, etc. In fact, their heads are almost completely featureless, except for a seemingly impossibly large mouth. They are a completely asexual race and reproduce by splitting their bodies into two equal halves. When this splitting occurs the original Ooze-Kin's effectively dies as it's conciousness disappears and each half begins it's life with no knowledge or memories passed down from the parent.
Alignment: Ooze-Kin tend to be chaotic, driven mostly by their ravenous appetites rather than any sort of ethical or moral codes.
Ooze-Kin Lands: Ooze-Kin have no lands of their own, prefering to continuously stay on the move in search of new sources of food. Most commonly they can be found at the locations of recent warzones.
Religion: Given the their impatient and short-sighted nature, the concept of religion is foreign to most Ooze-Kin as they tend to only focus on what they can directly and immediately percieve with their senses. Of course as unrelenting travelers they are constantly being introduced to new cultures and beliefs. Those that do come to understand religion are typically drawn to gods associated with Magic, like Boccob, as reverence to their creation and existence, or with travel, such as Fharlanghn.
Names: As their reproduction leaves them without living parents, Ooze-Kin often begin their lives abandoned and alone with only their sibling by their sides. As such, the average Ooze-Kin is unnamed until it finds itself in the company of other intelligent beings that help it to decide on a name to go by from then on, usually winding up with a name appropriate for the race and language of that person.
Ooze-Kin Racial Traits
Abilities: +2 Constitution, -4 Intelligence, -2 Dexterity, - 2 Wisdom, -2 Charisma
Size: Medium
Type: Ooze
Hit Dice: By Class
Speed: 20
Special Attacks: Acid Touch
Special Qualities: Acid Immunity, Immunity to Poison, Modified Criticals, Regrowth, Blind, Blindsight, Slow, Sticky Skin
LA: +1
Acid Touch (Ex): Once per round as a standard action an Ooze-Kin may make a Melee Touch attack that deals Acid damage to touched objects or creatures.The damage equals 1d6 + 1d6 for every 4 HD beyond the first to a maximum of 5d6 at 17 HD.
Usable Constitution Modifier times per day
Acid Immunity: Being entirely composed of an acidic substance grants the Ooze-Kin immunity to all sources of Acid damage.
Immunity to Poison: Ooze-Kin's do not possess internal organs of any kind and as such are immune to all forms of poisons.
Modified Criticals: Ooze-Kin's lack of vital organs make them immune to most critical hits and the rare critical that does land is treated differently than normal. They are immune to critical attacks from Piercing and Bludgeoning attacks. Successful critical attacks from Slashing weapons deal no extra damage beyond that of a normal hit but have a 50% chance of severing an appendage. Roll a d10 to determine which appendage is severed.
1-2: Main Arm, 3-4: Off-Hand Arm, 5-8: Leg, 9-10: Head. (Note that as Ooze-Kin have no internal organs, they also have no brain and as such do not require a head for survival. A missing head does however cause the Ooze-Kin to lose his Blindsight ability until it is regrown.)
Regrowth: As a full round action the Ooze-Kin can regrow any appendage (including head). No Hit Points are restored, however, as the Ooze-Kin isn't actually healing itself but rather pulling substance from elsewere in his body to form the new limb.
Blind: Ooze-Kin's have no eyes and so cannot see normally (though they do have Blindsight). Being blind gives them immunity to Gaze Attacks, Visual Effects, Illusions, and other attack forms that rely on sight.
Blindsight: 60' (Disabled if the Ooze-Kin's head is removed)
Slow: -5 Initiative
Sticky Skin: An Ooze-Kin's skin is very sticky, granting it a +4 bonus to Climb checks and +4 bonus to resist being Disarmed.
As the result of a botched attempt to research and understand the phenomena of Living Spells, a powerful wizard stumbled upon the ability to grant ordinary oozes sentience and a humanoid form. Thus was born the Ooze-Kin, a race of intelligent oozes that possess the same potential for greatness as the flesh and bone races of the realms.
Personality: Ooze-Kin are driven by a seemingly insatiable hunger. Living in the moment, they tend to seek immediate gratification whenever possible. This short-sighted and impetuous nature makes them unlikely to have the patience required for the time-consuming studies of arcane research.
Physical Description: Ooze-Kin stand approximately 4 to 5 feet tall and typically weigh between 100-150 pounds. Their "skin" is not really flesh but rather a thickened layer of the same acidic gel that fills their bodies that ranges in color but is always dull and translucent. They have no hair whatsoever. Nor do they have eyes, noses, ears, etc. In fact, their heads are almost completely featureless, except for a seemingly impossibly large mouth. They are a completely asexual race and reproduce by splitting their bodies into two equal halves. When this splitting occurs the original Ooze-Kin's effectively dies as it's conciousness disappears and each half begins it's life with no knowledge or memories passed down from the parent.
Alignment: Ooze-Kin tend to be chaotic, driven mostly by their ravenous appetites rather than any sort of ethical or moral codes.
Ooze-Kin Lands: Ooze-Kin have no lands of their own, prefering to continuously stay on the move in search of new sources of food. Most commonly they can be found at the locations of recent warzones.
Religion: Given the their impatient and short-sighted nature, the concept of religion is foreign to most Ooze-Kin as they tend to only focus on what they can directly and immediately percieve with their senses. Of course as unrelenting travelers they are constantly being introduced to new cultures and beliefs. Those that do come to understand religion are typically drawn to gods associated with Magic, like Boccob, as reverence to their creation and existence, or with travel, such as Fharlanghn.
Names: As their reproduction leaves them without living parents, Ooze-Kin often begin their lives abandoned and alone with only their sibling by their sides. As such, the average Ooze-Kin is unnamed until it finds itself in the company of other intelligent beings that help it to decide on a name to go by from then on, usually winding up with a name appropriate for the race and language of that person.
Ooze-Kin Racial Traits
Abilities: +2 Constitution, -4 Intelligence, -2 Dexterity, - 2 Wisdom, -2 Charisma
Size: Medium
Type: Ooze
Hit Dice: By Class
Speed: 20
Special Attacks: Acid Touch
Special Qualities: Acid Immunity, Immunity to Poison, Modified Criticals, Regrowth, Blind, Blindsight, Slow, Sticky Skin
LA: +1
Acid Touch (Ex): Once per round as a standard action an Ooze-Kin may make a Melee Touch attack that deals Acid damage to touched objects or creatures.The damage equals 1d6 + 1d6 for every 4 HD beyond the first to a maximum of 5d6 at 17 HD.
Usable Constitution Modifier times per day
Acid Immunity: Being entirely composed of an acidic substance grants the Ooze-Kin immunity to all sources of Acid damage.
Immunity to Poison: Ooze-Kin's do not possess internal organs of any kind and as such are immune to all forms of poisons.
Modified Criticals: Ooze-Kin's lack of vital organs make them immune to most critical hits and the rare critical that does land is treated differently than normal. They are immune to critical attacks from Piercing and Bludgeoning attacks. Successful critical attacks from Slashing weapons deal no extra damage beyond that of a normal hit but have a 50% chance of severing an appendage. Roll a d10 to determine which appendage is severed.
1-2: Main Arm, 3-4: Off-Hand Arm, 5-8: Leg, 9-10: Head. (Note that as Ooze-Kin have no internal organs, they also have no brain and as such do not require a head for survival. A missing head does however cause the Ooze-Kin to lose his Blindsight ability until it is regrown.)
Regrowth: As a full round action the Ooze-Kin can regrow any appendage (including head). No Hit Points are restored, however, as the Ooze-Kin isn't actually healing itself but rather pulling substance from elsewere in his body to form the new limb.
Blind: Ooze-Kin's have no eyes and so cannot see normally (though they do have Blindsight). Being blind gives them immunity to Gaze Attacks, Visual Effects, Illusions, and other attack forms that rely on sight.
Blindsight: 60' (Disabled if the Ooze-Kin's head is removed)
Slow: -5 Initiative
Sticky Skin: An Ooze-Kin's skin is very sticky, granting it a +4 bonus to Climb checks and +4 bonus to resist being Disarmed.