View Full Version : [4 Ed Race] Sapropel - Ooze Folk

2012-05-01, 03:29 PM
SAPROPEL (Ooze Folk)

Amorphous folk who dwell in caverns, ruins, and dungeons. A mysterious curious people who are close to their monster roots.

Average Height: 5´ – 5´ 6˝
Average Weight: 100–130 lb.
Size: Medium
Speed: 5
Vision: Low-light
Languages: Common, choice of one other

Ability Scores: +2 Strength, +2 Dexterity
Skill Bonuses: +2 Nature, +2 Stealth

Acid Absorption: Resist 5 Acid
Ooze Movement: Sapropel’s flexible nature give them Earth Walk and they ignore difficult terrain, if that terrain is the result of rubble, uneven stone, or earth.
Fluid Form: Being very fluid they can slip under doors and pour through cracks only half an inch wide (DM's discretion). Sapropels don’t suffer penalties to attack rolls or penalties to their speed while squeezing.
Racial Power: You have Engulf as an Encounter power

Engulf Sapropel Racial Power
Your gelatinous body naturally grabs someone in your path.
Free Action
Target: One Target
Trigger: Passing over a target during a move action
Effect: The Sapropel merely has to move over another target’s space, to attempt to engulf them.
The target must make a Dexterity saving throw against the Sapropel's Dexterity to not be engulfed. Engulfed targets are considered to be grabbed and trapped within the Sapropel's body, occupying the same space.
On following turns an engulfed target can try to escape by taking an action to make a Strength check opposing the Sapropel's Stength.
A target that avoids or escapes the grab shifts to a square of its choosing adjacent to the Sapropel.
The Sapropel can move normally while creatures are engulfed within it.

Play a sapropel if you want . . .
✦ to tap into your monstrous side in battle.
✦ to be a character who is flexible, curious, and wild.
✦ to be a member of a race that favors the druid, barbarian, and rogue classes.

Physical Qualities
Many say describe Sapropels as beings that resemble oozes with human-like features. Their bodies are soft and gelatinous, and they often move with fluid liquid-like movements, often bending their joints in un-natural ways. Their bodies are translucent and can be seen through and have a very sleek rounded appearance.
Nobody really knows how Sapropels came into being. But the most common belief is that they are descended from oozes. Most Sapropels believe this and in fact many often refer to oozes as their ‘cousins’.
Sapropels reproduce by dividing into two parts when they have a lot of experience; making a smaller version of itself. This kind of splitting imparts some of the knowledge and skill of the original. This knowledge has to be used frequently or it will be lost.
For this reason it is hard to say how old Sapropels are since they can have memories across generations. Although many think they have long lives like elves.

Playing a Sapropel
Sapropels are very close to their natural roots. They focus on their natural abilities and are very proud of them.
They love having a place to call home and will stay in their underground dwellings for decades. They are very sociable and love meeting new friends. They are very loyal of their friends often go on adventures to be with them and to see the world. Since they usually stay in one place for many years their knowledge outside of it is often limited, so they often have to lean on their friend’s experience. They are naturally inquisitive, curious, and fun loving, which makes them seem rather naive and child-like at times. Their curious wanderings often get them into trouble.
They are often very protective of their friends and will attack anyone whom they think is a ‘threat’. Although their reasons may be a little flawed, they often have good intentions. They are a good friend to have in battle, since they will fight to the end to protect their friends.
With their ooze like characteristics they are often labeled monsters. Some of their kind are more monstrous than others, being keen on making someone their next meal instead of being their friend. The kinder Sapropel’s often get defensive and upset at being lumped in with monsters, feeling like they are sold short. Even so, Sapropel’s aren’t human either. They do not posses human motives or values. They do things what is best for themselves, not for humanity or the greater good. They kill for food and to protect those they are loyal to without any second-thoughts or remorse; to them it is simply something which needs to be done.

Sapropel Characteristics: Active, curious, playful, protective, easy going, co-dependent, close to nature, and wild.

Feats are useful tools to customize your character,
covering weaknesses or enhancing strengths.
You must meet a feat’s prerequisites, if any, to
take the feat. If you ever lose a prerequisite for a feat,
you can’t use the feat until you meet the prerequisite

Heroic Tier Feats
Any feat in this section is available to a character of
any level who meets the prerequisites. Heroic tier
feats and multiclass feats are the only feats you can
take if you are 10th level or lower.

Flowing Form
You easily flow into and out of combat.
Prerequisite: Sapropel
Benefit: Instead of taking your move action, you may shift 4 squares instead.

Quivering Senses
Your body is very sensitive and quivers with the vibrations felt under you, sensing others around you.
Prerequisite: Sapropel
Benefit: Tremorsense 5. You can perceive creatures and objects within a range of 5 squares as long as you are both in contact with the ground as if you have a line of sight, without needing to make a Perception check.

Paragon Tier Feats
Any feat in this section is available to a character
of 11th level or higher who meets the feat’s other

Your body is so clear, it makes you hard to be seen.
Prerequisite: 11th level, Sapropel
Benefit: Gain +2 to stealth checks

Epic Tier Feats
Any feat in this section is available to a character
of 21st level or higher who meets the feat’s other

Snatching Engulf
Nobody can slip out of your grasp in a fight.
Prerequisite: 21st level, sapropel
Benefit: Whenever an opponent gives you an attack of opportunity, you may use your Engulf racial power, even if it was already used this encounter.

Most paragon paths are specific to particular
classes. This section presents racial paragon paths.
The only prerequisite for any of these paths is that you be a character of the
appropriate race. A racial paragon path is an exemplar of a race’s defining characteristics.

Choosing a Racial Paragon Path: When you
reach 11th level, you can choose a racial paragon
path instead of another paragon path. You gain the features and the
powers of the path at the levels specified in the racial
paragon path’s description.

Ooze Embodied
“It’s amazing what you can become when you apply yourself.”
Prerequisite: Sapropel

Sapropels are very similar to their monstrous Ooze ancestors. But with many generations of building their own society and culture a lot of their unneeded abilities have become dormant or faded. Some very curious Sapropels test and explore their capabilities With much work and practice they can have gain complete control of their fluid bodies and unlock the abilities their Ooze cousins have, releasing their inner monster.

Gaining abilities to push their flexible and soft bodies far further than usual, making them stronger and hungrier. These abilities take a lot of energy and their bodies adapt to that need, being able to eat just about anything and like true oozes often do. Once these abilities are gained Ooze Embodied can never go back to their original state, but by that point many of them delight in their capabilities and appetite and are very proud with what they have accomplished and can do.

Ooze Embodied Path Features

Zealous Ooze (11th level): When you spend an action point to make another move action, you regain the use of your Engulf Racial Power if you have already used it this encounter.

Overwhelming Ooze (11th level): When you have an opponent grabbed they become Dazed.

Hunger (16th level): While you have an opponent grabbed, at the start of their turn they take Acid damage equal to your Con Modifier. You receive that many temporary hit points.

Ooze Embodied Powers

Slam - Ooze Embodied - Attack - Level 11
You slam into your opponent with all your weight, like an unstoppable wave
Standard Action Melee
Target: One Enemy
Attack: Strength + 4 vs. Reflex
Level 21: Strength + 6 vs. Reflex
Hit: 2d6 + Con modifier damage, and ongoing 5 acid damage (save ends).

Split - Ooze Embodied - Utility - Level 12
Your gelatinous body splits in two allowing you to outnumber a ferocious opponent.
Minor Action Personal
Trigger: Bloodied
Effect: The Sapropel splits into two, each with hit points equal to one half its current hit points. Effects applied to the original Sapropel do not apply to the second one. They can’t split if reduced to 0 hit points by the attack that bloodied it. Left alone, the two halves recombine after the encounter.

Engulfing Slam - Ooze Embodied - Attack - Level 20
You slam into your enemy engulfing them.
Standard Action Melee
Target: One creature
Attack: Strength or Dexterity vs. Reflex
Special: You must charge as part of this attack
Hit: 4d6 + Strength or Dexterity modifier damage, and you Engulf your opponent, grabbing them.
Miss: Half damage.
Special: When you gain this power, choose Strength or Dexterity as the ability you use when making attack rolls and damage rolls with this power.