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Alchemic Ooze
2016-04-02, 07:12 PM
Hello world,
Awhile back I had an idea for a homebrew archetype based off of the movie "The Blob". Just as science created the Hollywood horror that swept the silver screen, so too could an unwitting alchemist "accidentally" unleash such a monster into your favorite fantasy setting. For your constructive critiquing, I would like to present... the Blob Chemist.
(Let it be known that I don't have much experience homebrewing and while this is not my first homebrew, it is likely one of my more complicated ones. Please be nice :smallbiggrin:)


Blob Chemist (Alchemist Archetype)
Amongst scholars and scientists strange stories are told. Often these are farfetched, cautionary tales of experiments gone horribly awry. Although, they say, in all stories exist a grain of truth. Some tell of alchemists, who, through a grave miscalculation in formulas, produce an all-consuming blob. Rivaling most oozes in tenacity, the ignorant creators of these organisms are often the first to fall prey to their gluttony. Yet there are an odd few who see this as a desirable outcome. Blob chemists not only survive their first encounter with this creature, but somehow manage to tame it's ravenous hunger; subverting it's instincts with their will.
(The blob chemist will hereafter be referred to as “the chemist” for simplicity’s sake.)

Blob (Ex): Through either great achievement or unwitting failure, the chemist has learned how to create and control a blob-like creature not that dissimilar from an ooze. The chemist gains a blob as a familiar (see spoiler). In addition to their familiar abilities, a tiny blob may be swallowed by the chemist as a standard action. This grants the chemist immunity to ingested poisons and grants the blob Fast Healing 5 so long as it remains within it's owners body. The chemist may expel the blob into an adjacent square or their own as a full-round action.
A chemist's extracts are considered spells for the purpose of utilizing familiar abilities such as Share Spells and Deliver Touch Spells (except instead of casting spells on or through the blob, the chemist gives it the prepped extract to deliver or use). If a blob is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per class level. This ritual takes 8 hours to complete.
This ability replaces the Brew Potion class feature.

Blob (CR ½)
XP 400
N Tiny ooze
Init +0; Senses blindsight 60 ft.; Perception +1
DEFENSE
AC 14, touch 14, flat-footed 12 (+2 Dex, +2 size)
Hp 9 (1d8+1)
Fort +0; Ref +0; Will +0
Immune ooze traits
OFFENSE
Speed 10 ft., climb 10 ft., swim 10 ft.
Melee slam +2 (1d4-3 plus 1d2 acid and attach)
Space 1 ft.; Reach 0 ft.
Special Attacks acid, attach/engulf
STATISTICS
Str 4, Dex 15, Con 11, Int 2, Wis 10, Cha 1
Base Atk +0; CMB -2; CMD 2 (can’t be tripped)
Feat(s) Toughness
Skills Perception +1, Stealth +9 (+8 size), Survival +2

Acid (Ex): A blob's acid does not harm metal or stone.

Attach/Engulf (Ex): A blob possesses the Attach universal monster rule. If the blob should ever change to a size category greater than small, it's loses Attach and instead gains the Engulf universal monster rule.

Attach (Ex): The blob automatically latches onto its target when it successfully makes a slam attack. The blob is considered grappling, but the target is not. The target can attack or grapple the creature as normal, or break the attach with a successful grapple or Escape Artist check.

Engulf (Ex): The blob can engulf creatures in its path as part of a standard action. It cannot make other attacks during a round in which it engulfs. The blob merely has to move over its opponents, affecting as many as it can cover. Targeted creatures can make attacks of opportunity against the blob, but if they do so, they are not entitled to a saving throw against the engulf attack. Those who do not attempt attacks of opportunity can attempt a Reflex save (DC = ½ the chemist’s class level + the blob’s CMB) to avoid being engulfed. On a success, the target is pushed back or aside (target’s choice) as the blob moves forward. Engulfed opponents gain the pinned condition, are subject to the blob's acid, and are in danger of suffocating. An engulfed creature is trapped within the blob's "body" until they are no longer pinned.

Diminished Bombs (Ex): Due to their more focused studies, a chemist’s bombs deal damage one die step lower than normal (regular bombs dealing d4s, concussive bombs dealing 1d3s, and so on). Additionally, a chemist's bombs deal acid damage rather than fire damage.
This ability otherwise functions identically to the alchemist's Bomb class feature.

Blob Mutagen (Su): Rather than imbibing a chemical cocktail to heighten their physical abilities, a chemist prefers to use such a formula to agitate their blob, causing it to grow in both size and ferocity. A blob mutagen functions similar to a normal alchemist's mutagen with the following exceptions. Firstly, a blob mutagen may only be utilized by blob. Any creature besides a chemist's blob (including a chemist) who attempts to drink a blob mutagen is treated as a non-alchemist.
Instead of the normal bonuses granted, a blob mutagen increases the blob's size category by two steps. In most cases this means the blob's statics are altered in the following ways:

+8 size bonus to Strength
+2 size bonus to Constitution
-4 size penalty to Dexterity (minimum of 1)
-2 penalty on attack rolls and AC
+2 to CMB/CMD
5-foot reach
Slam increased to 1d8, acid increased to 1d4
-4 to Fly skill checks, -8 to Stealth checks

Additionally, the blob gains 4 temporary hit points per class level the chemist possesses (maximum of 80).
Should the blob's heath fall into critical condition, it quickly burns this excess mass to preserve it's life-force. While under the effect of a blob mutagen, the blob cannot be reduced to below 0 hit points. If an attack would reduce it to or below 0 hit points, its hit point total goes to 0 and the mutagen immediately ends.
This ability alters the Mutagen class feature.

Acid Burns (Ex): Hard-leaned lessons from various experiments (and possibly a few nips from their blob) has granted the chemist some measure of resiliency to acids. At 2nd level, a chemist gains acid resistance 2. This bonus increases by 2 every three levels thereafter (6 at the 5th level, 9 at the 8th level, etc...)
This ability replaces the Poison Resistance class feature.

Bottled Blobs (Su): Utilizing preserved ooze samples and filling in the blanks with some blob matter, the chemist has learned how to create and bottle their own formless minions. At the 10th level, the blob chemist gains the Bottled Ooze discovery, if they did not already posses it. Additionally, when the blob chemist summons an ooze in this manner, they may elected a number of creatures equal to their Intelligence modifier. So long as an elected creature does not cause harm to the summoned ooze, the ooze will not attack them.
This ability replaces the Poison Immunity class feature.


Additional Discoveries
The following are discoveries available to the Blob Chemist.

Grand Blob Mutagen (Su)
Prerequisite: Alchemist 16, Blob Mutagen class feature, Greater Blob Mutagen
The chemist’s blob mutagen now alters a blob's size category by a total of four steps. Meaning, a tiny size blob affected by a blob mutagen will receive the following changes to it's statistics:

+24 size bonus to Strength
+10 size bonus to Constitution
-8 size penalty to Dexterity (minimum of 1)
-5 penalty on attack rolls and AC
+5 to CMB/CMD
15-foot reach
Slam increased to 3d6, acid increased to 1d8
-8 to Fly skill checks, -16 to Stealth checks


Greater Blob Mutagen (Su)
Prerequisite: Alchemist 12, Blob Mutagen class feature
The chemist’s blob mutagen now alters a blob's size category by a total of three steps. Meaning, a tiny size blob affected by a blob mutagen will receive the following changes to it's statistics:

+16 size bonus to Strength
+6 size bonus to Constitution
-6 size penalty to Dexterity (minimum of 1)
-3 penalty on attack rolls and AC
+3 to CMB/CMD
10-foot reach
Slam increased to 2d6, acid increased to 1d6
-6 to Fly skill checks, -12 to Stealth checks


Reinforced Surface Tension (Ex)
Prerequisite: Alchemist 4, Blob class feature
After no small amount of trial and error, the chemist has learned how to modify the composition of their blob, improving it's resiliency and making it all but immune to blunt trauma. The chemist's blob gains damage reduction equal to half the chemist's class level. Against bludgeoning damage, the blob's damage reduction is instead treated as equal to the chemist's class level. This damage reduction cannot be bypassed.
(Credit to WhiteBread for the concept)

Alchemic Ooze
2016-04-05, 02:34 PM
Along with critiquing; ideas for additional discoveries (exclusive to this archetype or otherwise) would be appreciated as well.

WhiteBread
2016-04-05, 02:56 PM
How about adding a discovery that grants DR against bludgeoning? Edit: As far as i know blobs shouldn't care much if they are smashed.. it would be like flattening them and next round they are back to their old self .. like a flummi ball

And moreover, you should try making a Blob Minion Master. Would surely be funny xD

Alchemic Ooze
2016-04-05, 08:41 PM
Just added it; thanks for the input.

WhiteBread
2016-04-06, 12:59 PM
You could consider this:

A discovery that lets blobs eat things and gain the ability to change their appearance to what they ate. Well a bit like Ditto. It could for example be able to eat a dog and gain good sniffing abilities etc while taking dog form(similar to shapeshifting).(You could even make it a spellbook like concept where you basically try to get your blob stronger by feeding it a lot of animals so it can shapeshift in things needed for the situation.)
Or maybe tone it down and eating only provides a temporary bonus like eating a fish gives him a bonus to swimming and water breathing for a while?

Alchemic Ooze
2016-04-07, 07:16 PM
I appreciate another idea but the complexity of an ability such as that (multiple forms and whatnot) would require far more work than I’d be able to put in. Moreover, I think that pulls away from the core concept of the archetype. Similar to the one in the movie, the chemist's blob is a very tough, very slow, and very simple organism. At it's peak, it is a hungry, living wall of goo.

Regardless, (with 60 ft. blindsight) I don't think scent would grant much of a bonus and (as creatures of the ooze type don't need to breathe) water breathing would be of no use.