Gaiyamato
2023-04-20, 04:02 AM
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A ball of sentient slime from the demiplane of acid, that has the ability to morph into a humanoid form with features resembling a generic and plain looking Human.
Type: Outsider (native) [Ooze, Acid]
Size: Medium
Speed: 30'
Ability Scores: +2 CON, +2 CHA, -2 INT
Language: Common, Terran. Consuming Slimes with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Ignan, Orc.
Blind: A Consuming Slime cannot detect objects or creatures by sight. Consuming Slimes cannot make Perception checks to visually notice things beyond the range of their blindsight. They cannot discern color, read written text, or see incorporeal creatures. Consuming Slimes are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Blindsight (40 feet): Using sensitivity to vibrations, the Consuming Slime maneuvers and fights as well as a sighted creature within a 40-foot range. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. A Consuming Slime usually does not need to make Perception checks to notice creatures within range of its blindsight ability. Excessive vibrations or loud sounds provide concealment to those within range of the blindsight at the adjudication of the Gamemaster.
Boneless: A Consuming Slime can move in ways that other creatures cannot, slipping through smaller gaps, oozing out of bindings etc. A Consuming Slime gains a +2 racial bonus on Escape Artist skill checks.
Acid Resistance: Consuming Slimes have Acid Resistance equal to half of their HD.
Humanoid Ooze: Consuming Slimes cannot be stunned and do not take additional damage from precision-based attacks, such as sneak attack. In addition, Consuming Slimes are immune to poison and sleep effects. They can however be subject to critical hits, flanking, paralysis, and polymorph, just as other humanoids are. Consuming Slimes eat and breathe, but do not sleep or require drink.
Outsider Traits: When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
Spell-Like Abilities [Su]: Consuming Slimes gain the following Spell-Like Abilities with a caster level equal to HD. At will: Acid Splash, 1/day Steal Power (https://www.d20pfsrd.com/magic/3rd-party-spells/kobold-press-open-design/steal-power/).
Vulnerability to Cold Energy (Ex): Consuming Slimes receive +50% damage from damage sources using the cold energy type. Consuming Slimes can never gain cold immunity through the Consume ability (see below).
Vulnerability to Water (Ex): Water from spells or effects that create water deal 1d4 points of fire damage per caster level if the Consuming Slime is within its area of effect. Damage from water-based attacks, like the slam attack of a water elemental, is increased by 50%.
Consume (Su): Utilising their acidic body, Consuming Slimes have the ability to break down and analyze corpses, taking on some of the power of their victims.
Once per month, as a full round action, a Consuming Slime can devour a large or smaller corpse of a creature that had a CR no lower than the character's ECL -4. For every 5 HD the consumed creature has the consuming creature gains 1 ingestion point (minimum 1). This action requires the Slime to enter their natural slime form in order to engulf the corpse. For each size category greater than Large, this action takes an additional round.
For each ingestion point gain one of the consumed creature’s extraordinary, supernatural or spell-like abilities (Except for spell casting, which is never gained), or choose to store the creatures likeness for the Change Shape ability (see below). These abilities are not limited to universal monster abilities or class features. An ability gained via consumption uses the same statistics as the consumed creature, except for calculations dependent on specific ability scores or total Hit Dice (such as save DCs) in which case the ability uses the consuming creature’s appropriate statistic.
For example, a consuming creature that gains the energy drain ability of a consumed Wight gets energy drain 1 level, but uses its own Charisma modifier for the save DC.
This ability can only be used while the Consuming Slime is conscious and has a Intelligence score above 3.
Change Shape [Su]: Consuming Slimes can assume the appearance of a Small or Medium creature who's likeness they have stored upon consuming, as a move action. This only affects superficial appearance, and does not grant an exact copy of the original creature. The Slime can assume their true form as a swift action at any time.
Acidic transubstantiation(Su): As the Consuming Slime gains Ingestion points they provide the following passive bonuses as they reuse the consumed material to strengthen their own body. A Consuming Slime with 0 Ingestion points gains no bonuses from this ability.
Natural Armor Bonus: 1/3 Ingestion points (min 1)
Bonus HP: +1 HP per HD per Ingestion point.
Circumstance bonus: +1 BAB and Saves = 1/4 Ingestion points (min 1)
This is a powerful race. I used Squole (https://www.d20pfsrd.com/races/3rd-party-races/alluria-publishing/squole/) and Consuming Creature (https://www.d20pfsrd.com/bestiary/monster-listings/templates/consuming-creature-cr-varies/#:~:text=A%20consuming%20creature%20can%20quicken, activates%20a%20quickened%20special%20attack.) as the basic ideas and inspirations for this, and used the Creating New Races (https://www.d20pfsrd.com/gamemastering/other-rules/creating-new-races) rules as a rough guide to balance this out. And yes, of course, Rimuru. lol
The strength of this will be very dependent on the starting character level, and what sort of campaign it is. This could be a CR+1/LA+1 race in the right scenarios, or even worse if you routinely throw powerful creatures that could be eaten to gain a lot of Ingestion points and steal powerful monster abilities. DMs could mitigate this by banning some types of abilities from being stolen, such as class abilities or anything too alien or monstrous. Though it could be interesting to roleplay a character coming to terms with an extremely powerful ability and learning how to use it as well. A house rule might be that the character has to go through the motions of learning to effectively use the new ability, placing limits on it's use until the DM is satisfied.
In some campaigns the character's weakness could be overwhelming. For example fighting water elementals from onboard a ship could quickly prove fatal for a Consuming Slime. Campaigns that feature very few opportunities to eat corpses such as diplomatic/intrigue or merchant style campaigns could also significantly nerf this race.
If we go by the Creation rules linked above, then this race is more or less equivalent to an Aasimar using that system. But in practice might play out quite differently.
So allowing this race should be considered carefully by a DM, and players alike.
A ball of sentient slime from the demiplane of acid, that has the ability to morph into a humanoid form with features resembling a generic and plain looking Human.
Type: Outsider (native) [Ooze, Acid]
Size: Medium
Speed: 30'
Ability Scores: +2 CON, +2 CHA, -2 INT
Language: Common, Terran. Consuming Slimes with high Intelligence scores can choose from the following: Aquan, Auran, Dwarven, Elven, Ignan, Orc.
Blind: A Consuming Slime cannot detect objects or creatures by sight. Consuming Slimes cannot make Perception checks to visually notice things beyond the range of their blindsight. They cannot discern color, read written text, or see incorporeal creatures. Consuming Slimes are immune to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Blindsight (40 feet): Using sensitivity to vibrations, the Consuming Slime maneuvers and fights as well as a sighted creature within a 40-foot range. Invisibility, darkness, and most kinds of concealment are irrelevant, though the creature must have line of effect to a creature or object to discern that creature or object. A Consuming Slime usually does not need to make Perception checks to notice creatures within range of its blindsight ability. Excessive vibrations or loud sounds provide concealment to those within range of the blindsight at the adjudication of the Gamemaster.
Boneless: A Consuming Slime can move in ways that other creatures cannot, slipping through smaller gaps, oozing out of bindings etc. A Consuming Slime gains a +2 racial bonus on Escape Artist skill checks.
Acid Resistance: Consuming Slimes have Acid Resistance equal to half of their HD.
Humanoid Ooze: Consuming Slimes cannot be stunned and do not take additional damage from precision-based attacks, such as sneak attack. In addition, Consuming Slimes are immune to poison and sleep effects. They can however be subject to critical hits, flanking, paralysis, and polymorph, just as other humanoids are. Consuming Slimes eat and breathe, but do not sleep or require drink.
Outsider Traits: When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
Spell-Like Abilities [Su]: Consuming Slimes gain the following Spell-Like Abilities with a caster level equal to HD. At will: Acid Splash, 1/day Steal Power (https://www.d20pfsrd.com/magic/3rd-party-spells/kobold-press-open-design/steal-power/).
Vulnerability to Cold Energy (Ex): Consuming Slimes receive +50% damage from damage sources using the cold energy type. Consuming Slimes can never gain cold immunity through the Consume ability (see below).
Vulnerability to Water (Ex): Water from spells or effects that create water deal 1d4 points of fire damage per caster level if the Consuming Slime is within its area of effect. Damage from water-based attacks, like the slam attack of a water elemental, is increased by 50%.
Consume (Su): Utilising their acidic body, Consuming Slimes have the ability to break down and analyze corpses, taking on some of the power of their victims.
Once per month, as a full round action, a Consuming Slime can devour a large or smaller corpse of a creature that had a CR no lower than the character's ECL -4. For every 5 HD the consumed creature has the consuming creature gains 1 ingestion point (minimum 1). This action requires the Slime to enter their natural slime form in order to engulf the corpse. For each size category greater than Large, this action takes an additional round.
For each ingestion point gain one of the consumed creature’s extraordinary, supernatural or spell-like abilities (Except for spell casting, which is never gained), or choose to store the creatures likeness for the Change Shape ability (see below). These abilities are not limited to universal monster abilities or class features. An ability gained via consumption uses the same statistics as the consumed creature, except for calculations dependent on specific ability scores or total Hit Dice (such as save DCs) in which case the ability uses the consuming creature’s appropriate statistic.
For example, a consuming creature that gains the energy drain ability of a consumed Wight gets energy drain 1 level, but uses its own Charisma modifier for the save DC.
This ability can only be used while the Consuming Slime is conscious and has a Intelligence score above 3.
Change Shape [Su]: Consuming Slimes can assume the appearance of a Small or Medium creature who's likeness they have stored upon consuming, as a move action. This only affects superficial appearance, and does not grant an exact copy of the original creature. The Slime can assume their true form as a swift action at any time.
Acidic transubstantiation(Su): As the Consuming Slime gains Ingestion points they provide the following passive bonuses as they reuse the consumed material to strengthen their own body. A Consuming Slime with 0 Ingestion points gains no bonuses from this ability.
Natural Armor Bonus: 1/3 Ingestion points (min 1)
Bonus HP: +1 HP per HD per Ingestion point.
Circumstance bonus: +1 BAB and Saves = 1/4 Ingestion points (min 1)
This is a powerful race. I used Squole (https://www.d20pfsrd.com/races/3rd-party-races/alluria-publishing/squole/) and Consuming Creature (https://www.d20pfsrd.com/bestiary/monster-listings/templates/consuming-creature-cr-varies/#:~:text=A%20consuming%20creature%20can%20quicken, activates%20a%20quickened%20special%20attack.) as the basic ideas and inspirations for this, and used the Creating New Races (https://www.d20pfsrd.com/gamemastering/other-rules/creating-new-races) rules as a rough guide to balance this out. And yes, of course, Rimuru. lol
The strength of this will be very dependent on the starting character level, and what sort of campaign it is. This could be a CR+1/LA+1 race in the right scenarios, or even worse if you routinely throw powerful creatures that could be eaten to gain a lot of Ingestion points and steal powerful monster abilities. DMs could mitigate this by banning some types of abilities from being stolen, such as class abilities or anything too alien or monstrous. Though it could be interesting to roleplay a character coming to terms with an extremely powerful ability and learning how to use it as well. A house rule might be that the character has to go through the motions of learning to effectively use the new ability, placing limits on it's use until the DM is satisfied.
In some campaigns the character's weakness could be overwhelming. For example fighting water elementals from onboard a ship could quickly prove fatal for a Consuming Slime. Campaigns that feature very few opportunities to eat corpses such as diplomatic/intrigue or merchant style campaigns could also significantly nerf this race.
If we go by the Creation rules linked above, then this race is more or less equivalent to an Aasimar using that system. But in practice might play out quite differently.
So allowing this race should be considered carefully by a DM, and players alike.