Admiral Squish
2007-12-30, 01:37 AM
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Goomi
Medium Ooze (thinking ooze)
Hit Dice: 2d10+2
Initiative: +0
Speed: 20 ft. (2 squares)
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +1/+1
Attack: Slam +1 melee (1d4+1 plus 1d3+1 acid)
Full Attack: Slam +1 melee (1d4+1 plus 1d3+1 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid
Special Qualities: Blindsight 30 ft., Blindsense 90 ft, thinking ooze traits.
Saves: Fort +2, Ref -0, Will -1
Abilities: Str 10, Dex 8, Con 14, Int 8, Wis 12, cha 9
Skills: ----
Feats: ----
Environment: Cold marshes
Organization: Solitary
Challenge Rating: ----
Treasure: ----
Alignment: ----
Advancement: ----
Level Adjustment: +3
Goomi are shaped like the torsos of humanoids set atop a main blob, about four and a half feet tall. Except they lack any sort of features, such as fingers, eyes, mouths, or anything else requiring detail, and are semitransparent. They have nothing in the way of organs, except darker patches of slime in their heads, that functions like a brain. They range in color from gray to green to blue or teal, but they al have that darker patch. They hold weapons by half-submerging them in their bloblike hands, and it seems to work just as well. Armor drapes loosely over their bodies, though they rarely use either, preferring freedom from the restrictions of armor. Goomi don’t have male or female genders, they simply divide once they get large enough. They have the urge to feed and divide like so about once every twenty years, and their numbers steadily grow On rare occasions, two goomi will meet, and if so inclined, they will mix their materials together to create a completely new goomi, rather than a copy of the original. Divided goomi are much like the same person, though with time, they begin to differ from one another. It is unknown how long goomi live, as goomi themselves place no importance on measuring such things. Goomi weigh about 120 pounds
Thinking ooze subtype:
Goomi are intelligent oozes, with the thinking ooze subtype. They are capable of emotion and sentient thought (though they’re not very good at it yet). The thinking ooze differs from the ooze subtype in the following ways:
Features: As intelligent oozes, goomi have the following features.
-Goomi derive their hit dice, base attack progression, saving throws, and skill points from it’s class levels.
Traits: As intelligent oozes, goomi have the following traits.
-Unlike other oozes, Goomi have an intelligence score.
-Unlike other oozes, Goomi are affected by mind-affecting spells and abilities
-Immune to Poison, Sleep effects, Paralysis, Polymorph, and Stun
-Goomi do not have the normal acid damage trait of their race. See Acid special attack.
-Goomi are subject to flanking, sneak attacks, and critical hits.
-Goomi have blind sight 30 ft, and blind sense 90 ft.
-Goomi need to eat ad breathe, but not sleep.
-Goomi have a natural slam attack dealing 1d6 damage
Acid: Goomi deal an extra 1d3+½ their HD* acid damage with an slam or a successful touch attack. A goomi may choose to deal 10+½ their HD* to all objects they’re in contact with, as long as they remain in contact with it for a full round. This affects grappled opponents‘ equipment, though the contact only deals their touch damage to the actual opponent, and only affects them as such when actually held in a pin. They may also spit acid to make a ranged touch attack dealing the same damage as their touch attack, with a range of thirty feet and no range increment. This is a standard action, and can be used once per minute. This acid does not affect stone, but will affect organic substances and metal.
*= rounded up
Goomi as characters:
- -2 dexterity, +4 Constitution, -2 Intelligence, +2 wisdom, -2 charisma.
-Thinking ooze traits
-Goomi reduced to less than -10 HP lose cohesion, and fall apart. They behave as though struck with a successful disintegrate spell, only leaving slime instead of dust.
-Goomi gain a racial +8 to climb checks and escape artist checks. They also gain a +4 to hide checks.
-Goomi gain the Acid special attack.
-Goomi are blind, but have blind sight 30 ft., and blind sense 90 ft.
-Goomi gain one slam attack for 1d4 at 1½x strength bonus.
-Goomi have a level adjustment of +3
Racial feats:
Potent acid: Your acid is extra-potent for your race. You add half your constitution modifier to your acid damage, and your HD damage progression become 3/4ths. This same damage adds to your damage to objects. The base for object damage is now 12
Improved potent acid: You acid is extremely potent for your race. Your HD progression for damage becomes one for one, and you add your full constitution bonus to damage from your acidic touch. Also applies to object damage. The base for object damage becomes 15
Requires: Potent acid, BAB +5
Greater potent acid: Your acid is incredibly strong for your race. You lose your con bonus, and your HD bonus to acid damage. Instead, acid damage becomes 1d4 damage for every two HD you have, and ignores harness. Base damage for objects is +20.
Requires: Improved potent acid, BAB +10
Spit range: Your acidic spit flies further than most of your race. Your range becomes sixty feet, with no range increment. Blindsense penalties still apply to this attack.
Requires: Point blank shot
Improved blindsight: You gain blindsight out to fourty feet, and blindsense out to one hundred twenty feet.
Requires: Wisdom 14
-------------------------------
Hi! It's me again, with yet another madness-fueled creation. Now, I wrote all this up, but I need your help to figure out if it's balanced. I don't even know where to start on the LA, so give me some help, here. Any advice is appreciated.
Goomi
Medium Ooze (thinking ooze)
Hit Dice: 2d10+2
Initiative: +0
Speed: 20 ft. (2 squares)
Armor Class: 10, touch 10, flat-footed 10
Base Attack/Grapple: +1/+1
Attack: Slam +1 melee (1d4+1 plus 1d3+1 acid)
Full Attack: Slam +1 melee (1d4+1 plus 1d3+1 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid
Special Qualities: Blindsight 30 ft., Blindsense 90 ft, thinking ooze traits.
Saves: Fort +2, Ref -0, Will -1
Abilities: Str 10, Dex 8, Con 14, Int 8, Wis 12, cha 9
Skills: ----
Feats: ----
Environment: Cold marshes
Organization: Solitary
Challenge Rating: ----
Treasure: ----
Alignment: ----
Advancement: ----
Level Adjustment: +3
Goomi are shaped like the torsos of humanoids set atop a main blob, about four and a half feet tall. Except they lack any sort of features, such as fingers, eyes, mouths, or anything else requiring detail, and are semitransparent. They have nothing in the way of organs, except darker patches of slime in their heads, that functions like a brain. They range in color from gray to green to blue or teal, but they al have that darker patch. They hold weapons by half-submerging them in their bloblike hands, and it seems to work just as well. Armor drapes loosely over their bodies, though they rarely use either, preferring freedom from the restrictions of armor. Goomi don’t have male or female genders, they simply divide once they get large enough. They have the urge to feed and divide like so about once every twenty years, and their numbers steadily grow On rare occasions, two goomi will meet, and if so inclined, they will mix their materials together to create a completely new goomi, rather than a copy of the original. Divided goomi are much like the same person, though with time, they begin to differ from one another. It is unknown how long goomi live, as goomi themselves place no importance on measuring such things. Goomi weigh about 120 pounds
Thinking ooze subtype:
Goomi are intelligent oozes, with the thinking ooze subtype. They are capable of emotion and sentient thought (though they’re not very good at it yet). The thinking ooze differs from the ooze subtype in the following ways:
Features: As intelligent oozes, goomi have the following features.
-Goomi derive their hit dice, base attack progression, saving throws, and skill points from it’s class levels.
Traits: As intelligent oozes, goomi have the following traits.
-Unlike other oozes, Goomi have an intelligence score.
-Unlike other oozes, Goomi are affected by mind-affecting spells and abilities
-Immune to Poison, Sleep effects, Paralysis, Polymorph, and Stun
-Goomi do not have the normal acid damage trait of their race. See Acid special attack.
-Goomi are subject to flanking, sneak attacks, and critical hits.
-Goomi have blind sight 30 ft, and blind sense 90 ft.
-Goomi need to eat ad breathe, but not sleep.
-Goomi have a natural slam attack dealing 1d6 damage
Acid: Goomi deal an extra 1d3+½ their HD* acid damage with an slam or a successful touch attack. A goomi may choose to deal 10+½ their HD* to all objects they’re in contact with, as long as they remain in contact with it for a full round. This affects grappled opponents‘ equipment, though the contact only deals their touch damage to the actual opponent, and only affects them as such when actually held in a pin. They may also spit acid to make a ranged touch attack dealing the same damage as their touch attack, with a range of thirty feet and no range increment. This is a standard action, and can be used once per minute. This acid does not affect stone, but will affect organic substances and metal.
*= rounded up
Goomi as characters:
- -2 dexterity, +4 Constitution, -2 Intelligence, +2 wisdom, -2 charisma.
-Thinking ooze traits
-Goomi reduced to less than -10 HP lose cohesion, and fall apart. They behave as though struck with a successful disintegrate spell, only leaving slime instead of dust.
-Goomi gain a racial +8 to climb checks and escape artist checks. They also gain a +4 to hide checks.
-Goomi gain the Acid special attack.
-Goomi are blind, but have blind sight 30 ft., and blind sense 90 ft.
-Goomi gain one slam attack for 1d4 at 1½x strength bonus.
-Goomi have a level adjustment of +3
Racial feats:
Potent acid: Your acid is extra-potent for your race. You add half your constitution modifier to your acid damage, and your HD damage progression become 3/4ths. This same damage adds to your damage to objects. The base for object damage is now 12
Improved potent acid: You acid is extremely potent for your race. Your HD progression for damage becomes one for one, and you add your full constitution bonus to damage from your acidic touch. Also applies to object damage. The base for object damage becomes 15
Requires: Potent acid, BAB +5
Greater potent acid: Your acid is incredibly strong for your race. You lose your con bonus, and your HD bonus to acid damage. Instead, acid damage becomes 1d4 damage for every two HD you have, and ignores harness. Base damage for objects is +20.
Requires: Improved potent acid, BAB +10
Spit range: Your acidic spit flies further than most of your race. Your range becomes sixty feet, with no range increment. Blindsense penalties still apply to this attack.
Requires: Point blank shot
Improved blindsight: You gain blindsight out to fourty feet, and blindsense out to one hundred twenty feet.
Requires: Wisdom 14
-------------------------------
Hi! It's me again, with yet another madness-fueled creation. Now, I wrote all this up, but I need your help to figure out if it's balanced. I don't even know where to start on the LA, so give me some help, here. Any advice is appreciated.