bingo_bob
2005-09-01, 11:30 AM
The adventurers had been lost in the underdark for days, no, weeks, after that disastrous encounter with the aboleth that they managed to escape from only through amazing luck, and even then they had lost Solomon, their paladin, to the beasts grasps. Nightmares of his final, terrified moments haunted them still.
"We're nearly out of food..." said Grunk, a half orc barbarian "AND I'M HUNGRY!!!"
"Look Grunk, we KNOW we're just about out of food. You don't have to reinforce that fact, we've already accepted it. And besides, you're not the only one that's hungry..." said Karn, a human wizard.
It was then that they heard the voice. They all heard it, though none of them truly did.
"Food, shelter awaits... just follow my directions, and peace shall be yours..." said the voice, present only in their minds.
Follow they did, ignoring the well known fact that that voice could very well be another monster out to kill them. They didn't care, if for no other reason than sheer desperation, and willingness to end it all.
"There! Just follow the path to the left, and you will be at our destination!" said the voice, urging them on.
When they finally did make the turn, they expected settlement by illithids, maybe drow. However, that was not the case.
What they saw was a small city, full of graceful, curving buildings, which seemed to have no corners whatsoever. Stranger still, though, was it's inhabitants, amorphous blobs in various sizes, going about their daily tasks much as a humanoid might.
"Welcome..." said the voice, "to Enerthia"
Contrary to the popular belief of adventurers and scholars everywhere, there are indeed intelligent oozes. These being live in peace for the most part, going to war only reluctantly, and even then making a peace treaty as soon as possible. To others, they are oozes, vermin fit only to be destroyed. To themselves, they are the Ozerans, guardians of a utopia.
Sentient Oozes, or Ozerans, follow a strictly regimented lifestyle, and come in several varieties, varying in power, size and intellgence, all of which are factors in their political standings. Here they are:
Commoner Ooze
Commoner Ooze 1st Level Warrior
Small Ooze
Hit Dice: 1d8+5 (9 hp)
Initiative: -2
Speed: 20 ft. (4 squares)
Armor Class:9 (-2 Dex, +1 Size) touch 9, flat-footed 9
Base Attack/Grapple: +2/-3
Attack: Slam +2 Melee (1d4)
Full Attack: Slam +2 Melee (1d4)
Space/Reach: 5 ft. /5 ft.
Special Attacks: ----
Special Qualities: Blindsight 60 ft., Ooze Traits, Appendage, Telepathy 60 ft.
Saves: Fort +4, Ref +0, Will -1
Abilities: Str 10, Dex 10, Con 14, Int 10, Wis 10, Cha 8
Skills: Climb +4, Intimidate +2, Swim +2
Feats: Toughness
Environment: Underground
Organization: Solitary, Gang (2-4), Band (10-100 plus 100% noncombatants plus one 3rd Level Sergeant per 20 combatants, plus 1 4th-6th level leader), or Community (40–400 plus 200% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level)
CR: 1
Treasure: Standard
Alignment: Usually Lawful Neutral
Advancement: By Character Class
LA: +1
The lowest rung of ooze society belongs to the humble Commoner Ooze. Generally the smallest of all sentient oozes, they are the ones that do the day to day work of the kingdom, making sure that their civilization does not fall into the mindless chaos of their “lesser kin” the normal oozes, as well as serving as rank-and-file soldiers in the Royal Army.
COMBAT
Commoner Oozes generally avoid combat when possible, preferring to work problems out, unless they have been ordered otherwise by higher ranking oozes. When they do fight they generally favor a direct charge, rather than showing their ineptitude at ranged combat.
Ooze Traits: Commoner Oozes are more advanced than normal oozes, and therefore lose the following traits: Mindless, Immunity to Critical Hits and Flanking, and Proficiency only with natural weapons and armor, and Immunity to paralysis and stunning.
However, they retain their Blindness, Immunity to poison, polymorph, and Sleep effects, and the fact that they don’t sleep.
Sentience (Ex): Unlike normal Oozes, Commoner Oozes are not mindless and have an intelligence score.
Appendage (Ex): Commoner Oozes may, at will, form part of themselves into a rough arm with which they may handle objects as if they had a humanoid hand.
Telepathy (Su): Commoner Oozes may communicate telepathically with any creature within 60 ft. with which it shares a language.
COMMONER OOZES AS CHARACTERS
Commoner Ooze characters possess the following traits:
— +4 Constitution, -4 Dexterity, -2 Charisma. Commoner Oozes are hardy, but are slightly weak of personality, and due to their amorphous nature are rather slow
— Small Size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
— A Commoner Ooze has a land speed of 20 ft.
— Blindsight out to 60 ft.
— Special Qualities: Ooze Traits, Appendage, Telepathy 60 ft.
— Automatic Languages: Common, Ooze. Bonus Languages: Any.
--- Favored Class: Any. When determining whether a multiclass Commoner Ooze takes an experience point penalty, it's highest-level class does not count.
— Level Adjustment: +1
"We're nearly out of food..." said Grunk, a half orc barbarian "AND I'M HUNGRY!!!"
"Look Grunk, we KNOW we're just about out of food. You don't have to reinforce that fact, we've already accepted it. And besides, you're not the only one that's hungry..." said Karn, a human wizard.
It was then that they heard the voice. They all heard it, though none of them truly did.
"Food, shelter awaits... just follow my directions, and peace shall be yours..." said the voice, present only in their minds.
Follow they did, ignoring the well known fact that that voice could very well be another monster out to kill them. They didn't care, if for no other reason than sheer desperation, and willingness to end it all.
"There! Just follow the path to the left, and you will be at our destination!" said the voice, urging them on.
When they finally did make the turn, they expected settlement by illithids, maybe drow. However, that was not the case.
What they saw was a small city, full of graceful, curving buildings, which seemed to have no corners whatsoever. Stranger still, though, was it's inhabitants, amorphous blobs in various sizes, going about their daily tasks much as a humanoid might.
"Welcome..." said the voice, "to Enerthia"
Contrary to the popular belief of adventurers and scholars everywhere, there are indeed intelligent oozes. These being live in peace for the most part, going to war only reluctantly, and even then making a peace treaty as soon as possible. To others, they are oozes, vermin fit only to be destroyed. To themselves, they are the Ozerans, guardians of a utopia.
Sentient Oozes, or Ozerans, follow a strictly regimented lifestyle, and come in several varieties, varying in power, size and intellgence, all of which are factors in their political standings. Here they are:
Commoner Ooze
Commoner Ooze 1st Level Warrior
Small Ooze
Hit Dice: 1d8+5 (9 hp)
Initiative: -2
Speed: 20 ft. (4 squares)
Armor Class:9 (-2 Dex, +1 Size) touch 9, flat-footed 9
Base Attack/Grapple: +2/-3
Attack: Slam +2 Melee (1d4)
Full Attack: Slam +2 Melee (1d4)
Space/Reach: 5 ft. /5 ft.
Special Attacks: ----
Special Qualities: Blindsight 60 ft., Ooze Traits, Appendage, Telepathy 60 ft.
Saves: Fort +4, Ref +0, Will -1
Abilities: Str 10, Dex 10, Con 14, Int 10, Wis 10, Cha 8
Skills: Climb +4, Intimidate +2, Swim +2
Feats: Toughness
Environment: Underground
Organization: Solitary, Gang (2-4), Band (10-100 plus 100% noncombatants plus one 3rd Level Sergeant per 20 combatants, plus 1 4th-6th level leader), or Community (40–400 plus 200% noncombatants plus 1 3rd-level sergeant per 20 adults, 1 or 2 lieutenants of 4th or 5th level, 1 leader of 6th–8th level)
CR: 1
Treasure: Standard
Alignment: Usually Lawful Neutral
Advancement: By Character Class
LA: +1
The lowest rung of ooze society belongs to the humble Commoner Ooze. Generally the smallest of all sentient oozes, they are the ones that do the day to day work of the kingdom, making sure that their civilization does not fall into the mindless chaos of their “lesser kin” the normal oozes, as well as serving as rank-and-file soldiers in the Royal Army.
COMBAT
Commoner Oozes generally avoid combat when possible, preferring to work problems out, unless they have been ordered otherwise by higher ranking oozes. When they do fight they generally favor a direct charge, rather than showing their ineptitude at ranged combat.
Ooze Traits: Commoner Oozes are more advanced than normal oozes, and therefore lose the following traits: Mindless, Immunity to Critical Hits and Flanking, and Proficiency only with natural weapons and armor, and Immunity to paralysis and stunning.
However, they retain their Blindness, Immunity to poison, polymorph, and Sleep effects, and the fact that they don’t sleep.
Sentience (Ex): Unlike normal Oozes, Commoner Oozes are not mindless and have an intelligence score.
Appendage (Ex): Commoner Oozes may, at will, form part of themselves into a rough arm with which they may handle objects as if they had a humanoid hand.
Telepathy (Su): Commoner Oozes may communicate telepathically with any creature within 60 ft. with which it shares a language.
COMMONER OOZES AS CHARACTERS
Commoner Ooze characters possess the following traits:
— +4 Constitution, -4 Dexterity, -2 Charisma. Commoner Oozes are hardy, but are slightly weak of personality, and due to their amorphous nature are rather slow
— Small Size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, –4 penalty on grapple checks, lifting and carrying limits 3/4 those of Medium characters.
— A Commoner Ooze has a land speed of 20 ft.
— Blindsight out to 60 ft.
— Special Qualities: Ooze Traits, Appendage, Telepathy 60 ft.
— Automatic Languages: Common, Ooze. Bonus Languages: Any.
--- Favored Class: Any. When determining whether a multiclass Commoner Ooze takes an experience point penalty, it's highest-level class does not count.
— Level Adjustment: +1