Sentient Slime Alternate Racial Traits
Corexus
Sentient Slime Alternate Racial Traits
Acidic Makeup: When engulfing/swallowing a creature or object, deal double damage to metal and wood items: Replaces Natural Armor and Toxic
Some of the Sentient Slimes lose the natural toughness their race possesses, their goopy bodies so acidic as to melt metal and even skin at the touch.
Well-Adapted Predator: +10 to disguise checks when using Change Shape: replaces Natural Armor
Some of the slimes which have gained sentience are even more capable of blending in compared to their kin...these slimes are notoriously hard to discover, and rarely make their presence known to others unless a particularly perceptive individuals comes along. They are rarely distinguishable from the beings they are mimicking.
Camouflaged Hunter: +5 racial bonus to stealth checks, replaces Toxic
Hearkening back to their time without sentience, some slimes retain their skill at the stealthy hunt, and are feared for their ability to blend into the shadows.
Smothering Girth: Gain the ‘Smother’ Universal monster rule, but using it is a move action instead of a free action. Replaces Fast Swallow
Though rarer than the average Sentient Slime, some amongst their numbers are capable of choking the life from those their engulf in their bulky slime bodies in a span of mere seconds, their thick bodies breaking bone and sucking air from the lungs of those within them.
Sound Mimicry: Gain the ‘Sound Mimicry’ universal monster rule. Replaces Toxic.
Though Sentient Slimes converse and speak through naturally absorption, reproduction, and amplification of sound waves much akin to a recording device, there are some among them to learn to utilize this unique property of Sentient Slime speech to reproduce voices and sounds that aren’t their own. Though their bodies are less toxic than their kin, their capacity for subterfuge cannot be underestimated...for the voice you hear just around the corner may not be who you think.
Natural Attacks: Gain 2 Primary slam attacks (1d6 damage plus relevant modifiers). These Natural attacks can only be used in slime form as is, but can be used in a disguised form. Using them in a disguised form grants a -10 to disguise for the following hour, and the damage die is reduced to a d4 each. Replaces All-Around Vision.
Nearly all sentient slimes count themselves among the few races capable of seeing in all directions at once, their vision not restricted to fields of view like other races. This allows them the immense benefit of being unable to be flanked, as their unique vision allows for no discernable ‘back’ to their physiology. The rare few slimes that don’t possess this power have instead learned to focus their normally broad vision into more normal fields...as a result, they rapidly learn to focus their normally broad bodies into more narrow and recognizable shapes...and use these appendages for violent slam attacks against their foes.
Charming Innocence: Ability scores replaced by (+2 CON, +2 CHA, -2 WIS). Replaces Natural Armor and modifies ability scores
Some slimes, being as naive and innocent about the world as the freshly driven snow and lacking a basic understanding of the fundamentals of society or culture, unintentionally charm and beguile those they interact with their cute, adorable natures. Though they are less strong than their kin, they are more liked by those who encounter them.
Preferred Hunting Grounds: Choose a single favored terrain from the ranger favored terrain list. Replaces Advanced Constitution.
Having hunted all their lives in their home terrain before and sometimes after they gain their sentience, some Sentient Slimes become so adept at hunting in a particular type of terrain, so used to a certain type of land that they quickly learn how to function there better than others of their kind. Highly adept in their preferred terrain, they are things to be feared...as even after they gain their sentience and perhaps stop hunting there, they retain the knowledge of their home...
Quick Shifter: You may use your ‘Change Shape, Greater’ racial trait as a free action, instead of a standard action. Replaces Advanced Constitution and modifies Change Shape, Greater.
Growing up surrounded by others not of their own race, some Sentient Slimes grow so accustomed to taking on other forms to suit their surroundings that doing so becomes second nature to them. Able to change their shape as fast as lightning, they can scarcely be seen during the process, so fast are they.
Elderbrain Extract: Gain Aklo as a bonus language. Gain Detect Thoughts as a free action 3/day with your level as the caster level, and using your CON as your casting stat if you are not a caster. Gain the ‘Mental Static Aura’ universal monster rule. Replaces All-Around Vision
Amongst the Sentient Slimes who emerge from the deepest, darkest, blackest pits of the underground, there very rarely emerges from the depths a Sentient Slime the color of purplish-pink, chunks of grey-matter floating within their mass as they slide along the ground...projecting words in a language completely alien to most who hear it, they frighten and terrify most they encounter, the odds chunks of grey matter within them glowing and pulsating with each word they produce...some even claim to have felt these otherworldly slimes reach into their minds, the feeling of wet slime filling the inside of their head as the creature seems to read their very thoughts. Finally, the spellcasters who encounter them claim that these slimes project some sort of white noise in a radius around themselves which fills the heads of spellcasters like a maddening orchestra of staccato crackling...making it all the harder to cast their spells and stay focused while doing so.
Hard-Bodied Slime: Gain 2 extra skill ranks per level(Gain only +1 if you have 6+ skill ranks per level from one of your classes). Gain an amount of bonus temporary HP equal to 2x your HD(Max 40hp at 20HD). Damage dealt to you while these bonus temporary HP are active are always taken from this pool first. These bonus temporary hitpoints return to full at the beginning of each day. Replaces Swallow Whole/Engulf and Fast Swallow.
Their bodies losing their flexibility and becoming more akin to hardened rubber, some slimes instead possess more residual memories than their kin, and have a highly durable outer layer of "skin" that absorbs damage dealt to them when struck.
Formless Slime: You can pass through enemy squares and through any non-airtight wall, door, or similar space, and can do so without provoking Attacks of Opportunity. You may also attempt to "possess" helpless creatures as a full-round action that provokes Attacks of Opportunity. If the helpless target fails a fortitude save (DC 15 + 1/2 HD + CONMOD), you slide into their body as per the Magic Jar spell, except you leave no body behind, and the soul of the target is not ejected from the body and merely is unable to control their body. You may operate and control this body freely as if it were your own as per the Magic Jar spell, and if the target is slain you return to slime form in the square the creature was slain. You may inhabit a body for 1 day with no issue, but each day after the first you must make a fortitude save (DC 10 + 2xHD of the target + 2 per day) or be ejected from the body. Corpses can be animated with this ability, and rot normally while possessed. Replaces Fast Swallow and Swallow Whole/Engulf.
Some Sentient Slime are so oddly formless that their slimy bodies can pass through not only the tiniest of holes, but can also pass through enemies and creatures...but most afeared is their ability to possess bodies by "inhabiting" them and animating them from within...
Fall-Resistant: You take half-damage from all falling damage. Replaces Amalgam Memories.
Their bodies liquid and amorphous, some Sentient Slimes have learned how to simply splatter across the ground they fall upon and reduce much of the damage from it.
Shifting Skillset: You gain one skill of your choice as a class skill and gain a racial +2 to it, and you can reallocate a number of skill ranks equal to your twice your HD each day. Replaces Amalgam Memories.
Though their inherent memories are a bit lacking, some special Sentient Slimes learn how to tap into their odd makeup to forget and learn new skills a bit each day.
Battlefield Born: Gain Weapon Focus and Weapon Specialization as bonus feats even if you don't meet the prerequisites. Replaces Amalgam Memories, Natural Armor, and Toxic.
Born onto battlefields where their first memories are of conflict and chaos, some Sentient Slime are so familiar with weaponry and how to fight it becomes an innate part of their being.
Extradimensional Core: The interior of your slimy body can function as a Type-I bag of holding. Retrieving objects from this bag never provokes Attacks of Opportunity. Replaces Advanced Constitution OR Natural Armor.
Born with odd magical cores inside their slimy bodies compared to the more mundane cores of their kin, some Sentient Slime find they can store objects and items within them as if by magic.
© 2019 Jacob Wrightsman
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