Sentient Slime Racial Feats
Corexus
Sentient Slime Racial Feats
Slime Titan:
Prerequisites: Must have devoured 120HD worth of creatures, Character Level 8th, Sentient Slime Race
Effects: Become a Large Sized creature
Special: You may take this feat again once you have devoured another 360 HD worth of creatures and have reached level 10, and become huge sized.
Special: Any ooze creature you absorb or eat this way counts for double its HD value.
Special: For Each Size Category you grow with this Feat, your 'Change Shape' racial ability become able to mimic at most, one size smaller than you. You can mimic a creature up to two sizes smaller at a -15 to your disguise check to conceal your profuse slime body mass within the spell.
Most Sentient Slimes are simple creatures, their innocent minds unpolluted by morality or traditional beliefs. Instead, many simple persist in a simple desire for food, their newfound sentience allowing them to better disguise themselves to feed, or for any other purpose they wish, despite their size. Many a peasant has discovered the horrifyingly effective disguise of these Sentient Slimes when one of their fellow townsfolk reveals their true nature, their bodies growing and expanding with rapid abandon...The most ravenous of these slimes find their bodies, having absorbed so much digested organic matter or other slime material,, begin to grow and expand into a larger size, their bodies and mass growing rapidly to more easily fit their immense slime body. Some even rarer among them continue down this path and, after devouring countless other meals, prey, and beings in their large bodies, begin to grow ever larger. Massive blobs of slime that can reach the height of the tallest of the Giants , these slimes are feared above and underground for their immense size, and intense hunger for others of their kind to acquire more slime to increase their already immense girth.
Slime Colossus:
Prerequisites: Sentient Slime, Slime Titan x 2, Character level 16th
Effects: Become a gargantuan sized creature. You can no longer mimic anything more than two sizes below you, and take a -15 for mimicking a creature two sizes smaller, and a -5 for a creature one size smaller.
Special: You may take this feat again once you have reached Character level 18th, and become Colossal sized.
While the number of slimes who have reached the sizes, masses, and power level to gain the moniker ‘Colossus’ are rare, those who do are unanimously considered nigh-legendary beasts, their titanic sizes letting them grow to the size of buildings and, in rare cases, big enough to swallow entire towns within them, their bodies a veritable OCEAN of slime that ambulates across the land, settling down in the form of lakes, rivers, or even remaining on the move and becoming feared, or rarely, worshipped as gods by certain races, their immense might and power allowing these Sentient Slimes, enjoying the absolute power and worship that sometimes comes with such power, to become engines of consumption. Entire towns wiped off the land, castles stripped of life...the fact that such slimes are sentient, and capable of disguising themselves as humanoids, make them infamously powerful foes.
Hyperactive Acidity:
Prerequisites: Sentient Slime, ‘Engulf’ universal monster ability, Character level 12th
Effects: Change all ‘Engulf’ damage die to d12’s.
Some Sentient Slime, having become adapted and suited to engulfing their foes in their bodies to dispose of them as the need arises, sometimes find their bodies changing and adapting, the acidic makeup that allows the Sentient Slimes to produce toxins supercharging itself into hyper-acidic slime, capable of absorbing, engulf, and breaking down even the hardiest of stones and even some metals, to say nothing of the normal mortal bodies that find their way into their mass. These Sentient Slime are capable of scarily potent acid damage once they have their prey inside them.
Mastery of the Humanoid Form:
Prerequisites: Disguise Ranks 14, ‘Well-Adapted Predator’ alternate racial trait, Sentient Slime Race
Effects: No matter what size category you are, your ‘Change Shape, Greater’ ability always allows you to mimic a creature two sizes smaller or larger at no penalty.
Special: If you posses the ‘Sound Mimicry’ alternate racial trait, you need only instead need listen to a voice for 5 minutes to gain a +12 bonus.
Special: If you posses the ‘Slime Colossus’ racial feat, you may mimic a medium sized creature at -15 disguise check.
Masters of using their malleable, slime bodies to alter their appearances so as to better fit into society, to hunt, or for a variety of reasons, the Sentient Slimes are known for being hard to spot if they do not wish it. However, some among them take these tenants of disguise and subterfuge to new miraculous heights, whether it be out of a simple desire to fit in with other races or an active desire to hide from others, these few Sentient Slimes are incredibly hard to spot due to their efficient disguises, and are capable of altering their size much more freely than others of their kind can, allowing for even better disguises even if they count themselves among the terrifying few Sentient Slimes that have grown to legendary sizes...they remain yet capable of altering their look to a more normal size. Finally, those among them who have learned the ways of better Mimicking sound find themselves becoming even more adept at mimicking the voices of those they hear in a shorter time span, and doing so more effectively.
Subconscious Mimicry:
Prerequisites: Character level 3rd, Sentient Slime Race
Effect: When in an Altered Shape using the 'Change Shape' Sentient Slime racial ability, you gain a bonus to Diplomacy, Sense Motive, and all Charisma-Based skills checks made against creatures of the same type as the form you are currently using equal to 1/3 your disguise score.
In their desire to fit in with societies, cultures, and the races they find on the surface world, some sentient slime, despite their childlike naivete, learn the intricate, masterful art of social cues, facial tics and all the things that allow a master of social contact to read those they speak to to better shape their speech and actions to please them. Using such knowledge, they are capable of dynamically reshaping their disguises on the fly in subtle ways, changing the inflection of their voice, posture of their body, and even their body shape in subtle ways to better please those they speak to.
Paralytic Engulfer:
Prerequisites: ‘Engulf Universal Monster Rule’, Character level 6th, Sentient Slime Race
Effect: Any creature that fails the save to avoid your engulf attack is paralyzed for one round
Having been born from the bowels of the underground in most cases, their sentience arriving one day as if out of the blue, some sentient slimes find that their slimy bodies have absorbed and become one with a myriad of odd, eclectic poisons and paralytic agents, the odd materials that have made their way inside their bodies and been dissolved changing their slime bodies to allow them to paralyze those they engulf inside them, the chemical and odd nature of their slime locking up their prey’s muscles and body.
Infinite Reconstitution Engine:
Prerequisites: Character level 6th, Sentient Slime Race
Effect: Gain Regeneration 5(fire), but whenever you take fire damage, it is halted for 1d6 rounds instead of 1.
Carrying within them the distinct taint of the supernatural and the otherworldly, some Sentient Slime having bodies of bright purples, blues, and other bright colors, their bodies simply reforming and recollecting the slime lost in an attack with astounding efficiency. While they rarely have insight as to how this ability came about, the Sentient Slimes who possess such regenerative power have been seen pulling their bodies back into a cohesive whole in mere seconds after being split in twain just seconds before, their slime that makes up their body simply sliding back into their main forms as if intelligent...only the searing touch of fire has been known to stop the potent regeneration of these slimes in their tracks...and without it, they will simply keep reforming and regenerating, even far after they should have died...
Elemental Slime:
Prerequisites: Sentient Slime Race, Character Level 4th
Effects: Gain resistance 5 to one of the following energy types, and gain the effect associated with that type:
- Fire: All natural attacks or with metallic weapons gain 1d6 fire damage. Any attacks made against yourself will stop your regeneration as normal.
- Acid: All natural attacks, as well as the Engulf/Swallow Whole abilities, gain 1d6 acid damage.
- Cold: All natural attacks or with metallic weapons gain 1d6 cold damage.
- Sonic: You gain 10ft of movement. Additionally, upon reducing a creature to 0 HP with engulf or swallow whole forces all enemies within a 30ft burst to take 1d8 sonic damage.
- Lightning: All natural attacks or with metallic weapons gain 1d6 electric damage.
Though it is rare, some Sentient Slimes awakened to their sentience in places and locales in the distant corners of the world where the boundaries between the planes were weak. Their semi-solid bodies soaked up the elemental power that emanated from these tears between the planes, and they rapidly found themselves changing and morphing, their slimy bodies becoming white-hot like the hottest fires of hell, as cold as the blizzards of Venau, crackling with the bolts of the most wild of thunderstorms, and as acidic as the most deadly of poisons. These slimes hold their host element within their bodies, their slimy bodies forever changed by their elemental heritage and taking on different textures and feelings. Rarely, when a Sentient Slime awakens deep in the earth in caves and locations where the elemental plane of earth leaks into the material, instead of becoming acidic, a strange, booming energy fills their bodies and inspires them to speed, their sound-absorbent bodies letting out a burst of sonic screeching each time they devour an enemy.
Cultural Polymorph:
Prerequisites: Sentient Slime Race, Disguise 6 ranks, CHA 12+ OR INT 12+
Effect: Whenever you take on the form of race other than your own through a Disguise Self or Alter Self effect, you may choose to gain the effect of any 2 alternate racial traits that race possesses so long as they each only replace one racial trait, or you may choose one alternate racial trait that replaces two traits instead. To gain these, you must replace one racial trait you possess of your choice for as long as you retain that form. If the chosen alternate racial trait replaces two traits, you instead replace two racial traits you possess of your choice for as long as you retain that form.
Special: You may not take this feat if you have taken another feat which gives a similar effect as another race (Imperious Dominus Optimus Maximus racial feat for high humans, etc...).
Being creatures accustomed more than any other to adapting to strange societies and alien cultures, it is not uncommon for some Sentient Slimes to learn the powerful ability of adapting the cultural and societal traits of the races they change into so as to better adapt and blend in to their host society. Though they give up some of their own traits to do so, they are quite capable at mimicking other species, even going so far as to adopt their traits in the process.
Favored Food:
Prerequisites: Lamia Race or Sentient Slime Race, 'Swallow Whole' Universal monster rule
Effects: Select a creature type from the ranger favored enemies table. You gain a +2 on all Charisma based checks against creatures of the selected type. In addition, you gain a +2 on all CMB, CMD, Grapple, and all checks made to grapple or swallow creatures of that type. You also gain +1 AC to determine if creatures of that type can attack you from inside. You may make knowledge checks untrained when attempting to identify these creatures.
Special: At 10th and 20th level, you may select an additional favored food. In addition, at each such interval, the bonus against any one favored food(including the one just selected, if so desired) increases by +2. If you select humanoids or outsiders as a favored food, you must also choose an associated subtype, as indicated on the ranger favored enemies table. If a specific creature falls into more than one category of favored enemy, your bonus does not stack; you simply use the higher bonus.
Among the races who count other creatures as one of their main food sources, it is not uncommon for some amongst them to gain a fancy or liking towards a certain type of creature to serve as their meals. Though their tastes and preferences can be as varied as the stars in the sky, these creatures find themselves a bit more capable when hunting any beings that would fit the mould of their favorite foods...becoming more adept at recognizing and charming them, as well as learning how better to swallow and digest them, these creatures and their twisted eating habits soon become the stuff of nightmares for their preferred meals.
Organic Force Field:
Prerequisite: Sentient Slime Race, 'Hard-Bodied Slime' Alternate Racial Trait, Cannot have 'Infinite Reconstitution Engine' racial feat, Character level 10th
Effect: Your pool of bonus temporary hitpoints regenerates a number of HP per round equal to your HD, but once it is reduced to 0 it no longer regenerates until you take a full rest.
Their hard skin solidifying around their goopy bodies even more, Hard-Bodied Sentient Slime who take their odd makeup to its limit find their skin beginning to slowly knit itself back together so long as the smallest portion of it exists.
Bodysnatcher:
Prerequisite: Sentient Slime Race, 'Formless Slime' Alternate Racial Trait, Character level 10th
Effect: You can pass through walls and objects as if you were an incorporeal creature. You can remain in a body you "possess" through "Formless Slime" for 1d6 days before you need to start making saves rather than 1 day. You may also now activate the possessed body's extraordinary or supernatural abilities and gain a +10 to all disguise checks to appear as that person. You can attempt to possess a creature who is merely stunned, and not only helpless.
Special: A Corpse animated using 'Formless Slime' no longer rots and appears to be alive as if permanently under an Appearance of Life effect(CL10th) while you inhabit the body.
Feared and reviled as boogeymen and unparalleled saboteurs, the rare Sentient Slimes who hone their talents of sliding into bodies and taking them over soon become so adept at doing so they become virtually indistinguishable from the target whose body they have stolen.
Splatproof:
Prerequisite: Sentient Slime Race, 'Fall-Resistant' Alternate Racial Trait
Effect: You are immune to falling damage.
Taking their technique to reduce falling damage to its natural extreme, some Sentient Slime train so hard to protect themselves from falling that they become all but immune to its effects.
Battle-Hardened Slaughter Machine:
Prerequisite: Sentient Slime Race, 'Battlefield Born' Alternate Racial Trait, Character level 6th
Effect: You gain Greater Weapon Focus OR Greater Weapon Specialization(Ignore prerequisites for both), player choice. Can only pick one. You can innately detect whether creatures within 10ft of you possess manufactured or natural weapons.
Embracing their innate knowledge of weaponry and warfare, Sentient Slimes born onto the battlefield soon master their preferred weapon to such an extreme degree they can wield them as deftly as a grandmaster Knight.
© 2019 Jacob Wrightsman
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