Sentient Slime Racial Feats

Splatproof:   Prerequisites: Sentient Slime Race, 'Fall-Resistant' Alternate Racial Trait   Effects: 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.
 
Organic Force Field:   Prerequisites: Sentient Slime Race, 'Hard-Bodied Slime' Alternate Racial Trait, Cannot have 'Infinite Reconstitution Engine' racial feat, Character level 9th   Effects: 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.
 
Mastery of the Humanoid Form:   Prerequisites: Sentient Slime Race, ‘Well-Adapted Predator’ alternate racial trait, Disguise Ranks 13   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. This does not change your ability scores.   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.
 
Bodysnatcher:   Prerequisites: Sentient Slime Race, 'Formless Slime' Alternate Racial Trait, Character level 9th   Effects: 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.
 
Battle-Hardened Slaughter Machine:   Prerequisite: Sentient Slime Race, 'Battlefield Born' Alternate Racial Trait, Character level 5th   Effects: 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.
 
Enhanced Assimilation:   Prerequisites: Sentient Slime Race, 'Assimilation Slime' Alternate Racial Trait, Character level 7th   Effects: You may either permanently double the CON/CHA damage dealt by 'Assimilation Slime', or may turn the CON/CHA damage from it into drain. Once made, the choice cannot be changed. You can now also affect Constructs(Treating them as if they had 10 CON), and any other creatures and creature types, even if they are immune to poison. Detect poison no longer detects you or any clumps of "Assimilation Venom" you create as poison.   Special: You may take this feat twice to take the other effect to improved 'Assimilation Slime'.   Honing their horrifying talent for assimilation as only hours upon hours of practice on living creatures can do, these slimes soon hone their craft to terrifying levels.
 
Slime Titan:   Prerequisites: Must have devoured 120HD worth of creatures, Character Level 7th, Sentient Slime Race   Effects: Become a Large Sized creature   Special: Once you have devoured another 240 HD worth of creatures and have reached level 9, you can choose to become 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 creatures up to your size at no penalty, and can mimic creatures up to two sizes smaller than you, taking a -5 penalty for each size smaller than you the new form is.   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 Racial Feat(And chosen to become Huge Sized), Character level 13th   Effects: Become a gargantuan sized creature.   Special: Once you have reached Character level 15th, you can choose to 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’ Racial Trait, Character level 11th   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.
 
Antimagic Slime   Prerequisites: Sentient Slime race, Character level 9th   Effects: Your body's interior counts as being under the effects of an antimagic field. This applies to all objects and creatures you take inside of you, regardless of whether you use engulf or normal means. Once per day, you may choose to emit an Antimagic field as per the spell, except its' duration is reduced to 1 round per 2HD you possess.   Special: At 15th level, your body's interior counts as being under the effects of a Mage's Disjunction instead of an antimagic field. You can choose to emite a Mage's Disjunction Effect instead of an antimagic field once per day, but if you do, the duration is further reduced to 1 round per 5HD you possess.   Special: Neither of these effects give you any bonus against or immunities to spells of any kind, though creatures inside of you might be blunted from spell effects as normal(GM Discretion).   Their slimy bodies filled with arcane symbols and ancient primordial runes, these slimes are often either a result of magical experimentation by mad arcane casters or are formed from Sentient Slimes that develop a particularly strong taste for spellcasters - regardless of their origins, they are a fearsome force to be reckoned with.
 
Crushing Grip:   Prerequisites: Sentient Slime race, Character level 5th   Effects: You gain the "Constrict" Universal Monster Rule, dealing your slam attack damage whenever you succeed on a grapple check.   Capable of wrapping their slimy bodies around their foes to crush and squeeze the life out of them, these Slimes are masters of controlling their bodies to accomplish this.
 
Expanded Shapechange:   Prerequisites: Sentient Slime race, Character level 7th   Effects: Choose three types from (Monstrous Humanoid, Dragon, Outsider, Construct, Undead, and Aberration). You can change into them with Change Shape, Greater by the same rules as the other types.   Through a bit of training, these Slimes can learn to mimic other, more extraordinary body types and creature types...
 
Shoggoth Spawn:   Prerequisites: Sentient Slime race, Character level 9th   Effects: As a full-round action, you can give voice to sounds and words sane life was not meant to hear. All creatures within a 30ft radius must pass a Will Save(DC 10 + 1/2HD + CONMOD) be confused for 1d4 rounds, or 1 round instead on a successful save. Each round they are affected by confusion as a result, they take 1 point of wisdom damage. You can exclude an amount of creatures from this equal to your CONMOD(Min 1). You can only use this ability once per combat.   Their bodies forming eyes and mouths inside of their oily black heaving bulk, these terrifying eldritch slimes are believed to originate from Shoggoths, split off when the ancient behemoths swell with power and gain unnatural intelligence in the process.
 
Subconscious Mimicry:   Prerequisites: Sentient Slime Race, Character level 3rd   Effects: 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: Sentient Slime Race, ‘Engulf' Racial Trait, Character level 7th   Effects: Any creature that fails the save to avoid your engulf attack is staggered for one round.   Special: At 13th level, this becomes paralyzes instead of staggered.   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: Sentient Slime Race, Character level 7th   Effects: 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 3rd   Effects: Gain resistance 5 to one of the following energy types, and gain the effect associated with that type:  
  • Fire: All natural attacks or attacks with metallic weapons gain 1d6 fire damage. Any attacks made against yourself will stop your regeneration as normal.
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  • Acid: All natural attacks, as well as the Engulf ability, gain an extra 1d6 acid damage.
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  • Cold: All natural attacks or attacks with metallic weapons gain 1d6 cold damage.
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  • Sonic: You gain 10ft of movement. Additionally, upon reducing a creature to 0 HP with engulf forces all enemies within a 30ft burst to take 1d8 sonic damage.
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  • Lightning: All natural attacks or attacks 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 the Shenchuan Tundra, 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 5 ranks, CHA 12+ OR INT 12+   Effects: 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.   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.
 
Detachable Senses:   Prerequisites: Sentient Slime race   Effect: You can, as a swift action that does not provoke, detach a part of your slimy body and attach it to a surface as a sensor, whereupon it blends in as per Invisibility except as an EX ability(+25 Stealth Total). At any point in the future, so long as you remain on the same plane, you can connect to it with one of your senses and use it through the sensor. You choose the sense each time you connect to it, but whichever you choose you lose that sense on your real body for as long as you remain connected.   Special: At 5th level, you can choose two senses to use when you connect to the sensor.   Special: At 7th level, you may place two sensors down at a time, and can use three senses when connecting to the sensor.   A unique ability that only the strange sentient slimes could pull off, this ability was pioneered by Sentient Slimes long ago who, as a part of integrating into society got involved with nefarious underworld organizations who used them for spying and espionage and even assassination - and after applying their unique abilities to this job, this ability was born.
 
Starblight Inheritor:   Prerequisites: Sentient Slime race, Character level 15th   Effects: You gain a fly speed equal to twice your base land speed, the 'Starflight(Su)' ability(Allowing for travel through space at incredible speed), and three times per day as a standard action can release a burst of cosmic radiation that damages all nearby. All creatures adjacent take 2d4 points of dain to a random ability score(Roll a d8. On a 7, it affects two scores, on an 8 it affects ALL scores). Creatures within 30ft take 1d4 points of drain from the same. A successful fortitude save (DC 10 + 1/2HD + CONMOD) halves this drain. Alternatively, you can choose to deal damage to objects with this burst, dealing 20d6 points of damage to all objects within 10ft, and half that to all objects further than 10 but within 60ft. This damage bypasses hardness, but objects may attempt a reflex save at the same DC as the fortitude save to halve the damage.   These sentient slimes are said to be strange offspring of the ancient and terrifying Starblight Slimes, who followed the ancient civilizations of Ea into space and into the great beyond - and the incredible and terrifying power they inherit strikes fear into the hearts of all who encounter them.
 
True Elemental Core:   Prerequisites: Sentient Slime race   Effects: Pick one element when you select this feat(Fire, Cold, Acid, Electricity, Sonic, Pos. Energy, Neg. Energy). You can convert a number of damage dice that you would deal worth of that elemental type of damage equal to 1/2 your HD (Minimum 1) into the True Elemental Version of that Element, which bypasses All resistance and immunity, each time you would deal that element of damage.   Birthed with an especially strong link with one of the true elemental, these slimes have bodies that hearken to their elemental heritage - which some claim might signal their descent or offshoot from the Qìtóng in some way, or other elemental beings. Able to change that element into its True Elemental version nearly at-will, these slimes make for fearsome foes.

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