View Full Version : D&D 3.x Other Oozefolk (low-LA PC race, guess the creature type :D)

2017-07-05, 04:15 AM
This is intended as a LA+1 race for 3.5. Good-aligned PC race, though a bit dim-witted. As with my take on serpentfolk (http://www.giantitp.com/forums/showthread.php?529161-Serpentfolk-(low-power-yuan-ti-for-PCs)) I hope LA+1 is appropriate; I see most of their powers as being feat taxes - and for once a fighter has a use for all their bonus feats!


Physical Description: Oozefolk are amorphous blobs much like the various mindless monstrous oozes. Their translucent gel can be any colour of the rainbow and may have a multitude of organelles visible within it. Unlike some oozes, Oozefolk leave no slimy trail as they move and generally form into a smooth cohesive mass without froth or small tendrils.

Society: Oozefolk are the product of magical experiments on creatures that were themselves the product of magical experiments (namely, black puddings, green slimes, ochre jellies, and the like). As such they have no true culture - after an Oozefolk grows large enough and decides to reproduce it simply splits or buds into multiple smaller Oozefolk, each of which go their separate ways. Only one of the spawned Oozefolk retains the personality and experiences of the parent; all others retain only vague recollections of their prior shared existence and immediately go their separate ways.

Relations: Oozefolk are an amiable race, though needless to say other races aren't as accepting of them as the Oozefolk might hope. This difficulty is compounded somewhat by their poor mental faculties; nevertheless an Oozefolk that is welcomed into a group is a loyal friend.

Alignment and Religion: Oozefolk tend towards neutrality but also good. They worship those few deities of oozes that exist, and sometimes deities of magic (particularly transmutation magic).

Adventurers: A new-spawned Oozefolk is eager to form memories of its own; virtually all Oozefolk are adventurers of some kind. They generally prefer martial classes but there are some that pursue the paths of clerical or druidic magic. Oozefolk can shape themselves to benefit from any equipment, arms, and armour that a humanoid can.

Oozefolk Racial Traits
+2 Constitution, -2 Charisma, -2 Dexterity, -2 Intelligence: Oozefolk are are hearty but clumsy (in all possible ways).

Small: Oozefolk are Small creatures and receive a +1 bonus to Armor Class, a +1 bonus on attack rolls, a +4 bonus on Hide checks, a -4 penalty on grapple checks, and lifting and carrying limits ¾ those of Medium characters.

Slow Speed: Oozefolk have a base speed of 20 feet.

Ooze: Oozefolk are oozes with Intelligence scores (and therefore they do not benefit from the Mindless special quality).

Oozefolk Senses: Unlike other oozes, the organelles of an Oozefolk allow them to approximate the senses of a humanoid. They are not blind, nor do they have the blindsight special quality. They may close their "eyes" just as any humanoid can, however.

Oozefolk Vulnerabilities: Unlike other oozes, Oozefolk lack immunity to poison, sleep effects, paralysis, polymorph, and stunning. Instead, they gain a +2 racial bonus on saves against all such effects.

Acid (Ex): An Oozefolk's unarmed strikes and natural attacks deal an additional 1d4 points of acid damage. This acid only damages creatures, not objects or structures.

Amorphous (Ex): An Oozefolk has no discernible front or back and cannot be flanked. Due to the redundant nature of their organelles they are treated as having the light fortification armor quality (25% chance to negate any critical hit or critical hit). As they grow in size they become less and less dependent on a particular organelle; a Medium Oozefolk is treated as having the moderate fortification armour quality and a Large Oozefolk the heavy fortification armour quality (75% and 100% chance to negate a critical hit or sneak attack, respectively).

Damage Reduction (Ex): An Oozefolk has damage reduction/bludgeoning equal to its character level.

Ooze Empathy (Su): This ability functions as the druid's wild empathy, save that an Oozefolk can only use this ability on oozes. An Oozefolk gains a +4 racial bonus on this check.

Split (Ex): Whenever an Oozefolk would gain a level, it may instead choose to split into two or more Oozefolk by dividing its character levels. The "prime" Oozefolk is the one that retains the most character levels (in the case of a tie, assign this status randomly) and it stays under the control of the player. Each other Oozefolk is a character with levels in whatever class(es) the original Oozefolk had and decided to transfer to them, and have the ability scores that the original Oozefolk had at their character level (though they may choose their own feats and skill ranks). Any new-spawned Oozefolk with only one character level may roll new ability scores and replace that character level with a level in an entirely different class. All new-spawned Oozefolk are friendly towards the prime Oozefolk (and that Oozefolk's allies) but tend to set out on their own after a short time.

Skills: Due to its viscous, malleable nature an Oozefolk gains a +4 racial bonus on Climb and Escape Artist skill checks.

Languages: Oozefolk adventurers begin play speaking Common. Oozefolk with high Intelligence scores can choose from the following: Aquan, Dwarven, Sylvan, Terran, and Undercommon.

Level Adjustment: +1.

Favoured Class: Fighter.

New Feats
Cube's Embrace [Fighter]
Much like a gelatinous cube you can completely absorb an opponent.

Oozefolk, Improved Pseudopod, Pseudopod, Str 18.

You gain the Engulf special attack. Although you move slowly, you can can simply mow down creatures of your size or smaller as a standard action. You cannot attack during a round in which you engulf. You merely have to move over your opponents, affecting as many as you can cover. Opponents can make opportunity attacks against you, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a Reflex save (DC 10 plus one-half your character level plus your Strength modifier plus a +1 racial bonus) or be engulfed; on a success, they are pushed back or aside (opponent’s choice) as you move forward. Engulfed creatures are subject to your acid and any paralysis attack you possess, and are considered to be grappled and trapped within your body (though you do not gain the grappled condition).

A fighter may select Cube's Embrace as one of his bonus fighter feats.

Cytoplasmic Conditioning [Fighter]
You are as resilient as the monstrous oozes.

Oozefolk, Con 12, Wis 12.

You gain immunity to poison, sleep effects, paralysis, polymorph, and stunning.

A fighter may select Cytoplasmic Conditioning as one of his bonus fighter feats.

Improved Cytoplasmic Conditioning [Fighter]
You are resistant to certain energy types.

Oozefolk, Cytoplasmic Conditioning, Con 14, Wis 12.

Choose an energy type (cold, electricity, or fire). You gain resistance to the chosen energy type equal to your character level.

You may select this feat more than once, each time choosing a new energy type.

A fighter may select Improved Cytoplasmic Conditioning as one of his bonus fighter feats.

Greater Cytoplasmic Conditioning [Fighter]
Like certain other oozes, you are now immune to an energy type.

Oozefolk, Cytoplasmic Conditioning, Improved Cytoplasmic Conditioning (chosen energy type), Con 16, Wis 12.

You gain immunity to an energy type you chose for Improved Cytoplasmic Conditioning.

You may select this feat more than once, each time choosing a new energy type.

A fighter may select Greater Cytoplasmic Conditioning as one of his bonus fighter feats.

Gelatinous Grace
Your amorphous body moves across and between surfaces with ease.

Oozefolk, Str 12.

You gain a climb speed of 20 feet. Your racial bonus on Climb checks increases to +8 and you can always choose to take 10 on a Climb check, even if rushed or threatened.

Escape Artist is always considered a class skill for you. You always have ranks in Escape Artist equal to your character level +3 (you regain any skill points you invested in that skill when you take this feat). Your racial bonus on Escape Artist checks increases to +10. You can compress your body to fit through openings as small as one inch wide (though your equipment may not fit).

Gray Ooze Ghostliness
You are as difficult to notice as one of your gray ooze cousins.


Your gel fades in colour until it is almost transparent. Hide is always considered a class skill for you. You always have ranks in Hide equal to your character level +3 (you regain any skill points you invested in that skill when you take this feat).

After rolling initiative, make a Hide check as a free action against all enemies present (even if you are flat-footed). Any enemy that fails their Spot check does not realise you are there for one round (after which you may make Hide checks as normal to remain hidden). This ability functions even if the encounter was an ambush set for your party, but not if it is an ambush set for you specifically.

You have fed well and long enough that you have grown to the next largest size category..

Oozefolk, character level 6th.

You grow to the next largest size category (http://www.d20srd.org/srd/improvingMonsters.htm#sizeIncreases). Increase the damage die of your acid and any constrict special attacks along with all other changes.

You may take this feat more than once. Each time you do, you advance to the next largest size category.

Pseudopods [Fighter]
You may strike with brute force, just as one of your mindless cousins.

Oozefolk, Strength 12.

You gain a slam natural attack that deals 1d4 damage (plus your acid). Whenever you make a full attack, any slams you make as iterative attacks are made at your full attack bonus.

A fighter may select Pseudopods as one of his bonus fighter feats.

Paralytic Pseudopods [Fighter]
Your pseudopods secrete an anesthetising slime.

Oozefolk, Pseudopods, Character level 12th, Con 12, Str 12.

Any creature hit by your slam attacks or subject to your Engulf attack (if any) must succeed on a Fortitude save (DC 10 plus one-half your character level plus your Constitution modifier) or be paralyzed for 3d6 rounds. You may automatically engulf a paralyzed opponent if you possess that special attack.

A fighter may select Paralytic Pseudopods as one of his bonus fighter feats.

Improved Pseudopods [Fighter]
Your slam attacks can grip foes.

Oozefolk, Pseudopods, Str 14.

You gain the Improved Grab special attack for your pseudopod attacks.

A fighter may select Improved Pseudopods as one of his bonus fighter feats.

Greater Pseudopod [Fighter]
Your slam attacks can constrict foes.

Oozefolk, Improved Pseudopods, Pseudopods, Str 16.

You gain the Constrict special attack for your pseudopod attacks. You deal damage equal to 1d4 + your Strength modifier while constricting a foe with your psuedopods.

A fighter may select Greater Pseudopods as one of his bonus fighter feats.

Slime's Sight
You become extraordinarily sensitive to vibrations and other imperceptible stimuli.

Oozefolk, Wis 12.

You gain blindsense 60 feet.

Improved Slime's Sight
You can "see" as well as any ooze.

Oozefolk, Slime's Sight, Wis 14.

You gain blindsight 60 feet.

Lvl 2 Expert
2017-07-05, 08:08 AM
Between the damage reduction/bludgeoning, the immunity to flanking (does this include sneak attacks made possible by flanking?) and critical hits and the save bonuses vs a bunch of effects I think +1 might be a little low. It's tricky because it's still pretty easy to attack them in a way that does hurt, but during play vs random non-metagaming monsters it's going to save you a lot of damage. The other abilities seem nicely thematic and fitting.

2017-07-05, 06:27 PM
Hmm... I've converted Amorphous to a scaling ability (e.g. light fortification that eventually becomes heavy fortification), but could be a feat instead or a feat chain.

Creatures that are immune to critical hits are immune to sneak attacks, yep.

Lvl 2 Expert
2017-07-06, 05:28 AM
Yeah, that's probably more balanced, even if the improved versions are gained automatically while taking class levels or can be gained as feats rather than as monster levels (which I assumed is what represents growing, like in most other creatures). It prevents the creature from completely shutting down low level rogues and such in a tank role. High level rogues will find some way to make themselves useful, the immunity is still a good advantage to have but it becomes a challenge for the enemy rather than a road block. The thematic justification works well too.

Between that, the handy new feats and the pretty hefty ability penalties balancing it out LA+1 is probably fine.