The Puddle From Which You Came: Slime-as-Class, Simple Race
Art from Rune Factory 2
The biological ancestry of a slime is dubious at best. Are they in fact some form of mold given mobility by the evolutionary process? Or are they a magical creation or mishap? Furthermore, some slimes have been noted to carry the bones of a single humanoid within them, forming around them as a replacement for flesh. Is the slime actually the changed body of the old humanoid?
Strangest still, and rarest of all, are those few slimes that bear true sentience...
Slime: A Simple GLoG Ancestry
You may choose "Slime" as your optional race. This comes with the following benefits and drawbacks:
- Morph: You can squeeze through openings only an inch wide. You can move gear through as well, so long as it would fit.
- Slimeform: You take 1/2 damage from physical sources, but double from elemental sources. You have about as much mass as an average human, and can shape it as you see fit.
- Sticky: You can cling to walls and ceilings and move along them at 1/2 speed.
- Monstrous: Humanoids often assume you are a monster, and react with -2. Maintaining a humanoid form and wearing clothes reduces this to a -1.
Slime-as-Class
Skills: Dungeon Architecture | Anatomy | Alchemy
Gear: An old spear, 3d6 GP, A skull from a creature of your choice.
- Slime, Mass, Basic Slime Moves
- +1 Mass
- +1 Mass, Advanced Slime Moves
- +2 Mass
Slime: You gain all the above features of the "Slime Ancestry"
Mass: You begin with 2 mass, which is about the same as an average human adult. You may spend mass to perform special abilities. At 0 mass you are only about a foot tall, and move at 1/2 speed if carrying more than 3 bulk. You regain 1 mass each time you eat a meal. You may also consume 1 HD of a creature over 10 minutes to regain 1 mass and d6 HP.
Basic Slime Moves: The following moves each cost 1 Mass whenever you use them.
- Ambush: Strike a creature unaware of you, immediately grappling them and dealing 2d6 damage to them each round. If you take fire damage, you must release them.
- Ingest: Absorb a potion. You learn its effects. Later, you may consume it yourself or regurgitate it as an action. It does not take inventory space.
- Acidic Spray: Spray a 15' cone of acid, dealing 2d6 damage to all creatures in the area, or 1/2 as much on a save.
- Tentacle: Shoot a slimy pseudopod up to 30', grappling a creature or object.
- Channel: You negate all damage from one source, physical or elemental.
- Expulse: You launch at least 20 coins or similar small objects at rapid speed. All creatures within 20' take 3d6 damage, or 1/2 as much on a save. Alternatively, you launch a ranged projectile up to double it's range, and dealing double damage on a hit.
- Mimicry: You change your physical form to gain a feature from a creature you've eaten, such as claws, wings, or hard scales. This lasts until you rest.
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