Star Frontiers! Use the
Dralasite!
Here's a 5-minute adaptation of the classic (taking more from Eberron than from SF, if truth be told).
Dralasite -- Small Ooze (Sentient)
+2 Con, -2 Str, -2 Dex -- Dralasites are tough, but not particularly strong or dextrous.
Base speed: 20 ft. (see below)
+1 Natural armor bonus
Low-Light Vision
Sentient: As a sentient being, the Dralasite does not have a normal Ooze's immunity to mind-affecting effects. Dralasites are not humanoids -- and are thus immune to
charm person and the like -- but they have no other innate immunity to mental effects.
Elasticity (Ex): The Dralasite's oozyness gives it several advantages.
- +8 racial bonus on Escape Artist checks.
- No Head: Dralasites are immune to beheading.
- Moderate Fortification: Dralasites have a 50% chance to negate a critical hit (or precision damage, like sneak attack). This functions as (and thus does not stack with) the armor special abiltiy of the same name.
- Flexible Profile: Dralasites can squeeze into a tiny space with no penalty. They can "flow" through an opening a small as a four-inch diameter circle, but doing so takes one minute, and the Dralasite is considered helpless until he is entirely on one side or the other.
Pseudopods (Ex): Dralasites wake up with two arms and two legs. They can modify their limb count, however. Each Dralasite can sport up to six limbs (total). Sprouting a limb takes one minute (and provokes an AoO). You can only sprout one limb at a time. You
can recover severed limbs in this way. You are still limited to standard magic item slots (one pair of boots, two bracers, two rings, etc.), but your extra limbs do qualify you for the Extra Item Slot [Epic] feat.
- Sever: Your pseudopods are not as tough as normal limbs. They can be Sundered like a hydra's heads or a beholder's eyestalks. Each of your limbs has an AC of 19 and hp equal to 10 + your level.
- Extra Arm: Each arm can wield a weapon, but you still only have one 'primary' limb. Extra arms can hold items, invoke somatic components, or attack. Each extra arm after the 2nd gives you a +1 on the following checks: Grapple, Climb, Disable Device and Open Locks. You gain access to the multi-weapon fighting chain in place of the two-weapon fighting chain where applicable (e.g. a Dralasite Ranger).
- Extra Leg: Each leg after the 2nd gives you an extra 5 ft. movement (if you are carrying a light load and are not wearing medium or heavy armor). Each leg after the 2nd also grants you a +2 bonus to resist Bull Rush and Trip attacks, and grants you a +1 bonus on Balance and Jump checks. When you have four legs, your carrying capacity increases as it would for any quadruped.
Dralasites are also qualfied for several racial feats:
Scent [Dralasite]
Benefit: You gain the Scent special ability.
Blindsense [Dralasite]
Prerequisite: Blind-Fight, Scent
Benefit: You gain Blindsense out to 10 ft.
Special: You can take this feat up to three times, increasing the radius of your Blindsense by 10 ft. with each additional feat.
Tough Skin [Dralasite]
Prerequisite: Any other [Dralasite] feat
Benefit: Your natural armor improves by +1/2 the number of [Dralasite] feats you have.
Extra Pseudopod [Dralasite]
Prerequisite: Dex 15+
Benefit: You can form an additional pseudopod (arm or leg) over the normal six.
Special: You can take this Feat multiple times, up to your Dexterity modifier. Its effects stack.
Water Adaptation [Dralasite]
Prerequisite: Swim 4 ranks
Benefit: You can extract oxygen from water as well as you can from air. You gain a swim speed of 10 ft., a +8 racial bonus on swim checks, and you are not subject to drowning.
Oozy Fortification [Dralasite]
Prerequisite: Con 17+, Toughness, Great Fortitude
Benefit: You gain the benefits of heavy fortification (instead of your normal moderate fortification).
Oozy Mind [Dralasite]
Prerequisite: Iron Will
Benefit: You gain a bonus to your saves against [Mind-Affecting] effects equal to the number of your total [Dralasite] feats.
Oozy Body [Dralasite]
Benefit: You gain acid resistance 10, +5 per additional [Dralasite] feat you possess.
Improved Oozy Body [Dralasite]
Prerequisite: Improved Unarmed Strike, Oozy Body
Benefit: Your natural attacks deal +1d6 acid damage.
Oozy Metabolism [Dralasite]
Benefit: You can eat anything organic (grass, dirt, paper, wood, bones, etc.). Furthermore, you gain a +2 racial bonus to Fort saves against poison, +1 per additional [Dralasite] feat you possess.
The name should probably be changed... anyway, that's an ooze I'd allow.
-- N