How about this? (as a starting point for further editting as it was made on the fly)
Nifft said:
From what I recall of the comics, it's quite ooze-like.
Perhaps a PrC (Acolyte of the Ooze?) that learns to wear an ooze, and gains all sorts of oozy goodness -- sort of a more martial Oozemaster -- ability boosts, but no spellcasting.
Ability boosts, resistances, etc sound as much like the Warlock or the Favored Soul as the Acolyte of the Skin. Not surprising really, since the AotS changes the PC into a fiend and the FS changes the PC into a celestial, and even the Warlock's non-casting abilities are supposed to represent its less than human heritage (ie: what the Sorcerer class says
it is supposed to do). Actually, the Dragon Disciple also sounds a bit like this, now that I think about it. Hmm, . . . . .
Okay, I wrote up the following. It is almost certainly too powerful, but I think it captures the general feel and perhaps gives a starting point to work from. Please note the title of this post. This was made on the fly and I do not even pretend it is balanced. It needs extensive editting. I'm just not sure where / how to edit it so as to keep the flavor abilities while also maintaining the balance.
Click the button to open it (as it is a bit long).
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The following is what comes to my mind when I consider a way to do this. I chose the Dragon Disciple for the base set up and expanded it to 15 levels instead of the standard 10. I expect Monks or Rogues as the initial class due to their Evasion ability. Skill points are a major give up for this PrC for the rogue (also trap sense, sneak attack progression, and eventual rogue specials). Poor Will save (and maybe medium save), unarmed damage, increased AC due, increased speed, slowfall, some specials are given up by the monk.
I do not know what (likely extensive) pre-reqs to set for this. Perhaps a few extraplanar languages, a couple feats, Evasion, and a couple unlikely (DM controlled) specials such as meeting an extraplanar aberrant or two. Wasn't there a feat "Aberrant Blood"? Perhaps it should also be taken to signify the unusual bond forming (prior to actually attachment, so to speak). The more I look at it, the less useful having skills as a pre-req seem to be. A dip into Wiz or even bard could grant any needed for Know (the planes), Decipher Script, or anything such as that - including the languages, actually. Of course, if one actually
stacks the bonii to BAB and the saves, then dipping is not enough to offset the BAB, and the N/PC will still need to gain five levels prior to taking the PrC. So perhaps this works out, actually.
Pre-Requisits
BAB: +3
Feat: Aberrant Blood, Skill Focus (Knowledge [the planes])
Skills: Knowledge (the planes) 4 ranks
Languages: At least two Extraplanar Languages
Special: Evasion
Special: Has had contact with an extraplanar aberrant ooze-like creature which has decided to bond with the character (literally).
Name: ??? (undecided)
HD: d8
BAB: Medium
Prof: none gained
Saves: Medium Fort, Good Refl, Poor Will
Skill Pts per Level: 2 + Int
Class Skills: Climb, Craft, Disguise, Escape Artist, Hide, Intimidate, Jump, Knowledge (the planes), Listen, Move Silently, Profession, Speak Language, Spot, Survival, Swim, Tumble.
1 Aberrant Form, Natural Armor (+1/+1)
2 Combat Style (2WF), Frightful Form
3 Ability Boost (Str +2), Slippery Mind
4 Natural Armor (+1/+2), Acrobatic Mobility
5 Improved Combat Style (Impr 2WF)
6 Ability Boost (Dex +1/+2), DR 1/magic
7 Natural Armor (+2/+3), Improved Evasion
8 Combat Style Mastery (Grtr 2WF)
9 Ability Boost (Str +2/+4), Athletic Mobility
10 Natural Armor (+2/+4), DR 2/magic
11 Aberrant Metabolism, Energy Resistance 5
12 Ability Boost (Con +1/+2), A Thousand Faces
13 Natural Armor (+3/+5)
14 Perfect Mobility, DR 3/magic
15 Ability Boost (Str +3/+6), Aberrant Apotheosis
1 Aberrant Form: The character has bound himself to an aberrant creature remenescent of an ooze. Initially the changes are minor, but as levels increase the changes become more and more pronounces.
Upon first level the character gains the ability to alter their form as a swift action. While in this form their overall shape is unchanged, but it takes on an odd seeming, as if unfinished. Their fingers lengthen and firm to become claws, and their head loses most of its recognizable features, perhaps assuming a characture of its typical forms (vast eye spots, massive mouth able to open impossibly wide, etc).
The character gains a +10 to disguise checks while in this form (in the sense that others seeing him are quite unlikely to be able to identify him; he cannot suddenly seem as another person, however; instead such attempts should receive a -10 penalty while in this form). The character gains the benefits of Improved Unarmed Strike while in this form and can make Bite and Claw attacks readily, the damage increasing by one degree for each from that typical of humanoids of thier size.
Note that while in his aberrant form the character does not need to make fortitude saves against extreme environmental heat or chill, such as being in a hot desert or arctic waste. Of course, his appearance may be an issue if others are near. Note that assuming the aberrant form is similar to assuming a Wild Shape: worn items are subsumed into the aberrant flesh, leaving no sign as to their presense, but unless the benefit of such items would remain even while wildshaped all benefit from such subsumed items is lost while the character is in their aberrant form.
1 Natural Armor (+1/+1): The character's skin hardens as they advance in experience with their aberrant symbiote. The initial number represents the character's natural armor while not in their aberrant form. The second number is their natural armor bonus while in their aberrant form. Note that the nature of this skin is alterable. Sometimes the blows glance off as if their skin were too hard to penetrate. Other times the weapon penetrates as normal but - upon removal - have caused no damage.
2 Combat Style (2WF): The character gains Two Weapon Fighting as a bonus feat, for as they advance in their symbiotic nature they slowly lose their ability to discern the difference between their left and right - becoming first ambidextrous and eventually multidextrous as their feet become as readily utile as their hands.
2 Frightful Form: The odd coloration and horrific unfinished caracature appearance of their alternate form may inspire fear in those that witness it. While in their alternate form the character gains a bonus to their Intimidation checks equal to their level in this PrC. Upon a successful Intimidation check the foe is Shaken. If they fail by more than 5 they are Frightened. If they fail by more than 10 they are Panicked.
3 Ability Boost (Str +1/+2): The symbiote grants increased ability to its host, increasing his Strength by the degree indicated. While in his aberrant form the increase is the second (larger) number; the increase is halved while in his more normal form.
3 Slippery Mind: The two minds are slowly fusing to become one. By this point they are close enough that each suffers a chance of being affected by any effect that targets the host, but they are far enough apart that each receives its own save. If one succeeds, they both succeed (due to the increasingly singular nature of their minds).
4 Acrobatic Mobility: The character gains increased benefits to its movement while in his aberrant form. His increasingly ooze-like nature allows him to sqeeze out of bonds and through tight situations, and it also allows his movements to occationally bend in ways one would not expect of being with a skeleton. He gains a benefit to Escape Artist and Tumble equal to half his level in this PrC. His ability to Jump is even more improved, allowing him to make extraordinary leaps. He need take only a five foot step to make a running jump (whether in length or height), and he gains his entire level in this PrC as a bonus to Jump checks.
5 Improved Combat Style (Impr 2WF): The character gains Improved Two Weapon Fighting as a bonus feat.
6 Ability Boost (Dex +1/+2): The character's increasingly bendable skeleton and stretchable tendons and ligaments grant him a bonus to Dexterity. The former is in regards to his normal form (although the character may be starting to think otherwise, in regards to this particular form), and the latter is in regards to his aberrant form.
6 DR +1/magic: The aberrant flesh of the character begins resisting some of the damage it should be receiving. It is likely, at first, that the character may not even notice this effect, as it is visually similar to when its natural armor seems more ooze-like than stone-like. Note that this benefit only exists while the character is in its aberrant form.
7 Improved Evasion: The character's flesh, while in its aberrant form, now seems to bend away from the damaging energies that seek to harm it. Those witnessing this may even gape in surprise at the results, as the limbs seem to stretch and bend into odd contortions to evade the damage of, for instance, a line of fire. Its overall size and position remains unchanged (except for minor acrobatic movements accompanying the alterations in form), but otherwise its form may briefly take almost any contortion to successfully evade the damage heading its way.
8 Combat Style Mastery (Grtr 2WF): The character gains Greater Two Weapon Fighting as a bonus feat.
9 Ability Boost (Str +2/+4): The strength of the character's body - both aberrant and otherwise, increases to double its prior advancement. Due to its aberrant flesh there may, in fact, be no noticeable alterations to musclemass despite this advancement. The character may look significantly weaker than he truly is.
9 Athletic Mobility: The character is increasingly capable in moving swiftly and efficiently while in his aberrant form, despite the terrain. His Climb and Swim skills receive a bonus equal to half his level, and his penalties for moving at his normal base speed while Climbing are halved. So too are his penalties for moving at greater than his base speed while Climbing, and he can remain underwater for fourfold as long as normal without penalty. Finally, his ability to Jump is slightly enhanced again, as his skill bonus increases to half-again his level (x1.5), and he no longer needs to take a five-foot step to make a running jump - all jumps are effectively considered running jumps. While in its aberrant form it gains +5 to its base speed.
11 Aberrant Metabolism: His increasingly aberrant metabolism grants him benefits against penalties that affect his Fortitude. Should he fail a Fortitude save the penalty is delayed a round, and he receives a second save at that point to attempt again to resist it. Furthermore, while he is in his aberrant form should he fail the Fortitude save (twice) he takes only half damage unless the effect also affects objects. He also is continuously under the effect of Lesser Fortification while in his aberrant form: Critical Hits and Sneak Attacks have a 25% chance of failing as his organs and blood vessels seem to simply move out of the way, change into something less sensitive to damage, or even react like his increasingly oozy flesh - simply bending around the wound and restoring entirely itself after.
11 Energy Resistance 2/5: The character's aberrant flesh becomes resistant to two of the following four energies: acid, cold, electricity, fire. The greater of the two numbers reflects its - I mean
his - aberrant form.
12 Ability Boost (Con +1/+2): The character's metabolism is increasingly aberrant, increasingly able to deal with the best and worst with equal ease. It gains the listed bonii when in its relavent form ("normal" / aberrant). By this time the character probably can no longer tell which should feel "normal" to it.
12 A Thousand Faces: Its aberrant flesh can assume a slightly altered appearance even in its "normal" form, granting it a +10 bonus to Disguise checks while in its "normal" form.
14 Perfect Mobility: The character's aberrant form becomes exceptionally skilled in mobility, its form changing with its needs in some instances, gaining and losing whatever limbs may best be suited to its needs. Note that any extra limbs gained in this manner are extremely simple in form, barely adequet for grasping branches, spiking into walls, maintaining balance, etc. They cannot hold items, let alone weapons.
The character gains Spider Climb at will as an Supernatural ability. Its bonus to Jump increases to twice its level in this PrC. Its benefit to Swim allows it to remain underwater for up to tenfold its normal duration without penalty. Its bonii to Escape Artist and Tumble increase to equal to its level in this PrC. It can briefly grow as many as 2d4 additional limbs, but these limbs do not have digits (although they do have "hands" capable of gripping branches, wall surfaces, etc). It may use weapons to defend itself while climbing without penalty due to these additional limbs maintaining the effect.
15 Ability Boost (Str +3/+6): The character's body is again increased in strength, as indicated.
15 Aberrant Apotheosis: The character's aberrant symbiosis is complete, for the two are now one. It retains the benefit of Slippery Mind now more due to their aberrant thought processes than due to having two minds. It gains Dark Vision 60 ft and its base speed increases to +10 ft (instead of +5 ft). Its Natural Armor again increases by +1 (to +6), and its Foritified aberrant flesh gains increased resistance to Critical Hits and Sneak Attacks; such fail 50% of the time. It gains Fast Healing +1, and removed limbs can be reattached or regrown. Also, its two chosen Energy Resistances increase to 5/10. Finally, it gains SR equal to its level (which, admittedly, is of arguable worth at this point, but it adds further flavor to this creature). It can maintain two additional limbs indefinately while in its alternate form, but again they are unable to hold items (such as weapons) well enough to do more than simply hold them.
While in its aberrant form it has a Frightful Aura (Su). All that enter the aura have to make a Will save as if the character had targetted them with its Frightful Presense ability. A separate Intimidation check is rolled for each. If one rolls successfully against it they are immune for 24 from the Frightful Aura (but not necessarily the Frightful Presense; the character must choose to use Intimidate against them for that, however, and as it is a standard action this is unlikely in combat, especially if the Aura failed).
Its type changes to Aberration, regardless of its current form. However, due to its (more or less cosmetic by this point) dual forms it remains vulnerable to both effects that affect humanoids and also effects that affect aberrations (such as bane weapons, etc).
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