SYMBIONT OOZE "Quote of Some Kind by a member of the class!"-name of quote origin, race and class name optional
A general description of whatever the class is!
MAKING A Symbiont Ooze Short description of play style.
Abilities: Starting Gold: As Paladin.
Starting Age: As Sorcerer.
Class SkillsThe Symbiont Ooze chooses Eight (8) skills as class skills, plus Acrobatics (Balance, Jump, and Tumble), Stealth (Hide and Move Silently), and Perception (Spot, Listen, and Search)
Skill Points at each Level: 4+int modifier
Hit Dice: d10
Level | Base Attack Bonus | Fort Save | Ref Save | Will Save | Special |
1st | +0 | +0 | +0 | +0 | Symbiont Body, Symbiotic Fusion |
2nd | +1 | +0 | +0 | +0 | Natural Weapons: Bite, +1 strength |
3rd | +2 | +1 | +1 | +1 | Mental Resonance |
4th | +3 | +1 | +1 | +1 | Dense Body, Claws, +1 strength |
5th | +3 | +1 | +1 | +1 | Physical Harmony |
6th | +4 | +2 | +2 | +2 | Constituent Matter Generation, +1 strength |
7th | +5 | +2 | +2 | +2 | Racial Mimicry, Tentacle |
8th | +6/1 | +2 | +2 | +2 | Regeneration, +1 strength |
9th | +6/1 | +3 | +3 | +3 | Copycat Ooze, Tentacle |
10th | +7/2 | +3 | +3 | +3 | Mental Growth, +1 strength |
11th | +8/+3 | +3 | +3 | +3 | Binding Ooze |
12th | +9/+4 | +4 | +4 | +4 | Mimic Weapons, +1 strength |
13th | +9/+4 | +4 | +4 | +4 | Sticky Goo |
14th | +10/+5 | +4 | +4 | +4 | - +1 strength |
15th | +11/+6/+1 | +5 | +5 | +5 | - |
16th | +12/+7/+2 | +5 | +5 | +5 | - +1 strength |
17th | +12/+7/+2 | +5 | +5 | +5 | - |
18th | +13/+8/+3 | +6 | +6 | +6 | - +1 strength |
19th | +14/+9/+4 | +6 | +6 | +6 | - |
20th | +15/+10/+5 | +6 | +6 | +6 | - +1 strength |
Weapon and Armor Proficiencies: A Symbiont Ooze is proficient only with simple and natural weapons, and no armor or shields.
Symbiont Body: Symbiont Oozes lose their original racial traits and gain the Ooze type, with modified benefits. the Symbiont ooze is a medium ooze with a base land speed of 30 feet. It is not mindless, and is thus not immune to mind-affecting effects, but it does gain a +4 to saves against such things. It is blind, but has Blindsight out to 5ft/2 HD (Minimum 5ft)
They gain a Natural Armor bonus equal to 1 + their Con Modifier (Minimum 1)
They gain a chance to negate critical hits and sneak attacks/precision damage equal 10% times their class level, totaling to complete immunity at level ten as a Symbiont Ooze.
They also gain several traditional Ooze Immunities, notably Immunity to sleep effects, paralysis, and polymorph, but not stunning or poison.
Symbiotic Fusion (Ex): As a Full Round Action the Symbiont Ooze may latch onto a creature of its size or smaller and fuse onto them. Unwilling creatures get to make an opposed Will Save versus a Will Save from the Symbiont Ooze. If willing, the constituent creatures can trade who fully controls the shared body as a free action once per round. If unwilling, the Symbiont is in full control if it wins the opposed Will Save contest. If the Symbiont loses the opposed will save contest the fusion is unsuccessful and the Symbiont is Dazed for 1d4 rounds and in a square adjacent to the creature. The victim of a forced fusion is allowed an extra save once every 24 hours for six days (For a total of seven saves), at no penalty or bonus to the save.
While fused, the Symbiont and its host share their memories and may use any skills either of them posses with the better modifiers of either character.
If the Symbiont and any given host are fused for more than a week the Symbiont Ooze gains access to any important facts about the host.
While fused, the gestalt creature is very similar to a psionic fusion, able to be switched between which is the 'dominant' mind at any given time and using the better of all physical ability scores, the better saves, the better Base Attack Bonus, and possessing all skills and natural weapons of both creatures. The mental ability scores are those of the current dominant mind, however, and HP is calculated as if the creature were a gestalt of the two.
Ability Score Increases: Starting at second level and every two levels thereafter, the Symbiont Ooze gains a +1 increase to strength, for a total of +10 at 20th level.
Natural Weapons: At second level the Symbiont Ooze gains a primary Bite attack dealing 1d6+strength damage.
At fourth level they gain a pair of primary claw attacks dealing 1d4+strength modifier damage.
At seventh and then again at ninth level, they gain a single secondary tentacle attack dealing 1d4+1/2 strength modifier.
These natural weapons are shared with any host that the symbiont is fused onto.
Mental resonance: The Symbiont Ooze learns to, at third level, 'resonate' with any host that it takes, willing or not. It constantly has Detect Thoughts on its host, which 're casts' ever minute if the host chooses to resist, granting a stacking +2 to the save and stopping after four successful saves. This allows for the symbiont to shape to the hosts needs and desires without verbal commands. Once the save has been failed the symbiont remains aware of the hosts thoughts until it chooses not to be, or for twenty-four hours, whichever comes first. This functions even if the host is immune to mind-affecting effects, though in such a case the host gets a +4 bonus to the save.
As long as the host willingly failed the save, the Symbiont Ooze automatically gives the benefits of Detect Thoughts to its host on it, and may choose to do so anyway if the host did not willingly fail its save.
After seven consecutive days of the host having failed (willingly or not) the save, the symbiont gains knowledge of the entire history of the host - at least as far as the host is aware.
Dense Body: At fourth level, the Symbiont Ooze gains DR/- equal to 1/4 their HD, which is shared with any host they are fused with.
Physical Harmony: The Symbiont Ooze learns to harmonize its physical matter with its hosts body - it can now grant a +2 untyped bonus to any physical attribute that it and its host both possess. This boost may only be applied to one attribute at a time, and the creature ceases to benefit from it if the Symbiont Ooze separates from them.
Every four HD after fourth, this bonus increases by +2, to a max of +6.
Every four Class Levels after, the Symbiont gains the ability to grant an additional bonus, two points lower than the previous, to another ability score which must be separate from the other boosted ability score. For example, an eighth-level symbiont ooze could grant a +4 bonus to strength, and a +2 bonus to dexterity, and a twelfth level symbiont ooze could grant +6 to strength, +4 to dexterity, and +2 to health.
Constituent Matter Generation: At sixth level, the Symbiont Ooze may use a standard action to generate more of its constituent matter and grow in size, or grow as part of the action used to take a host. This allows it to latch onto a host of any size at or below Colossal, and to increase the size of the gestalt creature when on a host by up to one size (To a maximum of Colossal).
Racial Mimicry: The Symbiont ooze may copy the race of its hosts, to a degree. IT may gain two supernatural or Extraordinary, or simply natural, abilities from each host that it spends a week fused to, though it may only have a total of its HD in such abilities, and 1/2 its HD in stored races. This allows the ooze and any host that it is currently fused to to count as the creature type and subtype of the copied races when beneficial.
Regeneration: At eighth level the Symbiont Ooze gains Regeneration equal to 1/4 HD, bypassed by two damage types or alignments - discuss what two things bypass the regeneration with your GM. You regrow lost portions of your mass in (6-regeneration number)d4 days
This regeneration is shared with your host when fused, though it cannot regrow limbs lost before you fused with them, it can regrow ones lost during your fusion with them as long as you do not end the fusion before the regeneration is complete.
Copycat Ooze: As of ninth level the mind-probing of the Symbiont Ooze has grown more potent. It may, on any host that it has spent over a week fused with and that has failed the save for Mental Resonance seven times, choose to copy a number of non-spellcasting class features that he host possesses. It may only have a number of copied class abilities equal to 1/3 HD. Any copied class features that scale with HD or class level function as if the Symbiont Ooze were 1/3 its own HD for purposes of the copied ability.
Mental Growth: At level ten the Symbiont learns to grow from time spent with superior-minded hosts - for every two days spent fused to a host with intelligence higher than its own , its intelligence increases by one point up to the point that its intelligence matches its host.
Binding Ooze: the Symbiont may, at this level, generate a
Web spell-like ability once per day per three HD, or create a large amount (50ft per 3 HD) of 'rope' from its constituent matter, one end of which may be made sticky so that it can be used similarly to a grappling hook.
Mimic Weapons: At twelfth level the Symbiont learns to mimic manufactured weapons - it gains the ability to make any of its natural weapons deal any combination of Bludgeoning, Piercing, and Slashing damage. It may also transform its limbs into ranged 'weapons' with a range increment of 60 feet, dealing one point of damage to itself per shot fired from these ranged weapons which bypasses its regeneration and ignores its DR.
Sticky Goo: The symbiont ooze, as of level thirteen, gains a climb speed equal to its land speed, along with a +8 bonus to climb checks. This is because it is freakishly sticky, though only when it wants to be.