Slime Lord

## **Class Overview**

### Role

Whether through chance, magic or divine intervention, some people are reincarnated into horrible things. One of those horrible things is a slime. Rarely however, one such person comes along that not only retains their memories of their previous life, but their intelligence as well. This allows them to utilize their physiology to their fullest, which most slimes can not even begin to think of contemplating.

### Starting Wealth

1d6 × 10 gp (average 30 gp) worth 10 gp or less.

### Class Skills

The Slime Lords’s class skills are Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Disguise (Cha), Escape Artist (Dex), All Knowledge Skills (Int), Perception (Wis), Perform (Cha), Profession (Wis), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str)

## **Class Abilities**

### ***Weapon/Armor Proficiency***

Slime Lords are not able to use any weapons or armor. They are only proficient in their natural weapons.

### ***Predator***

A special ability that that most oozes have but are unaware of, but Slime Lords are able to utilize. If something is caught inside an ooze, as a special CMB maneuver that takes a standard action to capture a grappled creature, they can absorb it, deal crushing damage equal to double their level + double their strength modifier each round. When they do this, a slime gains half the hit point that they dealt to a creature or a quarter to an object. A slime can only consume an object or creature only one size large than themselves. A creature must be helpless or dead in order for it to be consumed and an object must be unattended. At 14th level, the creature is treated as pinned and may be Coup de Grace.

### ***Slime Physiology***

A Slime Lord is an ooze. They gain following:

* Blind (but have the blindsight special quality), with immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
* Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
* Not subject to critical hits or flanking. Does not take additional damage from precision-based attacks, such as sneak attack.
* Slime Lords do not need to eat more than 1 pound of inorganic or organic material a day, and they do not need to drink, breathe or sleep.
* Small Size
* 10ft Movement Speed

### ***Storage Stomach***

The Slime Lord can use the *Predator* ability but instead of dissolving the creature or object, they can store it inside themselves. Using it this way is still a full round action, unless the object(s) are smaller than the Slime Lord. These can be absorbed and regurgitated as a standard action. They can fit 10 cubic feet of material within this storage space, irregardless of weight.

### ***Reverberation Sense***

Upon reaching 2nd level, the Slime Lords blindsight ability now extends to 120ft instead of 30ft, and they can sense fine things, such as engraved words or brail lettering.

### ***Thought Projection***

At 2nd level, by using their innate magical ability, the Slime Lord can communicate telepathically with any creature they are aware of within their blindsight by turning their thoughts into sounds waves with their body. This communication is akin to verbal communication and can be ignored but not blocked.

### ***Sage***

When the Slime Lord reaches 3rd level, and absorbs a creature or object through either use of the *Predator* ability, they can choose to absorb one ability from the it. This ability can not be a single use ability and any ability taken this way uses the same calculations but the Slime Lords modifiers and attributes. The Slime Lord may have up to 1 ability stored per 5 levels and only one ability can be in use at any given time. If they already have 3 abilities they must “forget” one in order to gain a new one. The Slime Lord may gain new knowledge from objects as well by absorbing books or scrolls for example, though only if they have a rank in an appropriate knowledge skill.

### ***Oozing Movement***

At 4th level, the Slime Lord learns to manipulate their body to move in new ways. They gain a climb speed of 20ft with a +4 bonus to the skill, and their movement speed increase to 30ft as they learn to bounce forward. They also gain a 40ft swim speed as well as a +8 bonus to the skill.

### ***Elemental Slime***

When they reach 5th level, the Slime Lord takes on properties akin to an element. These bonuses stack with any other pre-existing bonuses or bonuses gained after.

### ***Magic Sense***

When the Slime Lord achieves 7th level, they gain the ability to see their surroundings through magic as well. This functions as *Arcane Sight,* until 16th level, at which point it functions as *Arcane Sight, Greater*.

### ***Regeneration***

Upon reaching 8th level, the Slime Lord gains Fast Healing equal to one quarter their level, rounding up.

### ***Mimic***

At 9th level, the Slime Lord gains the ability to copy the shape and features of an object or creature they have consumed through the *Predator* ability. This function as *Alter Self* but with some differences. They can only retain mimic an object or creature of their size without taxing themselves. If they use it to assume the form of a larger creature, they can only do so for 10 minutes/level per day. This time must be spent in 1 minute intervals. If the go more than 1 size category above their original, then the cost is increased, forcing them to spent 2 minutes for every minute in the form for 2 size categories, or 3 for 3 size categories above the original.

### ***Slime Commander***

Once the Slime Lord reaches 10th level, they can mark individuals with a name, creating a bond between the Slime Lord, and the marked. After a 1 minute ritual that can not be undone except through powerful magik, divine intervention or death, the two people are bonded. When within 60ft of one another, the marked individual gains a morale bonus to all skill checks, attack rolls, damage rolls, saves and spell checks equal to 1 for every 4 levels the Slime Lord has.

### ***Sludge Copies***

When they reach 11th level, the Slime Lord can use its’ innate magical ability to manifest copies of itself. They can do this a number of times per day equal to half their level modifier. This copies function as though *Lesser Simulacrum,* and they can create 1d4 copies per use of the ability. These copies last for 1 round per level.

### ***Mana Regulation***

Upon reaching 12th level the Slime Lord can store an amount of mana to cast spells that it has absorbed through the *Predator* ability. They may retain a number of spells “known”, irregardless of spell level, equal to their level. Each time the Slime Lord succeeds at a saving throw against a direct single target spell or spell effect, they instead absorb it gaining an amount of spell levels equal to the spell that was cast. If the effect deals half, they only gain half the normal effect. The Slime Lord can store 1 + their level in spell levels that they are able to use to “cast” any spell they “know”. They may also absorb a magical item, gaining 3 spell levels per caster level of the item, though they only gain 2 if the item is a charge item like a wand and 1 if the item is single use.

### ***Starvation***

At 13th level, the *Predator* ability evolves into the *Starvation* ability, allowing the Slime Lord to heal for d8’s instead of d4’s as well as use the ability to target creatures that are 2 size categories larger instead of 1.

### ***Storage Pit***

The Slime Lords *Storage Space* evolves into a larger pit at 14th level, allowing them to store 30 cubic feet of material within. Additionally they can manipulate the material to be able to use any Craft or Profession skills in order to make items, provided they have the appropriate materials, crafting tools/stations stored as well and time.

### ***Greater Mimic***

When the Slime Lord gains their 15th level, their *Mimic* ability evolves to allow them to assume a shape one size category larger indefinitely. This allows them to spend less of their time for larger forms as well, as the penalty doesn’t begin until a size larger now.

### ***Greater Sage***

At 16th level, the Slime Lord’s *Sage* ability evolves allowing them to store 1 ability per 4 levels, and to be able to use two stored abilities at the same time.

### ***Aligned Slime***

When they reach 17th level, the Slime Lord takes on properties akin to an Outer Plane. These bonuses stack with any other pre-existing bonuses or bonuses gained after. If the *Aligned Slime* ability grants an immunity to a weakness from the *Elemental Slime* ability, then the weakness is only removed, and no immunity given.

### ***Gluttony***

The *Starvation ability* evolves at 19th level into the *Gluttony* ability. This allows them to attempt a special CMB maneuver as a full round action to consume everything within a 15ft cone in front of them. Things consumed in this way otherwise function like the *Starvation* ability*.*

### ***Elder Slime***

Upon reaching 20th level, the Slime Lord reaches the epitome of slime power. They become an Outside (Native) as well as gain DR/- 15. They can possess up to 7 abilities through their *Great Sage/Gluttony* abilities and use three at the same time.