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Slime Lord

(Player's Guide to Faerûn variant, p. 186)

Slime lords, the most favored of Ghaunadar's servants, are not clerics; they are spies and infiltrators who can change their shapes in order to move unnoticed among members of any race.

Requirements

Base Attack Bonus: +4

Alignment: Any evil

Skills: Disguise 6 ranks

Feats: Willing Deformity

Patron Deity: Ghaunadar


Hit die

d8

Skill points

4 + Int

Class Features

Weapon and Armor Proficiency: Slime lords gain no proficiency with any weapon, armor, or shield. Armor check penalties for armor heavier than leather apply to the skills Balance, Climb, Escape Artist, Hide, Jump, Move Silently, Sleight of Hand, and Tumble, and double the normal armor check penalty applies to Swim checks.

Paralytic slime (Ex): A slime lord's pseudopods are coated with slime that can paralyze a foe. Any creature struck by a slime lord's natural attack must succeed on a Fortitude save (DC 10 + slime lord level + slime lord's Con modifier) or be paralyzed for 1d4+1 rounds.

Pseudopods (Ex): The physical form of a slime lord is more mutable than that of a normal creature of his type. As a move action, a slime lord can transform his hands into pseudopods or back into normal hands. He can make two natural attacks with his pseudopods as a full attack action, or one attack as a standard action. Each successful attack deals 1d6 points of damage. The transformation lasts for up to 1 round per slime lord level, though the character can change his pseudopods back into hands before the expiration of the effect as a move action.

The slime lord can use this ability once per day at 1st level. Thereafter, he gains one additional use per day for every two slime lords levels. Thus, he can use the ability twice per day at 3rd level, three time per day at 5th level, four times per day at 7th level, and five times per day at 9th level.

Charming Gaze (Su): A slime lord of at least 3rd level can activate a charming gaze for 1 round. Any creature that meets the slime lord's gaze for 1 round. Any creature that meets the slime lord's gaze must make a Will save (DC 10 + slime lord level + slime lord's Cha modifier) or be affected as if by a charm monster spell (caster level equal slime lord's character level). This ability is usable once per day slime lord level.

Sleep Immunity (Ex): A slime lord of 4th level or higher is immune to sleep effects.

Alter Self (Su): A 5th-level or higher slime lord's can change his form as though he were under the influence of the alter self spell. He can use this ability at will, and any change to his form lasts until he uses the ability again or chooses to revert to his natural form.

Damage Reduction (Ex): When the slime lord reaches 7th level, his body is so mutable that he gains damage reduction 5/slashing or piercing.

Polymorph Immunity (Ex): An 8th-level or higher slime lord is immune to polymorphing.

Blindsight (Ex): When the slime lord reaches 9th level, his whole body acts as a sensory organ, granting him blindsight out to 60 feet.

No Discernible Anatomy (Ex): A 10th -level slime lord's form is so amorphous that he is no longer subject to critical hits or sneak attacks. Furthermore, he gains immunity to poison, paralysis, and stunning.

Advancement

Level BAB Fort Ref Will Special
1st +0 +0 +2 +0 Paralytic slime, pseudopods 1/day
2nd +1 +0 +3 +0
3rd +2 +1 +3 +1 Charming gaze, pseudopod 2/day
4th +3 +1 +4 +1 Sleep immunity
5th +3 +1 +4 +1 Alter self, pseudopods 3/day
6th +4 +2 +5 +2
7th +5 +2 +5 +2 Damage reduction 5/slashing or piercing, pseudopods 4/day
8th +6 +2 +6 +2 Polymorgh immunity
9th +6 +3 +6 +3 Blindsight, pseudopods 5/day
10th +7 +3 +7 +3 No discernible anatomy

Class skills

Skill name Key ability Trained only Armor check penalty
Appraise INT no no
Bluff CHA no no
Craft INT no no
Disguise CHA no no
Escape Artist DEX no yes
Forgery INT no no
Hide DEX no yes
Intimidate CHA no no
Knowledge (dungeoneering) INT yes no
Move Silently DEX no yes
Survival WIS no no

Spells for Slime Lord

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