
Naoki00 |

As a little preface to the question, in this new game the DM asked each of us to name a type of race that isn't represented much in the game that we've always been interested in playing since we've been curious about trying out the Race Builder rule set for a while. He would then create a race befitting (more or less) that sort of description, though in more general terms to avoid just perfect race/class combinations.
When it came around to me I personally have always enjoyed the idea of an ooze based race, stretchy, possibly shape shifting sorta stuff, and in general I prefer weird than typical. What he came up with...I'm not so thrilled with to be honest, but I don't want to be the bad guy and tell him he didn't put effort into something. He seemed genuinely pleased with the race and so while I don't agree with the design and power level I want to give it a shot and try to be more open minded. The issue I'm having is that I cannot for the life of me think of a decent class for it beyond Barbarian or another 'dumb' style bruiser. Part of it is general problems with indecision, so I was hoping I could get some other voices to help me settle on something to play that might be fun.
Creation Rules: 20 point buy. All classes open from Paizo and Dreamscarred press (Primarily Psionics and Path of War). Cannot be evil.

Drahliana Moonrunner |

The thing is... Oozes are generally mindless on the average and extermely unintelligent at the best of times. They also have no limbs, no means of communication, no concept of communication, nor any particular deep thoughts about the universe, nor need for posessions, in short they are almmost completely absent of the drives that motivate sentient beings.
Their alignment for the most part is Neutral Hungry.

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Warpriest and Cleric come to mind, Druid would be pretty interesting too - spell resistance doesn't affect buffs you cast on yourself.
You'll be slightly behind on ability DCs or melee power but the race itself is totally implacable and you could do pretty wicked things with reach. I definitely like the idea of this character getting up in enemies' grill and harassing them.
Bit of a shame that Magus and Bloodrager would be tough to make, as they're both excellent classes at just that.
EDIT:
Just remembered Kineticist. Class is perfect for this race and is very good at harrying enemies. A little linear, though.

lemeres |
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Their alignment for the most part is Neutral Hungry.
Is there a class with the ability "Smite Tasty"? "Detect Tasty" spells?
I am pushing this- this is what the alignment system needed. Now, it is going from 2d to 3d.
EDIT: ...actually, it might be a fairly useful measure in summarizing motivations- many monsters are defined by their desires for either sustenance or satiation. This is the difference between a vampire, which is compelled to attack mortals on a regular basis due to cravings, and liches, who would rather just sit at home and study magic for a few centuries until he figures out this whole 'becoming a god' thing. The lich tends to have more immediate motivations to prevent its natural predators (adventurers) from finding its tasty phylactery (because breaking that is important for getting that tasty xp)
Heck, it is even a measure for animal alignment- lions attack you because they are neutral hungry, and they want to eat. A bull might attack because it is neutral tasty, and it wants to get any potential threats out of its territory.

Naoki00 |

The thing is... Oozes are generally mindless on the average and extermely unintelligent at the best of times. They also have no limbs, no means of communication, no concept of communication, nor any particular deep thoughts about the universe, nor need for posessions, in short they are almmost completely absent of the drives that motivate sentient beings.
Their alignment for the most part is Neutral Hungry.
While I'm not really going to disagree here, I don't see what this has to do with the question. Plus multiple different sources have ooze-like creatures that don't fit the exact type of ones in pathfinder to draw inspiration from. The race's lore is something I agree with pretty well and is provided in the link. They aren't just plain pathfinder oozes, they are ooze-like, and have many non-ooze traits (My DM said her used the Half-undead racial option as rough basis for them in the race creation guide)

Naoki00 |

Drahliana Moonrunner wrote:Their alignment for the most part is Neutral Hungry.Is there a class with the ability "Smite Tasty"? "Detect Tasty" spells?
I am pushing this- this is what the alignment system needed. Now, it is going from 2d to 3d.
I will admit, I laughed more to this than I should have lol.

Naoki00 |

Warpriest and Cleric come to mind, Druid would be pretty interesting too - spell resistance doesn't affect buffs you cast on yourself.
You'll be slightly behind on ability DCs or melee power but the race itself is totally implacable and you could do pretty wicked things with reach. I definitely like the idea of this character getting up in enemies' grill and harassing them.
Bit of a shame that Magus and Bloodrager would be tough to make, as they're both excellent classes at just that.
EDIT:
Just remembered Kineticist. Class is perfect for this race and is very good at harrying enemies. A little linear, though.
The main issue I see is that spells will be pretty tricky with the hardline limit of 30ft casting, as I'm pretty sure being blind makes 'line of sight' an issue. Is there an option that's LIKE warpriest, cleric, and druid that...well isn't prepared? I tend to avoid prepared casting when possible (hence the likely indecision. All my casters are charisma based)
I'm unfamiliar with the Kineticist beyond that it exists, mind giving me a rundown of it's deal? I was once told it's "Like a warlock but more confusing"

Naoki00 |

Being limited to blindsight 30 is both very powerful and very limiting. Anything further than 30 feet is effectively invisible and cannot be targeted by anything. So spells and ranged attacks are crippled. You have good stats for a kineticist, but the 30' range severely limits that.
Hit the nail on the head for me.

Issac Daneil |
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It should be close range; and should take advantage of it's ability to see when others can't. I suggest a character with a familiar that can see for you, to indicate direction and distant targets, and then some part of it should create
Obscuring Mist, Darkness, or any other vision blocking field.
After that, you can fight creatures within your dangerous range (30ft) no problem, and avoid those that are not.
So...maybe some sort of close range Shaman, or Wisdom Based Sorceror ala Celestial wildbood variant, with a bloodline familiar.

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I didn't spot the 30ft sight the first time, yikes, that's an issue.
Inquisitor is a spontenous wisdom based class, but good luck identifying monsters you can't see for bane. Hmmm.
Kineticists have the whole kinetic whip-based setup, but that doesn't really come online until level 7. Between that and the ability to change size at will from level 10, a hydrokineticist whipping people at range with their own gooey arms suits the flavour best.

Johnny_Devo |

The kineticist, without any range increasing things, is limited to 30ft range anyway.
So you can essentially build with that in mind, if you so wish.
You could also make a monk build. They're physical, not punished for charisma or wisdom penalties, and also has avenues of builds to make up for blindsight.

Bob Bob Bob |
Druid or Cleric summoner. Let sighted things do the fighting for you.
That being said, the whole thing seems underpowered (unless it actually gives you the ooze benefits). By a quick count I'm at 7 points (-3 greater weakness, +2 lifebound, +3 SR, +3? saves, +2 swim). Blindsight would be worth quite a bit... except it comes with blind, which is probably worth at least as much negative. If it comes with actual ooze traits it might be worth more... except the ooze traits give immunity to mind-affecting and poison, so there's no reason they'd have a bonus against them. So... maybe talk your GM into giving you decent ability score modifiers using an actual score modifier setup (greater weakness is -2/+2 one type, -4 a different type).

Naoki00 |

Druid or Cleric summoner. Let sighted things do the fighting for you.
That being said, the whole thing seems underpowered (unless it actually gives you the ooze benefits). By a quick count I'm at 7 points (-3 greater weakness, +2 lifebound, +3 SR, +3? saves, +2 swim). Blindsight would be worth quite a bit... except it comes with blind, which is probably worth at least as much negative. If it comes with actual ooze traits it might be worth more... except the ooze traits give immunity to mind-affecting and poison, so there's no reason they'd have a bonus against them. So... maybe talk your GM into giving you decent ability score modifiers using an actual score modifier setup (greater weakness is -2/+2 one type, -4 a different type).
I thought it looked off too honestly. From what I understand of it the RP break down is something like 5 for tweaked half-undead, 3 for greater SR, -3 for greater weakness, 2 for Swim, and I'm guessing the Blind + blindsight cancel each other which leaves 2 for the Alien Mind to come out to 9rp. Truthfully I'm not the only player a little disappointed with his choices, but half of our group (DM included) is very much into 'weaker' races at base. "Makes things more interesting to work more uphill" I guess is the mentality. His favorite race in the world is goblins, but I don't know if that means anything.

Naoki00 |

With that spell resistance you're going to need to do your own buffing so I'm seconding Bob3's suggestion. A kineticist would be out in the cold for any buffing done in combat. A cleric, perhaps a herald caller seems appropriate. Forget channelling and just concentrate on spells.
Well as someone who typically finds the cleric's manner of play boring and avoids prepared casters like a plague, I guess now the answer becomes "How would you suggest building the character into something active and entertaining using that class and archetype?" Being herald caller I mean. I've never had the interest to play a cleric so I'm just hoping to be sold on the idea, I'm open to new thoughts even if I've chosen not to play it.

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Don't think anyone's suggested this yet, so Tetori Monk? Closest you'll get to engulfing people! :D
You don't have a Str or Wis Penalty and Extra Con's always nice.
I'd be up-front about voicing concerns about the Blind Sight 30 (maybe ask if you can increase it like an Oracle as you level up), but over all it could be pretty fun!

PossibleCabbage |

The Kineticist seems right up your alley. You have a Con bonus, 30' is the limit of both your perception and your blasts (without range extending talents, so don't take those), and you've little use for INT and CHA.
Specifically I'd build a kinetic whip character; with kinetic form you can get AoOs out to 20', which is almost everything you can see!

bitter lily |
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Personally, I'd explain to my GM that I find "bruisers" boring, and avoid prepared spellcasters due to not wanting to tie the entire table down with my analysis paralysis every game-morning. (Being in utter sympathy with your preferences, I'm leaping in on this.) In short, I'd ask him to consider adjusting the stats. The following would fix a lot of your problems with the race...
"Sozoa are too fluid to have much muscle strength or health. However, they are naturally alluring and friendly. -4 Strength, -2 Constitution, +2 Charisma."
But assuming that the alteration is a no-go, the hunter is the only Wisdom-based, spontaneous caster that I know of. And the class might have abilities that make up for 30 ft. blindsight as your only vision. A seeing-eye wolf, anyone?
You also may want to give the witch a good looksee. Yes, -2 Int for a witch is bad, but better than -4 Cha for a sorcerer or oracle. And the spontaneous hexes might make the class palatable to you. When I played a witch, the hexes (usually limited to 30 feet anyway) kept me going all day long. And if you're reserving your sparse spell-slots for buffs, it will cause less anguish than I felt over spell selection. Finally, you get a familiar, who might communicate better for seeing-eye purposes than an animal companion.
I suppose this means I think you should reconsider the shaman, who also gets hexes and spirit abilities that don't necessarily depend on prepared spells.
PS: I'm running a game where a player picked a clouded-vision oracle as a back-up character. Since we started the game at 5th-level, the PC had 60-foot darkvision from the beginning, and even so has been excluded from a lot of fights. "How far away are they?" the player asks, and when I answer, he says, "Then I can't see them. I do nothing." And while my player has another PC who engages wholeheartedly in combat, it sounds like you won't. This could turn into a great game, of course -- but I sure hope you'll have the chance to ditch this race for something else if you hate it.

Wonderstell |

While the penalty to Int and Cha severely limits your choices and basically shuts down half of your skills, there is one interesting quirk about your race.
You can be small sized without a penalty to Strength.
Thanks to your small size hit bonus you're only gonna miss out on 1-2 damage. So you could easily make a mounted str-based build.
I'd make an aberrant bloodrager with a familiar instead of the first bloodline power. The familiar takes the Mauler archetype and can grow to medium size at level 3. The Uncanny Dodge gained from Bloodrager would also let you keep your dex bonus to AC when someone is attacking you from +30 ft.

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So it looks like the basic criteria are (1) not too reliant on Int or Cha and (2) not a prepared spellcaster. Let's start with the list...
Casting options: empyreal sorcerer, inquisitor, hunter, spiritualist, zealot vigilante
Noncasting options: barbarian, fighter, monk, metamorph alchemist (without extracts or bombs removes all int-based features), ranger, rogue, cavalier, gunslinger, samurai, brawler, and noncasting vigilantes.
Sorta-casting option: kineticist.
Is there an option that's LIKE warpriest, cleric, and druid that...well isn't prepared? I tend to avoid prepared casting when possible (hence the likely indecision. All my casters are charisma based)
That would be the inquisitor or the hunter. Spontaneous 6-level Wis-based casters with solid combat chops, easy to build for melee and able to self-buff. Also get some utility spells and lots of skill points even with meh Int. Inquisitor's a good bet if you want social skills since you can take the Conversion inquisition to replace Cha with Wis for Diplomacy, Bluff, and Intimidate. Sacred Huntmaster Inquisitor or Hunter would both make strong mounted builds (which as Wonderstell pointed out is a great option for you if you decide to be small). You can rely on your mount to get you within blindsense range.
I'm unfamiliar with the Kineticist beyond that it exists, mind giving me a rundown of it's deal? I was once told it's "Like a warlock but more confusing"
They are elemental manipulators that can use a limited set of powers on the fly. Some powers are unlimited-use. The more powerful stuff costs "burn" which deals you nonlethal damage that can't be healed - but also gives you combat bonuses. Their magical powers are based off Con (which you get a bonus to) and Dex. A hydrokineticist would be thematic and reasonably versatile with options for melee damage, ranged damage within your 30ft vision, tripping, and entangling. At high levels you could get water tentacles. For more info see N Jolly's excellent guide.
When it came around to me I personally have always enjoyed the idea of an ooze based race, stretchy, possibly shape shifting sorta stuff, and in general I prefer weird than typical.
If you want a weird class in addition to a weird race you might consider the metamorph. It gives up a lot so I'm not sure how it does on the balance front, but you do end up with some very funky shapeshifting abilities (which with mutagen should make you very competent in melee) and thematic precision damage resistance from "Adaptive Physiology." You could also grab a tumour familiar to do the seeing eye thing.
SR is kind of a pain as written but you can lower it as a standard action out of combat to receive long duration buffs, and some buffs like Bardic Music won't hit SR.

Tinalles |
I'm sorry, I just couldn't come up with anything that felt playable based on the stats as given. The dual limitation to INT and CHA plus the blindness/blindsight thing is incredibly limiting for a playable race.
But the basic idea seems interesting, so I thought I'd take a shot at building a sozoa, following the same basic idea as in the document you linked, but giving a little more weight to their human ancestry, and a bit less to the ooze ancestry. Here's what I came up with:
3 Type: aberration
. Subtype: aquatic
. Size: medium or small
. Speed: normal
. Languages: Common and Aquan
. Darkvision (free from Aberration type)
-3 Ability scores: greater weakness (+2 CHA, -2 WIS, -4 INT)
2 Lifebound
2 Swim speed (30 ft)
2 Amphibious
2 Resistant (+2 vs poison and mind-affecting effects)
2 Spell-like Ability, lesser: Alter Self, 1/day
= 10 rp
"Aberration" seems a pretty reasonable description of an ooze/human hybrid. Plus that's what the amalgam template uses for a cross between humanoids and oozes.
For ability scores, I retained Greater Weakness, opting to put the +2 it grants into Charisma instead of Wisdom. Sozoa are foolish (-2 WIS) and think very slowly (-4 INT), but cheerful, sociable, and blithely unaware of their own mental limitations. This also makes a CHA-based casting class viable.
Retaining normal sight (including darkvision) makes it mechanically easier to deal with at the table. I get what the GM was trying to do with the blindness/blindsight thing -- that's straight out of the ooze traits in the bestiary. But it ignores the human side of the race's heritage. Humans have eyes, and could reasonably pass them to their goopy half-breed offspring.
The above is straight up Rules-as-Written, but honestly, the rules were not written to accommodate ooze-based PC races. I presume that's because of limited space in the book, and limited demand to play oozes. However, the android race has the following racial trait:
Constructed: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), androids count as both humanoids and constructs. Androids gain a +4 racial bonus on all saving throws against mind-affecting effects, paralysis, poison, and stun effects, are not subject to fatigue or exhaustion, and are immune to disease and sleep effects. Androids can never gain morale bonuses, and are immune to fear effects and all emotion-based effects (2 RP).
If an android can get all that for 2 rp, I see no reason why a sozoa couldn't do something very similar:
Gelatinous: For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), sozoa count as both humanoid (human) and oozes. Sozoa gain a +4 racial bonus on all saving throws against mind-affecting effects, poison, sleep effects, paralysis, polymorph, and stunning. In addition, their amorphous anatomy grants them a 25% chance to negate critical hits and sneak attacks, treating them as regular hits instead. (2 RP).
I'd replace the "Resistant" trait with that, which would get the ooze heritage in there pretty thoroughly.
It'd still be a difficult race to play, mechanically speaking. But I think the above would be easier to play than the one in the linked document, with or without the "Gelatinous" homebrew.
In terms of role-play, a sozoa could be a lot of fun! With that low INT and CHA score, you could easily have fun doing things that would be perfectly natural to an ooze but completely gross out your humanoid colleagues, such as innocently munching on garbage.

Naoki00 |
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I really appreciate the suggestions guys! I'm starting to really lean toward trying out the Kineticist sine so many are pointing out some pretty cool thematic approaches to it. As it stands on the race itself I am talking with my DM after pointing out some of the really limiting factors of the Blindsight and such. He apparently hadn't really considered the full downsides of it all.

Naoki00 |
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Since he suggested I try to put together something more like what I had in mind, I decided to give it a shot using a mixture of his ideas and those of Tinalles, since I really liked the idea of using a similar ability to the Androids. Here's what I came up with, still work out well for a Kineticist?
(Total RP 11)
Ability Score Racial Traits: The unique makeup of a sozoa’s body makes them resilient and malleable, while their enthusiastic and often disarmingly innocent (or occasionally unsettling) dispositions give them a wealth of personality. Unfortunately this is tempered by a rather slow thought process that leads many to believe them to be dull witted, and these people are often proved correct. +2 Charisma, +2 Constitution, -2 Wisdom, and -4 Intelligence. (-2)
Type: Sozoa are aberrations with the [sozoa] subtype. (3)
Size: Sozoa vary in size, and can be either small or medium (0)
Base Speed: Sozoa have a base speed of 30 feet. (0)
Languages: Common and Aquan (0)
Defense Racial Traits:
Gelatinous (Ex): For the purposes of effects targeting creatures by type (such as a ranger's favored enemy and bane weapons), sozoa count as both humanoid (human) and oozes. Sozoa gain a +4 racial bonus on all saving throws against mind-affecting effects, poison, sleep effects, paralysis, polymorph, and stunning. In addition, their amorphous anatomy grants them a 25% chance to negate critical hits and sneak attacks, treating them as regular hits instead. (2).
Lifebound (Ex): Sozoa’s naturally hardy nature makes them a rather difficult creature to really keep down. Sozoa gain a +2 racial bonus on all saving throws made to resist death effects, saving throws against negative energy effects, Fortitude saves made to remove negative levels, and Constitution checks made to stabilize if reduced to negative hit points. (2)
Impossible Digestion (Ex): Sozoa certainly show their ooze like being in relation to their diet. Sozoa can subsist on nearly anything. Sozoa suffer no ill effects from eating normally inedible things, such as carrion, garbage, or even things such as rocks or wood. (1)
Amphibious (Ex): Sozoa can breath on land or in water with equal effectiveness. (2)
Energy Resistance (Ex): Sozoa have Energy Resistance 5 against Acid. (1)
Magical Racial Traits:
Spell-Like Ability (Sp): Because of the fluid nature of the sozoa’s body they can take in and expel matter or magic to adjust themselves and morph their shape. A sozoa can cast Alter Self as a spell-like ability once per day. (2)
Electric Vulnerability (Ex): Sozoa take 50% extra damage from electric damage sources due to their bodies being almost entirely comprised of water, making their scant internal workings at risk of electrocution. (-2)
Movement Racial Traits:
Swim: Sozoa due to their naturally lightweight frame and slim bodies have a swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. (2)
Senses Racial Traits:
Darkvision (Ex): Sozoa have darkvision out to 60ft. (Type)

avr |

I'm still thinking a summoner of some kind would be good if something like the sight limitation remains, though if the kineticist is what you really want never mind.
Idea: A monster tactician inquisitor is a spontaneous wisdom based caster (though just 6-level) with the summon monster SLA of the summoner class tacked on top of that. You'd be less personally able in a fight than the base inquisitor due to lacking the judgement class feature, but you keep the buff spells, the solo tactics and extra teamwork feats and the bane ability. Outside combat the base 6 skill points and some useful spells would keep you involved. It's a pretty powerful archetype and might balance out the weak race. It might look like this:
1: Spell focus (conjuration), Summon Monster I 3+wis/day, Conversion inquisition (use Wis for social skills), spells (Bless, Ear-piercing scream), monster lore, orisons, stern gaze
2: Cunning initiative, detect alignment, track, spells (Heightened Awareness)
3: Augment Summoning, Shielded Caster, Summon monster becomes SM II, solo tactics, spells (Sanctuary)
4: Spells (Invisibility, Honeyed Words)
5: Precise Strike, Summon monster becomes SM III, summon tactics (summoned monsters share a teamwork feat), bane, spells (Flickering Lights, trade Sanctuary for Litany of Sloth)
6: Outflank, spells (Weapon of Awe)
Edit: this'd be less good if he accepts your revised race, of course.

Naoki00 |

Losing the SR sucks but even w your new race features I still think water kineticist is a good, strong, and flavorful option for you.
Yeah I do agree in a way, it's mostly just a thought as another option since I don't entirely know what the rest of the team is yet and if we end up with a cleric or something the SR could be an issue. He still may not like my version over his own though since he has said he'd at least like me to test out the first version. I don't blame him for wanting it tried out at least, I'm sure he tried to make it as oozey as he think of at the time.

Naoki00 |

I'm still thinking a summoner of some kind would be good if something like the sight limitation remains, though if the kineticist is what you really want never mind.
Idea: A monster tactician inquisitor is a spontaneous wisdom based caster (though just 6-level) with the summon monster SLA of the summoner class tacked on top of that. You'd be less personally able in a fight than the base inquisitor due to lacking the judgement class feature, but you keep the buff spells, the solo tactics and extra teamwork feats and the bane ability. Outside combat the base 6 skill points and some useful spells would keep you involved. It's a pretty powerful archetype and might balance out the weak race. It might look like this:
1: Spell focus (conjuration), Summon Monster I 3+wis/day, Conversion inquisition (use Wis for social skills), spells (Bless, Ear-piercing scream), monster lore, orisons, stern gaze
2: Cunning initiative, detect alignment, track, spells (Heightened Awareness)
3: Augment Summoning, Shielded Caster, Summon monster becomes SM II, solo tactics, spells (Sanctuary)
4: Spells (Invisibility, Honeyed Words)
5: Precise Strike, Summon monster becomes SM III, summon tactics (summoned monsters share a teamwork feat), bane, spells (Flickering Lights, trade Sanctuary for Litany of Sloth)
6: Outflank, spells (Weapon of Awe)Edit: this'd be less good if he accepts your revised race, of course.
See the main reason I was leaning toward kineticist is because I've played a summoner before (the APG version) and haven't played the former. However having never seen the monster tactician I would be lying if I said your build sample didn't look pretty fun too. Having never really liked how judgement worked losing it for something like that could be interesting.

kainblackheart |

I think with the blind sight, save bonuses, and the SR then some kind of mage slayer would be very fitting-not sure if their is a class for that, I believe there was in 3.5 but if not you could tool something up with mage slaying in mind...maybe assassin. Could have a real hatred for magic user's in general...would be fun to play.

Naoki00 |

I think with the blind sight, save bonuses, and the SR then some kind of mage slayer would be very fitting-not sure if their is a class for that, I believe there was in 3.5 but if not you could tool something up with mage slaying in mind...maybe assassin. Could have a real hatred for magic user's in general...would be fun to play.
We actually have some options for Mage Slaying classes, but sadly they are all Intelligence based.

ChaiGuy |
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One thematic class for this race IMO is Cave Druid. Now unfortunately as you know Druids are prepared spell casters, but with this archetype you can eventually (10th level, kind of late) wild shape into an ooze. They also have other ooze related "powers".
It would be a cool way of playing a character who wanted to be more ooze.

ChaiGuy |

kainblackheart wrote:I think with the blind sight, save bonuses, and the SR then some kind of mage slayer would be very fitting-not sure if their is a class for that, I believe there was in 3.5 but if not you could tool something up with mage slaying in mind...maybe assassin. Could have a real hatred for magic user's in general...would be fun to play.We actually have some options for Mage Slaying classes, but sadly they are all Intelligence based.
I imagine that a properly made primalist bloodrager could be a good mage slaying class. With the right rage powers (superstitious line) and a thematic blood line (aberrant or black blood perhaps) could work for the new proposed race. Plus spontaneous casting (although very limited) would add flexibility.

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With -4 Cha on the GM's race, the bloodrager is unlikely to cast anything. Untouchable archetype trades casting for... redundant SR. Spelleater would let you use spell slots for healing even if you can't cast spells of that level. ( If GM approves your option with the Cha bonus the bloodrager can cast but you also lose some of your anti-mage resistances.)
Arcane bloodline gets anticaster stuff, though Aberrant does sound thematic and the extra reach as well as Combat Reflexes, Improved Grapple, and Iron Will would be handy bloodline feats.

ChaiGuy |

With -4 Cha on the GM's race, the bloodrager is unlikely to cast anything. Untouchable archetype trades casting for... redundant SR. Spelleater would let you use spell slots for healing even if you can't cast spells of that level. ( If GM approves your option with the Cha bonus the bloodrager can cast but you also lose some of your anti-mage resistances.)
Arcane bloodline gets anticaster stuff, though Aberrant does sound thematic and the extra reach as well as Combat Reflexes, Improved Grapple, and Iron Will would be handy bloodline feats.
The -4 charisma is for the original race, another was developed with this (along with other info):
Ability Score Racial Traits: The unique makeup of a sozoa’s body makes them resilient and malleable, while their enthusiastic and often disarmingly innocent (or occasionally unsettling) dispositions give them a wealth of personality. Unfortunately this is tempered by a rather slow thought process that leads many to believe them to be dull witted, and these people are often proved correct. +2 Charisma, +2 Constitution, -2 Wisdom, and -4 Intelligence. (-2)

Naoki00 |
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Weirdo wrote:With -4 Cha on the GM's race, the bloodrager is unlikely to cast anything. Untouchable archetype trades casting for... redundant SR. Spelleater would let you use spell slots for healing even if you can't cast spells of that level. ( If GM approves your option with the Cha bonus the bloodrager can cast but you also lose some of your anti-mage resistances.)
Arcane bloodline gets anticaster stuff, though Aberrant does sound thematic and the extra reach as well as Combat Reflexes, Improved Grapple, and Iron Will would be handy bloodline feats.
The -4 charisma is for the original race, another was developed with this (along with other info):
Ability Score Racial Traits: The unique makeup of a sozoa’s body makes them resilient and malleable, while their enthusiastic and often disarmingly innocent (or occasionally unsettling) dispositions give them a wealth of personality. Unfortunately this is tempered by a rather slow thought process that leads many to believe them to be dull witted, and these people are often proved correct. +2 Charisma, +2 Constitution, -2 Wisdom, and -4 Intelligence. (-2)
This is assuming my GM would go for it of course. Thus far while my idea is a hopeful back up the original version is the most likely one to see play first.

ChaiGuy |

ChaiGuy wrote:This is assuming my GM would go for it of course. Thus far while my idea is a hopeful back up the original version is the most likely one to see play first.Weirdo wrote:With -4 Cha on the GM's race, the bloodrager is unlikely to cast anything. Untouchable archetype trades casting for... redundant SR. Spelleater would let you use spell slots for healing even if you can't cast spells of that level. ( If GM approves your option with the Cha bonus the bloodrager can cast but you also lose some of your anti-mage resistances.)
Arcane bloodline gets anticaster stuff, though Aberrant does sound thematic and the extra reach as well as Combat Reflexes, Improved Grapple, and Iron Will would be handy bloodline feats.
The -4 charisma is for the original race, another was developed with this (along with other info):
Ability Score Racial Traits: The unique makeup of a sozoa’s body makes them resilient and malleable, while their enthusiastic and often disarmingly innocent (or occasionally unsettling) dispositions give them a wealth of personality. Unfortunately this is tempered by a rather slow thought process that leads many to believe them to be dull witted, and these people are often proved correct. +2 Charisma, +2 Constitution, -2 Wisdom, and -4 Intelligence. (-2)
Thank you for the info, I was unsure if your proposal had been accepted or not. What where your thoughts for the proposed race?

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Weirdo wrote:The -4 charisma is for the original race, another was developed with this (along with other info):With -4 Cha on the GM's race, the bloodrager is unlikely to cast anything. Untouchable archetype trades casting for... redundant SR. Spelleater would let you use spell slots for healing even if you can't cast spells of that level. (If GM approves your option with the Cha bonus the bloodrager can cast but you also lose some of your anti-mage resistances.)
Arcane bloodline gets anticaster stuff, though Aberrant does sound thematic and the extra reach as well as Combat Reflexes, Improved Grapple, and Iron Will would be handy bloodline feats.
I'm aware - see bolded portion of my previous post.

ChaiGuy |

ChaiGuy wrote:I'm aware - see bolded portion of my previous post.Weirdo wrote:The -4 charisma is for the original race, another was developed with this (along with other info):With -4 Cha on the GM's race, the bloodrager is unlikely to cast anything. Untouchable archetype trades casting for... redundant SR. Spelleater would let you use spell slots for healing even if you can't cast spells of that level. (If GM approves your option with the Cha bonus the bloodrager can cast but you also lose some of your anti-mage resistances.)
Arcane bloodline gets anticaster stuff, though Aberrant does sound thematic and the extra reach as well as Combat Reflexes, Improved Grapple, and Iron Will would be handy bloodline feats.
Sorry, I must have overlooked that. Do you mean losing improved spell resistance?
Gelatinous and lifebound gives more save bonuses than just about any standard race I can think of. Only dwarves with steel soul and glory of old would do better and I think it compares well with half-orc with sacred tatoo and fates favored.

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That's an exaggeration. It's not that much worse than a clouded vision Oracle, and we have one of those in our party. She's never left out. Built for melee. If she can't close she spends a round buffing and moves in the direction the rest of the party points her in. Note we started at level 3 so she had to deal with the 30ft range for two levels. As bitter lily's experience shows YMMV but many groups typically fight in fairly close quarters.
ChaiGuy: The new version loses SR and downgrades the blindsight to darkvision, which removes its protection from invisibility, obscuring mist, blindness, displacement, deeper darkness, gaze attacks, etc. That's a lot of caster tools to no longer be immune to, even if you still have impressive save bonuses. (Again, YMMV on how much the not being blind at distance thing matters to you.)

PossibleCabbage |

The whole "can only see 30'/clouded vision oracle" thing is a drawback that you're going to want to know going into the campaign "what kind of a campaign it's going to be". If it's the sort of thing where you're going to be spending a lot of time indoors, or in close quarters simply because "that's the sort of story this is" then it's hardly going to be an issue.
I mean, I played a character with 25' reach not too long ago, and in the campaign there were a lot of fights where I threatened everybody without cover all at the same time.
It's just the same sort of thing you want to clear with the GM beforehand like how you'd ask before playing a mounted character, or a long-distance archer, etc. Just the opposite concern.

Naoki00 |

The whole "can only see 30'/clouded vision oracle" thing is a drawback that you're going to want to know going into the campaign "what kind of a campaign it's going to be". If it's the sort of thing where you're going to be spending a lot of time indoors, or in close quarters simply because "that's the sort of story this is" then it's hardly going to be an issue.
I mean, I played a character with 25' reach not too long ago, and in the campaign there were a lot of fights where I threatened everybody without cover all at the same time.
It's just the same sort of thing you want to clear with the GM beforehand like how you'd ask before playing a mounted character, or a long-distance archer, etc. Just the opposite concern.
Well I can help a little bit with that actually. I asked if the blindness would be a hindrance in the game that would require a lot of effort to get around. He said that in some area's possibly, as there would be a large amount of open travel. However he did divulge that the campaign will deal a lot with Fey.