New race tell me if you think i need a LA add to this [Archive] - Wizards Community

Post/Author/DateTimePost
kainpendragon

03-09-07, 11:13 PM
I am working on makeing two races for my world i am creating and want to try to make them with out LA. let me know what you guys think should be change if anything or anything taken away.


OZ Jelly
Ability Score Adjust
+2 Con, +2 Dex , -2 Str, -2Cha, -2 Wis
Size Small
Natural armor +1
Acid Resistance 5
Slashing and piercing resistance 5
+2 Spot
Move on any solid surface

Flaws
Shape shifter subtype
No speech
No Hearing
Limited Magic item use.
-4 swim checks
Subjected sneak attack or critical hit
Vulnerability to Fire and Bludgeoning weapons and attacks taking 1.5 times damage

Description
Oz Jellies are Race of liquid people who usually live in caves and under hills. They are 3 cubic feet in volume. They look like a ball of slime with one eye and a brain floating in it witch is hard to make out but can be seen thru the translucent Jelly. They liquid like substance they are made up of are seen in 3 Blue, yellow, green.

The color is also the determine factor of sex of the creature with Blue benign male yellow female and the offspring are always green and sexless until they reach maturity.

They way they communicate is varying interesting they do so my shaping them selves in to letters of writing word and objects also changing colors to show emotion or to express something else. They only seem to change into there base colors and the colors of red, purple and grey.

Oz Jellies tend to live in communities with Gnomes and have picked up Gnomes curious and practical joker nature to the extreme. They play pranks all the time on who ever they can the bigger the prank the better. Do to there close ties with Gnomes under stand there communication with out any difficulty all other races must spend 2 skill points to learn the Oz Jellies language or do a spot check to figure it out DC 14.

When moving it hops every there it goes at a speed of 20ft per round and can crawl at 15ft per found on any solid surface even walls and ceilings

Special abilities
Shape shifting Oz Jellies ability to shape shift is limited only by its volume and the fact that it must always maintain a 6 inches of thickness so it eye and brain can stay in jelly. It can take any shape it wants even that of a giant hand or boot. It is limited in color choices prevents it from benign a true shape sifter and fooling people.

Oz Jellies are limited in what magic items they can use bracers, rings, amulets headbands, rocks/crystals, and bags worn magical items such as these float around in side of jelly. This makes these items very hard to be stolen. While weapons are wield by taking humid shape or making a tentacle shape hand or hands to hold them. Potions work by contact with the jelly as do poisons
kelvinaw273

03-11-07, 01:35 AM
If I recall the guidleines from Savage SPecies, they should be around +0 ECL. They have advantages up to +2 ECL, but major flaws too. But personally, I don't want to play a blob.
Jaxgaret

03-11-07, 01:57 AM
Oz Jellies are limited in what magic items they can use bracers, rings, amulets headbands, rocks/crystals, and bags worn magical items such as these float around in side of jelly. This makes these items very hard to be stolen. While weapons are wield by taking humid shape or making a tentacle shape hand or hands to hold them. Potions work by contact with the jelly as do poisons

Lovely imagery.

What precisely is "humid shape"?

EDIT: I just spent a minute laughing my ass off at the mental image of someone administering a potion to their Oz Jelly partymate by uncorking the potion and pouring it (or better yet splashing it) on them.

"Here, take a potion jelly friend! *Sploosh*"
Qube

03-11-07, 04:32 AM
take it LA+1 (The'll make great front liners: almost immune to arrows, ...)

"Slashing and piercing resistance 5" ? you mean DR 5/blund ?
kainpendragon

03-11-07, 12:22 PM
Lovely imagery.

What precisely is "humid shape"?

EDIT: I just spent a minute laughing my ass off at the mental image of someone administering a potion to their Oz Jelly partymate by uncorking the potion and pouring it (or better yet splashing it) on them.

"Here, take a potion jelly friend! *Sploosh*"

yeah that is the hole point of this race to add humor to a game. I had some one play 3.0 and it was very funny he took monk as his class and he would turn into a big fist or foot in combat and hit people or he go be hind some one stick to there clothes and for the same shape as them to hide.

huminoid shape. sorry about that.
kainpendragon

03-11-07, 12:24 PM
take it LA+1 (The'll make great front liners: almost immune to arrows, ...)

"Slashing and piercing resistance 5" ? you mean DR 5/blund ?

yeah i ment DR. 5/Blund he not immune blunt head arrows lol i made him vurable to blunt.

why you say it LA +1 ??? should i maybe lower something??
Red_Rabbit

03-11-07, 08:35 PM
I think +4 ECL and +3 ECL would be Iffy at best to me

+1 ECL for Acid Resistance on yea
Acid Resistance 5

+1 ECL this is pretty much DR Bludgeon/5
Slashing and piercing resistance 5

+1 ECL can go up walls and Ceilings and Vertical Surfaces that might be to much for the average character to travel through
Move on any solid surface

+1 ECL this subtype is not a flaw it's a blessing, because this gives the race the ability to assume another form such as Alternate Form or Polymorph
Shape shifter subtype
is Immune to any Humaniod targetting spells that's a list of low lvl spells up to 4th lvl magics.

The Rabbit
obrysii

03-11-07, 11:21 PM
They do seem pretty weak.


Please work on spelling and grammar--it's almost impossible to understand what you're trying to say.
Reversefigure4

03-12-07, 12:23 AM
Anything that can't speak or hear shouldn't really be a player race anyway. While they can commnicat by making shapes, everything another character wants to say to him must be written down. It's just too inconvinient to be worth doing.
Deity

03-12-07, 01:11 AM
I like the idea of this race, but it doesn't seem properly balanced yet.

Maybe make it Small Humanoid (Shapechanger), with the some racial ability to change shape, maybe an altered version of the chnageling ability.

Then DR 5/Bludgeoning

Stats maybe like, +2 Dex, -2 Str

Let them talk and hear, as that is kind of important for a PC race.

Acid resistance 5

Get rid of the ability to move up walls and ceilings, cause that is WAY too powerful for LA 0, instead, how about a +4 to climb checks due to their ability to mold themselves around hand and foot holds.

To balance it out:

1/2 effectiveness of healing spells, because of their unnatural composition or w/e. (This doesn't really fit that well, but it's all I could think of as a balancing feature)


Then: Any potion or poison can be administered by touch, even if it normally needs to be ingested or inflicted through a wound, due to the fact that they have no skin and would automatically absorb it.



That looks a bit better doesn't it?
kainpendragon

03-12-07, 08:54 AM
I think +4 ECL and +3 ECL would be Iffy at best to me

+1 ECL for Acid Resistance on yea
Acid Resistance 5

+1 ECL this is pretty much DR Bludgeon/5
Slashing and piercing resistance 5

+1 ECL can go up walls and Ceilings and Vertical Surfaces that might be to much for the average character to travel through
Move on any solid surface

+1 ECL this subtype is not a flaw it's a blessing, because this gives the race the ability to assume another form such as Alternate Form or Polymorph
Shape shifter subtype
is Immune to any Humaniod targetting spells that's a list of low lvl spells up to 4th lvl magics.

The Rabbit


+1 ECL for Acid Resistance on yea
Acid Resistance 5 (should be counter to 0 becuase he takes extra fire damge.)

+1 ECL this is pretty much DR Bludgeon/5
Slashing and piercing resistance 5
(same here he take 1.5 time the damage from bludgeon)



+1 ECL can go up walls and Ceilings and Vertical Surfaces that might be to much for the average character to travel through
Move on any solid surface
(ok maybe like was said in another post above this +2 to +4 on climb checks. )


+1 ECL this subtype is not a flaw it's a blessing, because this gives the race the ability to assume another form such as Alternate Form or Polymorph ( can assume shape but gets no benfit from it he gets no attack gains from it just to look the shape of something else but he maintains his bright colors and texture. so he would gain no bonuse from this)
Shape shifter subtype
is Immune to any Humaniod targetting spells that's a list of low lvl spells up to 4th lvl magics. (hmmm i suppose i can fix this like the war forge and say things that effect normal players races effect him also inaddtion to spells like hold monster and such)

that should reduce that to 0
kainpendragon

03-12-07, 10:26 AM
I like the idea of this race, but it doesn't seem properly balanced yet.

Maybe make it Small Humanoid (Shapechanger), with the some racial ability to change shape, maybe an altered version of the chnageling ability.

Then DR 5/Bludgeoning

Stats maybe like, +2 Dex, -2 Str

Let them talk and hear, as that is kind of important for a PC race.

Acid resistance 5

Get rid of the ability to move up walls and ceilings, cause that is WAY too powerful for LA 0, instead, how about a +4 to climb checks due to their ability to mold themselves around hand and foot holds.

To balance it out:

1/2 effectiveness of healing spells, because of their unnatural composition or w/e. (This doesn't really fit that well, but it's all I could think of as a balancing feature)


Then: Any potion or poison can be administered by touch, even if it normally needs to be ingested or inflicted through a wound, due to the fact that they have no skin and would automatically absorb it.




That looks a bit better doesn't it?


Let them talk and hear, as that is kind of important for a PC race. (this is why i gave them the +2 spot so that they can read other pc lips and i have no limit on the time take them to shift so they can effectly make shapes so they could shame them selves into hole words if need be.) (giveing them the ablity to talk freely takes away from the flavor of the race. the race was made in 3.0 and I used Innuendo skill for communication then but i figure it could use spot now.)


the limit magic item use should take up for healing effect???
Red_Rabbit

03-12-07, 11:01 AM
+1 ECL for Acid Resistance on yea
Acid Resistance 5 (should be counter to 0 becuase he takes extra fire damge.)

+1 ECL this is pretty much DR Bludgeon/5
Slashing and piercing resistance 5
(same here he take 1.5 time the damage from bludgeon)



+1 ECL can go up walls and Ceilings and Vertical Surfaces that might be to much for the average character to travel through
Move on any solid surface
(ok maybe like was said in another post above this +2 to +4 on climb checks. )


+1 ECL this subtype is not a flaw it's a blessing, because this gives the race the ability to assume another form such as Alternate Form or Polymorph ( can assume shape but gets no benfit from it he gets no attack gains from it just to look the shape of something else but he maintains his bright colors and texture. so he would gain no bonuse from this)
Shape shifter subtype
is Immune to any Humaniod targetting spells that's a list of low lvl spells up to 4th lvl magics. (hmmm i suppose i can fix this like the war forge and say things that effect normal players races effect him also inaddtion to spells like hold monster and such)

that should reduce that to 0

Still +1 to me - Anytime a Race gets DR doesn't matter if they are getting a Minor Vulnerability than that is a +1 ECL, because DR is a life saver forever.

+4 Climb check for an Ooze I'd take the +1 ECL away for that one, but It'd be smarter to take the +10 to climb and take a +1 ECL seeing as this would be more for an Ooze.

Still +1 ECL - It's pointless to give a Race a subtype like Shapechanger if you just turn around and take away everything that the subtype offers such as: an alternate form ability and Spell Immunities since it's not a humanoid.

Which this would still be +1 ECL for me, but I'd just give it the Ooze subtype which makes it immune to crits, sneak attacks, and spells that affect humaniods and the average PC character.

Making the race not have the ability to hear and talk will be annoying to the other players and to yourself, because no one in there right mind will play this They won't be able to join a party and take a mission or ask questions. You might want to consider Blindsense 40-60ft so it can detect when people or animals are getting close otherwise this thing will starve. This is more a monster you'd find in a dungeon than a pc race.

The lowest I can see out of this is +2 ECL, but you will never get this race to +0 ECL as long as this race is any other subtype than humanoid. I'm sure you might find someone to play this, but I wouldn't touch anything that can't interact with the party or NPC's and this race doesn't have the ability to do that.

The Rabbit
kainpendragon

03-12-07, 12:03 PM
I had some one play it before the set up was different slightly different was tring to adjust for the 3.5 changes. they loved playing it they though it was the funniest thing in the world and he keep to the races pratical jokeing. He slept in a jug to that another pc carried. he interacted very well for not beable to speak or hear. it just take a really creative player i guess. None of my past players had a problem with it or found it trouble some expect for the pratical jokes it always pulled but it was all in good fun.

I would not consider 1.5x damge a minor vulrablity i would consider that major. espeical with STR gets put into play any blunt weapon would be devistaing to this race. so arrow are not as effctive to it, Being sub type Ooze subtype would make it to strong to even be a pc. The only Bludgon weapons could hurt it out it divding in two. IT also has organs and ooze don't. it more of a shapersifter then a ooze because it actual has int and it can take on forms not just make Pseudo Pods or lunge it self at people. It Also changes colors if it needs to. It just not as advanced as other shaper shifters such as a doppleganger.

so i am guessing you think warforges should be LA +1 or pointless because they are both contructs and Humaniod.

This this races case the subtype is a flaw make bane weapons work on him that normal would not spells that work on him that normally would not and would count as a favored enemy when normal would not.
Red_Rabbit

03-12-07, 01:38 PM
I don't play Eberron I don't know what Warforge get I don't happen to be a fan of Eberron. Seems like a waste to me, so I'm not gonna talk about Warforge.

The Rabbit
Neutronium_Dragon

03-12-07, 02:38 PM
Well, how about...

Small Ooze
+2 Con, -2 Str, -2 Wis, -2 Cha
DR 1/-
Acid Resistance 2
+4 to Climb checks, and may use their Dexterity modifier instead of their Strength modifier on Climb checks.
Intelligent: Oz Jellies are not Mindless, and thus have an Intelligence score and are subject to mind-affecting effects.
Sighted: Oz Jellies are not blind, and can see normally, but lack innate Blindsense. They gain a +2 bonus to Spot checks.
Can Go Splat: Oz Jellies are subject to critical hits and stunning.
LA: +0

That leaves the other immunities and immunity to flanking, but since they've got rather unfavorable stat modifiers and those immunities are fairly circumstantial, this is probably okay.
Red_Rabbit

03-12-07, 02:51 PM
I'd just scrap this totally or leave a +2 ECL on it. This attempt makes it look really bad to me now.

The Rabbit
kainpendragon

03-12-07, 03:29 PM
Well, how about...

Small Ooze
+2 Con, -2 Str, -2 Wis, -2 Cha
DR 1/-
Acid Resistance 2
+4 to Climb checks, and may use their Dexterity modifier instead of their Strength modifier on Climb checks.
Intelligent: Oz Jellies are not Mindless, and thus have an Intelligence score and are subject to mind-affecting effects.
Sighted: Oz Jellies are not blind, and can see normally, but lack innate Blindsense. They gain a +2 bonus to Spot checks.
Can Go Splat: Oz Jellies are subject to critical hits and stunning.
LA: +0

That leaves the other immunities and immunity to flanking, but since they've got rather unfavorable stat modifiers and those immunities are fairly circumstantial, this is probably okay.


I think i will go with this but give them the +2 to dex also because being small genral get a +2 and they way they move by hopping around incates that they are very dextrious.

and the str -2 makes up for the +2 con and the other -ablity scores at -2 make up for the dex as stated in dmg phyical scores can cancel each other to make even but two mental scores are = to 1 phyical.
kainpendragon

03-12-07, 03:35 PM
OZ Jelly
Ability Score Adjust
+2 Con, +2 Dex , -2 Str, -2Cha, -2 Wis
Size Small
Natural armor +1
DR 1/-
Acid Resistance 2
+4 to Climb checks, and may use their Dexterity modifier instead of their Strength modifier on Climb checks.

Intelligent: Oz Jellies are not Mindless, and thus have an Intelligence score and are subject to mind-affecting effects.

Sighted: Oz Jellies are not blind, and can see normally, but lack innate Blindsense. They gain a +2 bonus to Spot checks.

Flaws
No speech
No Hearing
Limited Magic item use.
Subjected sneak attack or critical hit do from it two organs.

Description
Oz Jellies are Race of liquid people who usually live in caves and under hills. They are 3 cubic feet in volume. They look like a ball of slime with one eye and a brain floating in it witch is hard to make out but can be seen thru the translucent Jelly. They liquid like substance they are made up of are seen in 3 Blue, yellow, green.

The color is also the determine factor of sex of the creature with Blue benign male yellow female and the offspring are always green and sexless until they reach maturity.

They way they communicate is varying interesting they do so my shaping them selves in to letters of writing word and objects also changing colors to show emotion or to express something else. They only seem to change into there base colors and the colors of red, purple and grey.

Oz Jellies tend to live in communities with Gnomes and have picked up Gnomes curious and practical joker nature to the extreme. They play pranks all the time on who ever they can the bigger the prank the better. Do to there close ties with Gnomes under stand there communication with out any difficulty all other races must spend 2 skill points to learn the Oz Jellies language or do a spot check to figure it out DC 14.

When moving it hops every there it goes at a speed of 20ft per round and can crawl at 15ft per found on any solid surface even walls and ceilings

Special abilities
Shape shifting Oz Jellies ability to shape shift is limited only by its volume and the fact that it must always maintain a 6 inches of thickness so it eye and brain can stay in jelly. It can take any shape it wants even that of a giant hand or boot. It is limited in color choices prevents it from benign a true shape sifter and fooling people.

Oz Jellies are limited in what magic items they can use bracers, rings, amulets headbands, rocks/crystals, and bags worn magical items such as these float around in side of jelly. This makes these items very hard to be stolen. While weapons are wield by taking humid shape or making a tentacle shape hand or hands to hold them. Potions work by contact with the jelly as do poisons


(limited magic item use and lack of hearing and speach should make up for natural armor +1 and it takeing shape ablity. )

I have one more race i working on that i will add to here later.
MagnaSecuris

03-12-07, 04:54 PM
OZ Jelly
Ability Score Adjust
+2 Con, +2 Dex , -2 Str, -2Cha, -2 Wis
Size Small
Natural armor +1
DR 1/-
Acid Resistance 2
+4 to Climb checks, and may use their Dexterity modifier instead of their Strength modifier on Climb checks.

Fine, remember that small creatures get a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character’s carrying capacity is three-quarters of that of a Medium character. And a small character generally moves about two-thirds as fast as a Medium character. A Small character must also use smaller weapons than a Medium character.


Intelligent: Oz Jellies are not Mindless, and thus have an Intelligence score and are subject to mind-affecting effects.

Sighted: Oz Jellies are not blind, and can see normally, but lack innate Blindsense. They gain a +2 bonus to Spot checks.

Flaws
No speech
No Hearing
Limited Magic item use.
Subjected sneak attack or critical hit do from it two organs.

This works well. You may want to give them hearing, if not speech. Also, since they don't have the Ooze type*, they're subject to critical hits anyway. (Word it like this: "Not immune to sneak attack and critical hits," you don't need to say why here in the crunch, and this is more clearly phrased.)
*Actually, since you didn't give them the ooze type, you don't need to mention having a mind and being sighted either, though it's always nice for a player to know these things about his character.

Description
Oz Jellies are Race of liquid people who usually live in caves and under hills. They are 3 cubic feet in volume. They look like a ball of slime with one eye and a brain floating in it, which is hard to make out, but can be seen thru the translucent jelly. The liquid-like substance they are made up of is seen in 3 colors: blue, yellow, and green.

The color is the determining factor of the sex of the creature with blue being male, and yellow female . The offspring are always green and sexless until they reach maturity.

The way they communicate is very interesting, they do so by shaping themselves into letters, written words, or representations of objects (also changing colors to show emotion or to express something more complex). They only seem to change into three base colors: red, purple, and grey.
I have fixed your grammar errors for you. Copy/paste this to replace what you had. Ditto with the below. I assume you know how to bold and italicize.


Oz Jellies tend to live in communities with Gnomes, and have picked up Gnomes' curious and practical joker nature to the extreme. They play pranks all the time on who ever they can, the bigger the prank, the better. Due to their close ties, Gnomes understand the communication without any difficulty, all other races must spend 2 skill points to learn the Oz Jellies' language or make a spot check to figure it out (DC 14).

When moving the Jelly hops everywhere it goes at a speed of 20ft per round and can crawl at 15ft per found on any solid surface even walls and ceilings

Put the land speed in the crunch section at the top. Also, remove the 'crawl on any surface' bit, since you've eliminated it elsewhere. Also, an Int check may be more appropriate than a spot check, since they need to figure out what is being said, not just see it trying to say something. Also, vary the DC according to the complexity of what is being said.

Special abilities
Shape Shifting: Oz Jellies' ability to shape shift is limited by its volume and the fact that it must always maintain a 6 inches of thickness so it eye and brain can stay in jelly. It can take any shape it wants, even that of a giant hand or boot. Its limited color choices prevent it from being a true shape shifter and fooling people.

Magic Item Use:Oz Jellies are limited in what magic items they can use; bracers, rings, amulets, headbands, rocks/crystals, and bags. Worn magical items such as these float around inside of the jelly. This also makes these items very hard to be stolen. Weapons are wielded by taking human shape or making tentacles or hands to hold them. Potions work by contact with the jelly as do poisons.

Well enough. But you've allowed almost all magic items. Look at the available body slots, and decide which ones you want the Oz Jellies to have. I would recommend: One amulet, brooch, medallion, necklace, periapt, or scarab (neck), one pair of eye lenses or goggles (eye), two rings, and one other item of his choice (except armor, gloves, or boots). Also. since it can store things inside its body, you might want to mention this. Everybody is considered able to carry bags.

And be more clear about the contact part for poisons, this is a major flaw (in fact, mention it under flaws "Poison vulnerability, see below"). Explicitly state that wound and ingested poisons are treated as contact poisons. Being able to just splash on potions is merely a side effect of this.
kainpendragon

03-12-07, 05:13 PM
Fine, remember that small creatures get a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character’s carrying capacity is three-quarters of that of a Medium character. And a small character generally moves about two-thirds as fast as a Medium character. A Small character must also use smaller weapons than a Medium character.


This works well. You may want to give them hearing, if not speech. Also, since they don't have the Ooze type*, they're subject to critical hits anyway. (Word it like this: "Not immune to sneak attack and critical hits," you don't need to say why here in the crunch, and this is more clearly phrased.)
*Actually, since you didn't give them the ooze type, you don't need to mention having a mind and being sighted either, though it's always nice for a player to know these things about his character.

I have fixed your grammar errors for you. Copy/paste this to replace what you had. Ditto with the below. I assume you know how to bold and italicize.


Put the land speed in the crunch section at the top. Also, remove the 'crawl on any surface' bit, since you've eliminated it elsewhere. Also, an Int check may be more appropriate than a spot check, since they need to figure out what is being said, not just see it trying to say something. Also, vary the DC according to the complexity of what is being said.

Well enough. But you've allowed almost all magic items. Look at the available body slots, and decide which ones you want the Oz Jellies to have. I would recommend: One amulet, brooch, medallion, necklace, periapt, or scarab (neck), one pair of eye lenses or goggles (eye), two rings, and one other item of his choice (except armor, gloves, or boots). Also. since it can store things inside its body, you might want to mention this. Everybody is considered able to carry bags.

And be more clear about the contact part for poisons, this is a major flaw (in fact, mention it under flaws "Poison vulnerability, see below"). Explicitly state that wound and ingested poisons are treated as contact poisons. Being able to just splash on potions is merely a side effect of this.

Thanks for fixing the grammar i was never good at it and please forgive any more grammar or spelling error even with using spell check and word it still miss a lot of errors.

I am pretty set on the not speaking as they don't have vocal cords and hearing as they have no ears or ear bones. meaning all there sense are focus on seeing not the +2 on spot maybe should give they dark vision also from living in caves.
kainpendragon

03-12-07, 05:33 PM
Fine, remember that small creatures get a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character’s carrying capacity is three-quarters of that of a Medium character. And a small character generally moves about two-thirds as fast as a Medium character. A Small character must also use smaller weapons than a Medium character.


This works well. You may want to give them hearing, if not speech. Also, since they don't have the Ooze type*, they're subject to critical hits anyway. (Word it like this: "Not immune to sneak attack and critical hits," you don't need to say why here in the crunch, and this is more clearly phrased.)
*Actually, since you didn't give them the ooze type, you don't need to mention having a mind and being sighted either, though it's always nice for a player to know these things about his character.

I have fixed your grammar errors for you. Copy/paste this to replace what you had. Ditto with the below. I assume you know how to bold and italicize.


Put the land speed in the crunch section at the top. Also, remove the 'crawl on any surface' bit, since you've eliminated it elsewhere. Also, an Int check may be more appropriate than a spot check, since they need to figure out what is being said, not just see it trying to say something. Also, vary the DC according to the complexity of what is being said.

Well enough. But you've allowed almost all magic items. Look at the available body slots, and decide which ones you want the Oz Jellies to have. I would recommend: One amulet, brooch, medallion, necklace, periapt, or scarab (neck), one pair of eye lenses or goggles (eye), two rings, and one other item of his choice (except armor, gloves, or boots). Also. since it can store things inside its body, you might want to mention this. Everybody is considered able to carry bags.

And be more clear about the contact part for poisons, this is a major flaw (in fact, mention it under flaws "Poison vulnerability, see below"). Explicitly state that wound and ingested poisons are treated as contact poisons. Being able to just splash on potions is merely a side effect of this.

Fine, remember that small creatures get a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks. A Small character’s carrying capacity is three-quarters of that of a Medium character. And a small character generally moves about two-thirds as fast as a Medium character. A Small character must also use smaller weapons than a Medium character.


This works well. You may want to give them hearing, if not speech. Also, since they don't have the Ooze type*, they're subject to critical hits anyway. (Word it like this: "Not immune to sneak attack and critical hits," you don't need to say why here in the crunch, and this is more clearly phrased.)
*Actually, since you didn't give them the ooze type, you don't need to mention having a mind and being sighted either, though it's always nice for a player to know these things about his character.

I have fixed your grammar errors for you. Copy/paste this to replace what you had. Ditto with the below. I assume you know how to bold and italicize.


Put the land speed in the crunch section at the top. Also, remove the 'crawl on any surface' bit, since you've eliminated it elsewhere. Also, an Int check may be more appropriate than a spot check, since they need to figure out what is being said, not just see it trying to say something. Also, vary the DC according to the complexity of what is being said.

Well enough. But you've allowed almost all magic items. Look at the available body slots, and decide which ones you want the Oz Jellies to have. I would recommend: One amulet, brooch, medallion, necklace, periapt, or scarab (neck), one pair of eye lenses or goggles (eye), two rings, and one other item of his choice (except armor, gloves, or boots). Also. since it can store things inside its body, you might want to mention this. Everybody is considered able to carry bags.

And be more clear about the contact part for poisons, this is a major flaw (in fact, mention it under flaws "Poison vulnerability, see below"). Explicitly state that wound and ingested poisons are treated as contact poisons. Being able to just splash on potions is merely a side effect of this.

Thanks for fixing the grammar i was never good at it and please forgive any more grammar or spelling error even with using spell check and word it still miss a lot of errors.

I am pretty set on the not speaking as they don't have vocal cords and hearing as they have no ears or ear bones. meaning all there sense are focus on seeing not the +2 on spot maybe should give they dark vision also from living in caves.

The ph states that reading lips is done by spot check base dc of 15 i was thinking of making it 1 or 2 lower for the jellies because they are taught to do it there whole life. It also states as you said as it is said before the more complex what is said the DC raises. May base dc 15 for sense motive for other races understanding what the Jellies is try to say if they can't read figure it out or don't want to spend the 2 skill points to learn there odd manner of communicating. i will fix it a little later thanks again.