Plasmoids [Archive] - Wizards Community

Post/Author/DateTimePost
Aleolus

11-21-07, 02:08 AM
OK, I just found this (http://forums.gleemax.com/wotc_archive/index.php/t-426175) in the archives, and thought it deserved a return to the primary forums! Now, remember, I did not create this race, so do not direct your critiques to me, direct them to Copperwood, who I believe was the person who created this race.

Plasmoids are sentient oozes that have evolved far beyond the capabilities of their mindless ancestors. They live within marshy lands and damp underground cave systems though there are stories within their own kind that they originally travelled to the world by star-spanning ships. This idea is considered highly unlikely by the few outsiders to have heard these stories.
Plasmoids have a natural bent towards psionics, which has led others to speculate that their existence is originally due to some kind of psionic experiments on natural oozes in the dim and distant past. Plasmoids refuse to believe this idea, since it would mean that they did not evolve on ‘their own’.
Personality: Plasmoids are shy but are generally amiable and curious about the world. This curiosity and desire for acceptance lends them towards trying to adopt the culture and mannerisms of whichever society they happen to find themselves in.
Physical Description: Plasmoids, like their ancient ooze ancestors, are amorphous creatures. Their colouring ranges from orange to yellow to green, which they have a small amount of control over (enough to change shades). This colouring doesn’t seem to have any affect on their abilities or status. Unlike ordinary oozes, the individual cells of their bodies have started to specialise. Within their amorphous forms can be seen bundles of fibres that server as crude muscles and lengths of entwined cells that behave as a primitive nervous system. Exposed clusters of nerve ganglia serve as ‘eyes’ and other sensory organs.
When at rest plasmoids take on the shape of a flattened ‘blob’, but generally they prefer to take on a roughly humanoid form: a ‘head’ that holds their sensory ganglia, two pseudo-pods to serve as arms (usually with three to four ‘fingers’), and two more pseudo-pods with large flattened bottoms to work as legs. They do not wear clothes (and tend to be fascinated by other race’s need to cover themselves up) but use a web-like harness to hold their equipment.
Plasmoids do not have a gender (and, as befits their nature, marvel at the sexual complexity of other races to the extent that their questions often cause embarrassment). A plasmoid reproduces by ‘budding’ – producing a small globular mass that breaks away after a period of a couple of months to become an independent plasmoid. It takes about 7 years for a young plasmoid to grow to adult size. A plasmoid may produce a budding on its own, but if two plasmoids get along well, they prefer to share genetic information (one plasmoid will simply break off a piece of its own body for absorption into the budding of the other).
Relations: Plasmoids have only recently started to explore the world beyond their own isolated society. They soon realised that other races tended to instantly think of them as mindless creatures like the more dangerous variety of oozes, and had to work hard at convincing them otherwise. Despite this early setback they have now managed to travel far and wide and become an accepted sight across the land – possibly due to the fact that others, once past their initial fear, consider their appearance rather amusing.
Alignment: Plasmoids are generally neutral good. Their own society is not particularly structured but they try to respect the laws of others and ‘get along’. They have a tendency to assume the good intentions of anyone they meet until convinced otherwise (a tendency that has gotten more than a few plasmoids into trouble).
Religion: Plasmoids are not particularly religious, except for a passing nod towards Ghaunadaur. Since their exposure to the cultures of other races they occasionally turn to the worship of other deities.
Language: Plasmoid society quickly adopted Common as a secondary language as soon as they made contact with other races. They also speak their own language that consists of a mixture of sounds, subtle colour changes, and body movements.
Names: Plasmoid names are usually unpronounceable by non-plasmoids, so are translated into roughly equivalent common names with an abundance of vowel sounds, such as: Suutheeristas, Oomefeera, Aamoorool.
Adventurers: Plasmoids have a slightly paradoxical nature. On the one hand they are quite shy, but on the other have an intense curiosity about the world and other life forms so different from themselves. Plasmoids that overcome their shyness like to travel the world, learning as much as they can, and often find themselves fitting into the life of an adventurer.

PLASMOID RACIAL TRAITS
· Evolved Ooze Subtype (Ex): Plasmoids are oozes with the evolved ooze subtype.
Features: An evolved ooze derives its Hit Dice, base attack bonus progression, saving throws, and skill points from the class it selects.
Traits: An evolved ooze possesses the following traits.
- Unlike other oozes an evolved ooze has an Intelligence score, and is thus affected normally by mind-affecting spells and abilities.
- Unlike other oozes an evolved ooze is not blind (it sees via exposed clusters of nerve ganglia), and is thus affected normally by gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
- Immunity to poison, paralysis, polymorph and stunning.
- Unlike other oozes an evolved ooze is subject to sleep effects.
- Unlike other oozes an evolved ooze is subject to critical hits
- An evolved ooze is not subject to flanking due to its ability to move its sensory organs around to view more than one side at a time.
- Evolved oozes eat, breathe, and sleep.
· -2 Intelligence, -2 Wisdom: Plasmoids, despite their thirst for learning, find it difficult to grasp the complexity of the world, and have trouble understanding the motives of others.
· Medium: As Medium creatures, plasmoids have no special bonuses or penalties due to their size.
· Plasmoid base land speed is 20 feet. They move relatively slowly for a creature their size.
· -4 penalty to Balance checks when navigating a narrow surface, but a +4 racial bonus to Balance checks when maintaining balance on other types of precarious surface such as a slippery or sloping surface or uneven floor.
· -2 penalty to Open Lock and Disable Device checks. Plasmoids may form ‘fingers’ on their psuedo-pods but these do not have the fine motor control of real fingers.
· +10 racial bonus on Escape Artist checks. Plasmoids are amorphous and able to squeeze out of almost any constraints.
· Amorphous (Ex): Plasmoids are able to alter their form, extending or contracting their bodies and psuedo-pods at will (though they cannot attack with more than one at a time unless they follow the standard Two-Weapon fighting rules). This allows them to squeeze through gaps no more than a foot wide, and gives them a reach of 10 feet.
· Favoured Class: Wilder. A multiclass plasmoid’s wilder class does not count when determining whether he takes an experience point penalty for multiclassing.