TEXT: RACIAL ADAPTATIONS 
   
   
   
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  BLENNO 
   
  You are a blenno, a sapient ooze capable of speech and taking 
  on a humanoid shape to interact with other species. Your body is a 
  mass of translucent blue-green goop, produced and controlled by a 
  solid core about the size of a cantaloupe. You can form your body 
  into all manner of unusual shapes, even squeezing through 
  remarkably narrow spaces and producing multiple pseudopods 
  with which to manipulate objects. However, you most often take 
  on a mostly humanoid shape (at least in your upper portions) with 
  a unique appearance that you've grown comfortable with forming -
  - a habit your kind has picked up to facilitate easier interactions 
  with other races. 
  You most likely grew up in a large colony of other blenno, 
  where you were raised by the community alongside many other 
  newly-budded young. Though capable of audible speech, your kind 
  more typically communicates by an elaborate pseudopodial sign 
  language supplemented by variations in color pattern of your 
  protoplasm, and by a form of pheromone-like touch-based 
  chemical communication. You likely learned audible speech as a 
  means of communicating with other species, and as such your 
  ability to speak verbal languages may be somewhat unrefined. 
  Your kind learns about its surroundings as much by contact (which 
  for you encompasses the senses of touch, smell, and taste all at 
  once) as visual inspection. Blenno are also omnivores in the truest 
  sense of the word; there is very little that you won't eat, and blenno 
  are known to try nearly anything at least once. Anything. 
  Other species are typically rather put off by your slimy form 
  and peculiar habits, particularly your tendency to touch things. 
  Your kind, however, tend to be open and inquisitive, and you are 
  likely eager to meet new people and learn about their ways. 
  Common Personality Traits: Quiet, curious, adventurous, big 
  eater, inclined to touch things and people 
  Common Physical Traits: Translucent body, blue-green 
  coloration, moist surface, simplistic features 
  Example Names: As the blenno language is nonverbal, their 
  names have no pronunciation to be spoken or transliterated. 
  However, like many species, their names typically carry an 
  aspirational meaning, and thus some blenno go by names such as 
  "Noble-One", "Cheerful-and-Kind", "Strong-Defender", and so 
  forth. More commonly, blenno simply take on an entirely different 
  name by which to go among other species, usually taken from 
  among the common names for the non-blenno culture the 
  individual first had extensive interaction with. It is also not 
  unheard of for blenno to go by names given to them by members 
  of other species. In short, there is very little consistency in the 
  kinds of names blenno go by among other species. 
  Splinter Race Feats: Acrimoeba (acidic slime), Elemental 
  Heritage (cryomoeba, pyromoeba, hydromoeba, or other elemental 
  slime), Phagomoeba (engulfing slime), or Proteomoeba 
  (mimicking slime). Unless you choose one of these, 
  you are simply a "slime". 
  Type: Medium Ooze with a Reach of 1 (see 
  Fantasy Craft, page 227). Your maximum wounds equal your 
  Constitution score. 
  
  (SPECIES) 
   
   
   
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   
   
   
  BLENNO CULTURE AND WEAPONS 
  Perhaps the most obvious oddity is the general lack 
  of a concept of personal space. Blenno have a strong 
  proclivity for physical contact, as it is an important part 
  of communication among their own kind. It is common 
  for blenno to spend much of a conversation with at 
  least one pseudopod extended to intertwine with the 
  extended pseudopod of the other blenno, even with 
  individuals they've just met. Blenno on friendlier terms 
  with each other will tend to take the contact even 
  further, 
  engaging 
  more 
  pseudopodia 
  in 
  the 
  conversation, with more extensive intertwining as well 
  as stroking and probing of the other's body. This all 
  tends to come across as very intimate to other species, 
  but blenno consider it perfectly ordinary; in fact, it is 
  usually considered a sign of distrust and hostility to 
  refuse physical contact, or to hold back from the 
  degree of contact expected for the closeness of your 
  relationship. 
  Naturally, blenno who spend much time with other 
  species quickly learn that such customs are not really 
  shared (or appreciated) outside their own kind, but 
  these habits nonetheless die hard, and it's not 
  uncommon for blenno to unintentionally lapse back 
  into the instinctive tendency to probe and prod the one 
  they're talking to with a friendly pseudopod. The issue 
  is further compounded by the instinct to explore new 
  and unfamiliar things -- whether people or objects -- by 
  touch. 
  Another unusual trait of the blenno that impacts 
  their culture is the fundamentally synesthetic mode in 
  which their senses work. Blenno have no particular 
  distinction between taste and smell other than the 
  means by which the stimulus reaches them; there is no 
  distinct "nose" or "tongue", but rather all such 
  sensations are perceived by the same sensory 
  apparatus distributed throughout the blenno's proto-
  plasm. Likewise, hearing for blenno is essentially an 
  extension of touch, a phenomenon of "feeling" the 
  vibrations resonating through their gelatinous body to 
  reach the core. This fusion of senses impacts blenno 
  culture, shaping their way of thinking (for instance, it is 
  very common for blenno to mix up "taste" with "smell" 
  and "feel" with "hear" when learning the languages of 
  other species) and cultural fixtures such as music.  
  In warfare, blenno tend to favor shields and long 
  weapons such as spears and polearms to keep 
  enemies at a distance. Though they are fairly resilient, 
  their fluid forms are not well suited to wearing armor, 
  and armor specially designed to be usable by blenno is 
  expensive and difficult to make. Hence, the protective 
  options for a typical blenno foot soldier are somewhat 
  limited. 
    
   
   Attributes: +2 to Strength, Dexterity, or Constitution; -2 to 
  Intelligence or Charisma 
   Base Speed: 30 ft. 
   Aloof: Your error range increases by 2 when making Impress 
  and Sense Motive checks targeting characters of other species. 
   Bleeding Immunity: You are immune to bleeding (see Fantasy 
  Craft, page 212). 
   Great Fortitude: You gain the Great Fortitude feat. 
   Hearty Appetite: You benefit from the first 2 food and 2 drink 
  you consume in each day. 
   Iron Gut: You gain a +2 insight bonus with saves against 
  disease and poisons. 
   Reviled: The disposition of non-blenno decrease by 10. 
   Sterner Stuff: The keen quality of each attack made against you 
  decreases by 4. 
   
  NEW ROGUE TEMPLATE 
   
  BLENNO (+11 XP):  
  Benefit: The NPC's Type changes to Ooze and his Health 
  increases by 1 grade. He also gains the contagion immunity and 
  sterner stuff NPC qualities. 
  NEW SPECIES FEATS 
   
  The following new Species feats expand the abilities of blenno 
  in any campaign containing them as a character option. 
  ACRIMOEBA 
  All blenno produce corrosive enzymes and secretions to digest 
  the food they engulf, but only a few wield those secretions as a 
  weapon. 
  Prerequisites: Blenno, Level 1 only 
  Benefit: You gain the Slam I natural attack and Acid 
  Resistance 5. Also, you may convert your unarmed damage to the 
  acid type without suffering the normal -4 attack penalty. However, 
  you also gain Achilles heel (Fire), and your Strength drops by 2. 
  ACRIPLASM 
  The most corrosive of acrimoebas are dangerous even to touch. 
  Prerequisites: Acrimoeba 
  Benefit: You gain the Natural Defense (acid) NPC quality (see 
  Fantasy Craft, page 234). 
  OOZE STASH 
  No hands, no sleeves, no problem. 
  Prerequisites: Ooze Type 
  Benefit: Your body can form vacuoles in which you may 
  absorb and store up to 1 object 1 Size smaller than you, 2 objects 2 
  Sizes smaller than you, 4 objects 3 Sizes smaller than you, and so 
  on. Inspection fails to find the vacuoles without a threat or critical 
  
  RACIAL ADAPTATIONS 
   
   
   
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  success. Objects carried in the vacuoles count against your 
  carrying capacity. 
  While storing items, your Ooze ability to squeeze through 
  spaces is restricted to one size category larger than the largest item 
  you are currently carrying in your vacuoles. (A medium sized ooze 
  can store a single small item, but then cannot squeeze through a 
  smaller space.) 
  PHAGOMOEBA 
  Blenno can theoretically grow to several times the normal size 
  for their kind, if they eat enough. It's a sure bet that the largest 
  specimens of the species have a much more robust appetite than 
  most. 
  Prerequisites: Blenno, Level 1 only 
  Benefit: Your size increases to Large (2×2, reach 1), and you 
  gain the Swallow I natural attack and the Devour NPC quality. 
  However, you also gain the Lumbering NPC quality. 
  PHAGOPLASM 
  The consumptive instinct of a phagomoeba is so strong that it 
  may even attempt to swallow weapons it is struck with. 
  Prerequisites: Phagomoeba 
  Benefit: Your Strength increases by 2 and each time you suffer 
  10 or more damage from a melee attack, you may attempt to 
  Disarm the attacker as a free action. However, your Dexterity 
  drops by 2, and your Ground Speed drops by 10 ft. 
  PROTEOMOEBA 
  All blenno have a tendency to mimic the form of other species, 
  but some blend in better than most. 
  Prerequisites: Blenno, Level 1 only 
  Benefit: You are always considered to have actor's props and 
  ignore Species and Size penalties to Disguise checks. You also 
  gain two additional Languages, may select "Blood" feats as if 
  you're a Folk, and when taking the Basic Skill Mastery feat you 
  gain a new skill pair you may choose: Mimic (Blend & Disguise). 
  PROTEOPLASM 
  Some conspiracy theorists claim that proteomoebas rule the 
  world from the shadows, secretly posing as heads of state and 
  policing the populace via a network of unseen spies. 
  Prerequisites: Proteomoeba 
  Benefit: You may temporarily gain the Chameleon I NPC 
  quality as a 1 minute action, matching the surrounding terrain. This 
  camouflage is lost when you sleep or replace it with a new terrain. 
  Additionally, each time you gain 1 or more ranks in the Disguise 
  skill, you also gain an equal number of ranks in the Blend skill. 
  This may not increase your Blend skill beyond its maximum rank. 
  PSEUDO SMACK 
  One of your hands and lower arms becomes a pendulous, 
  flexible club. 
  Prerequisites: Ooze Type 
  Benefit: All your natural attacks gain Armor Piercing 2. Also, 
  you gain a stance. 
  Pseudopod Flail (Stance): The number of readied weapons or 
  items you may have is reduced by 1, but you gain a Tentacle Slap I 
  natural attack. Also, you may perform flail tricks with your 
  Tentacle Slap natural attacks. 
  PSEUDO SMASH 
  You flow right into attack mode. 
  Prerequisites: Ooze Smack 
  Benefit: You may be in two stances at once as long as one of 
  them is the Pseudopod Flail stance. If you are already in a stance, 
  then entering the Pseudopod Flail stance is a free action and the 
  natural attack gained from the stance is increased by 1 grade. 
  RACIAL ARMOR AND 
  WEAPON UPGRADES 
   
  The following craftsmanship upgrades follow the same 
  parameters as those in Fantasy Craft (see Fantasy Craft, pages 
  184-186) – namely that of a racial construction/craftsmanship 
  upgrade for the blenno race. 
  ARMOR UPGRADE DESCRIPTIONS 
  Blenno: When crafting armor a blenno can coat and permeate 
  the materials with the same stuff that forms its vacuole walls. This 
  results in armor that is very resistant to acids. 
  Ooze Use: The armor may be donned and worn by a creature 
  with the ooze type and does not interfere with the character’s ooze 
  abilities. May only upgrade soft construction and chainmail armor. 
   
   
   
   
  Table 4.18 (New Addition): Armor Upgrades 
  Name 
  DR 
  Effect  
  DP 
  ACP 
  Speed 
  Disguise 
  Const 
  Comp 
  Weight 
  Era 
  Cost 
  Craftsmanship 
  Blenno 
  — 
  Acid Resistance 4 (hard only) 
  — 
  — 
  — 
  — 
  — 
  +5 
  — 
  Primitive 
  +100% 
  Customization 
  Ooze use 
  — 
  armor may be worn by oozes 
  (soft and chainmail only) 
  — 
  — 
  — 
  — 
  — 
  +5 
  — 
  Primitive 
  +200% 
   
   
   
   
   
   
   
  Table 4.25 (New Addition): Weapon Upgrades 
  Name 
  Effect 
  Const 
  Comp 
  Weight 
  Era 
  Cost 
  Craftsmanship 
  Blenno 
  +4 to weapon’s damage save vs. acid damage (hard only) 
  — 
  +5 
  — 
  Primitive 
  +50% 
   
  
  (SPECIES) 
   
   
   
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  WEAPON UPGRADE DESCRIPTIONS 
  Blenno: The same suffusion techniques that the blenno 
  performs on armor as it is crafted can also grant a weapon the same 
  acid resistance capabilities. 
  NEW MASTER CLASSES 
   
  There is one new master class that accompanies the 
  addition of Blenno as a playable race to a campaign, the 
  Legendary Blenno. 
  LEGENDARY 
  BLENNO (MASTER) 
   
  The body of the blenno is a supremely flexible tool. Few learn 
  to master their fluid form to the fullest extent possible, but those 
  that do are capable of truly incredible feats. The Legendary 
  Blenno discovers new ways to manipulate his form that even 
  other blenno find impressive. 
  Depending on your campaign, a Legendary Blenno could be... 
   A stoic colony guard, leveraging your body's full 
  potential to protect your clan 
   A cunning cat burglar, taking advantage of your unique 
  capabilities to get into places more rigid species can't 
   A plucky explorer, constantly adapting to better handle the 
  challenges of delving ancient ruins and trekking through 
  untamed wilderness 
   A nimble circus performer, wowing audiences with bizarre 
  feats only your fluid body can pull off 
   A pit fighter, keeping opponents and audience alike on their 
  toes with your strange and unorthodox techniques 
   
  Party Role: Wildcard. Your flexible form is an asset in a wide 
  variety of contexts; it's all in how you use it. 
  CLASS FEATURES 
  Requirements: Dex 13+, Acrobatics 10+, Resolve 4+, Heroic 
  Renown 1+, any Species feat 
  Favored Attributes: Dexterity, Strength, and Constitution 
  Class Skills: Acrobatics, Athletics, Blend, Crafting, Disguise, 
  Notice, Prestidigitation, Resolve 
  Continuity: At Level 1, choose 2 skills that are class skills for 
  any of your other classes. These become Legendary Blenno class 
  skills for you. 
  Skill Points: 6 + Int modifier per level 
  Vitality: 9 + Con modifier per level 
  CLASS ABILITIES 
  Blenno Epitome: You display many of the most renowned 
  traits of your kind. At Level 1, you gain 1 additional Species feat. 
  With GC permission, this feat may possess the “Level 1 only” 
  prerequisite (see Behind the Curtain: Racial Epitomes, next page). 
  If you do not qualify for any Species feats when you gain this 
  ability, you instead gain 1 Basic Combat feat. 
  Boing!: You learn to contract and bunch up your outer 
  membrane to absorb and dissipate your opponent’s attacks. At 
  Level 1, your gain Thick Hide 3. 
  At level 4, this Thick Hide rises to Thick Hide 5. 
  Stretch Armstrong: At Level 2, your melee and unarmed 
  Reach increases by 1 and your Size is now considered up to 4 
  categories smaller when squeezing into or through confined 
  spaces. 
   
  Table X.X: Legendary Blenno 
  Level 
  BAB 
  Fort 
  Ref 
  Will 
  Def 
  Init 
  Lifestyle 
  Legend 
  Abilities 
  1 
  +0 
  +1 
  +2 
  +1 
  +2 
  +0 
  +0 
  +1 
  Blenno epitome, boing! (thick hide 3) 
  2 
  +1 
  +2 
  +3 
  +2 
  +3 
  +0 
  +0 
  +1 
  Stretch armstrong  
  3 
  +2 
  +2 
  +3 
  +2 
  +3 
  +1 
  +1 
  +2 
  Adapt and overcome 
  4 
  +3 
  +2 
  +4 
  +2 
  +4 
  +1 
  +1 
  +2 
  Boing! (thick hide 5), living legend 
  5 
  +3 
  +3 
  +4 
  +3 
  +5 
  +1 
  +1 
  +3 
  Mitosis 
  
  RACIAL ADAPTATIONS 
   
   
   
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  Adapt And Overcome: At Level 3, you may choose one of 
  the following abilities. Each may be chosen only once. 
   Bouncing Ball: You gain the Superior Jumper II and Damage 
  Defiance (Falling) NPC qualities. 
   Multi Strike: You may gain a Tentacle Slap I natural attack by 
  readying it as if it were a weapon. You can “hold” a number of 
  these tentacle slaps just like readied items or weapons as 
  described in the Ooze Type description (Fantasy Craft, page 
  227). If you hold enough to raise your natural attacks to 3 or 
  more you may flurry with them (Fantasy Craft, page 235). 
   Stone Texture Mimic: You gain the Chameleon I NPC quality 
  for both the caverns/mountains and indoors/settled terrains. 
   Wall Walker: You gain the Superior Climber II NPC quality 
  and you are always considered to be equipped with climber’s 
  gear. 
   Water Weird: You gain the Superior Swimmer I and Aquatic II 
  NPC qualities.  
   
  Living Legend: At Level 4, your starting action dice increase 
  by 1. 
  Mitosis: At level 5, CRAZY SPLIT MECHANIC GOES 
  HERE. PADDYFOOL!!! HERE!!! Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. Blah, 
  blah, blah. Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. 
  Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. Blah, 
  blah, blah. Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. 
  Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. 
  Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. Blah, 
  blah, blah. Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. 
  Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. Blah, blah, 
  blah. Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. Blah, 
  blah, blah. Blah, blah, blah. Blah, blah, blah. Blah, blah, blah. 
  Blah, blah, blah. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  BEHIND THE CURTAIN: RACIAL EPITOMES 
  Many legendary master classes grant bonus 
  Species feats through the epitome ability and some of 
  these feats involve radical physical transformations 
  (e.g. the Swan Nation feat grants an elf a pair of wings). 
  With GM approval, the epitome ability may allow a 
  character to ignore the “Level 1 only” prerequisite 
  when taking a Species feat, which can result in 
  physical transformation after a character’s been in play 
  for a while. In these cases, the player and Game Master 
  should work together to come up with a plausible in-
  setting reason for the transformation. This might 
  involve divine intervention, genetic manipulation, 
  exposure to magic rituals and sites, or something 
  unique to the world. 
  Fortunately, levels and class abilities are generally 
  gained “off screen,” which places major body 
  adjustments outside adventures and therefore most 
  regular play. In settings where such events are 
  exceedingly rare, the GM may also require the 
  character to undertake some task or incorporate some 
  additional background to explain the change. Ideally, 
  players are encouraged to bring their plans and 
  questions to the GC prior to choosing a transforming 
  Species feat. This helps ensure a preservation of the 
  setting and a smooth progression of the story. 
   
   
   
  NPC CLASS ABILITIES 
   
  The following new class abilities from the Legendary Blenno 
  master class are available to NPCs using the class ability NPC 
  quality (see Fantasy Craft, page 231). 
  Table X.X: NPC Class Abilities 
  Class Ability 
   
  XP Value 
  Mitosis 
  ??? 
  Stretch Armstrong 
  4 
   
  Race and Species feats design by TKDB with help from the Crafty 
  Forum-ites. 
  Craftsmanship by Big Jim with help from the Crafty Forum-ites. 
  Master Class design by TKDB, Big Jim and paddyfool. 
  Art by zman99 and Pachycrocuta of deviantART. 
   
  
SOURCE: textdata/thevault/FantasyCraft/Homebrew/01 - Race - Blenno (ver 2.2) (LtI).pdf