Slime ranchers are the willing representatives of ooze-kind. They have learned how to work with non-sentient oozes, slimes, flans, and jellies and use them to further their cause. A slime rancher’s goal is to cultivate a positive relationship between the denizens of ooze and the world of men. Their hope is that the next time an adventurer encounters these creatures, they see an opportunity for positive gain, instead of an adversary that needs to be destroyed. The abilities of a slime rancher allow them to better locate and interact with ooze-kind. At higher levels, they can even summon an ooze to aid them in combat. In addition, closeness to these creatures has given a slime rancher the ability to assume an amorphous form.
The slime rancher is an archetype of the summoner class.
Summon Flan (Su)
A slime rancher can summon a flan of any element (dark, earth, fire, ice, light, lightning, water, or wind). These flans begin with 1 hit dice that don’t improve. Each level after 1st, the slime rancher can summon additional slimes, 1 for each summoner level. At later levels, the slime rancher can combine these temporarily (see below). This ability counts as avatars for class features and abilities. Such abilities affect any number of flans of the slime rancher’s choice.
Flan
Starting Statistics
Size: Tiny; Speed: 20 ft.; AC: +2 natural armor; Attack: 1 slam (1d2 + 1d6 elemental damage); Ability Scores: Str 12, Dex 10, Con 14, Int 4, Wis 11, Cha 13; Special Qualities: Elemental immunity/weakness, Ooze traits, Stretch.
Elemental Damage (Ex): Flans secrete its own element type as additional damage when it uses its slam attack.
Elemental Immunity/Weakness: The flan is immune to the element chosen by the slime rancher and weak to its opposing element.
Ooze Traits: Immunity to poison, sleep effects, paralysis, polymorph, and stunning. Not subject to critical hits or flanking. Immunity to precision damage.
Stretch: Oozes are considered to have 5-foot longer reach with their slam attack.
7th level Advancement
Size: Tiny; AC: +1 natural armor; Attack: 1 slam (1d2 + 1d6 elemental damage); Ability Scores: Str +2, Dex +2, Con +2. Special Qualities: Slime Melding.
Slime Melding (Su): The flan can meld with the other flans the slime rancher summons (not from summon ooze ability), combining hit dice and adding a +1 to all physical stats per flan melded. The flan can meld for 1 minute per summoner level, any damage split among the flans when they are separated. The flan can do this up to 3 times per day. Flans must be adjacent to each other to meld. In addition to combining hit dice, a number of flans combining are as follows:
- 2+ Flans: Small
- 5+ Flans: Medium
- 10+ Flans: Large
- 15+ Flans: Huge
- 20 Flans: Gargantuan
A flan has the following features:
- d8 Hit Die.
- Base attack bonus equal to 3/4 total Hit Dice (used when melding).
- No good saving throws.
- Skill points equal to 2 + Int modifier (minimum 1) per Hit Die (used when melding).
This ability replaces the summoner’s normal avatar ability.
Ooze Whisperer (Ex)
At 1st level, a slime rancher gains a +4 competence bonus to all Knowledge (dungeoneering) checks to find or identify any oozes and other amorphous creatures in his line of sight. In addition, he can communicate with oozes, ask them questions, and receive answers back. The average ooze‘s sense of its surroundings is limited, so it won’t be able to give (or recognize) detailed descriptions or answer questions about events outside its immediate vicinity. The ability does not make oozes any more friendly or cooperative than normal.
This ability replaces summon gear.
Slime Targeting (Su)
At 2nd level, a slime rancher can cast spells through his flans up to 100 feet away.
This ability replaces life link.
Summon Ooze (Ex)
At 2nd level, a slime rancher can use summon monster spells to summon powerful oozes. He adds Bite-Sized Puddings to his 1st level list.
At 3rd level, he adds Small Flans to his 2nd level list.
At 7th level, he adds Medium Flans to his 4th level list.
At 9th level, he adds Large Flans to 5th level list.
At 11th level, he adds Huge Flans to 6th level list.
At 13th level, he adds Greater Flans to 7th level list.
At 15th level, he adds Elder Flans to 8th level list.
This ability modifies all the summon monster class features.
Elemental Resistance (Ex)
At 3rd level, a slime rancher’s gains resistance to the same element as his flans equal to the number of flans summoned.
This ability replaces summoner bonds.
Slime Shot (Su)
At 4th level, a slime rancher can launch balls of slime at an opponent as a ranged touch attack with a range increment of 15 feet. The damage is equal to 1d6 + the level of slime rancher. The type for this damage is the same type as the slime rancher’s flan. If an opponent takes damage from this attack, he is also entangled for one round from viscous slime.
At 4th level, a slime rancher can use this ability once per day, but gains another use per day every four summoner levels thereafter (8th, 12th, 16th and 20th). At 10th level, the range increment increases to 25 feet.
This ability replaces detect summons.
Amorphous Body (Ex)
At 7th level, a slime rancher’s body becomes as malleable as other oozes. He is immune to critical hits, and can move through an area as small as one-quarter his space without squeezing or one-eighth its space when squeezing.
This ability replaces maker’s call.
Ooze Traits (Ex)
At 20th level, a slime rancher becomes immune to flanking, paralysis, and polymorph.
This ability replaces summoning mastery.