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→Racial Traits
* Ooze and Xenotheric Traits: A noo is immune to poison, sleep effects, polymorph, petrification, and stunning. They possess telepathy out to 100 ft., have fire and cold resistance 10, +2 on saves against fire and cold, possesses a [[Bio-Energy (3.5e Creature Ability)|bio-energy pool]], and may take [[Xenotheric (3.5e Feat Type)|xenotheric feats]].
* Racial Hit Dice: A noo begins with three levels of ooze, which provide 3d10 Hit Dice, a base attack bonus of +2, and base saving throw bonuses of Fort +1, Ref +1, and Will +1.
* Racial Skills: A noo’s ooze levels give it skill points equal to 6 × (2 + Int modifier). Its class skills are Bluff, Disguise, Escape Artist, Listen, Spot, and Survival. They may choose to use either [[intelligence]] or [[wisdom]] for determining skill points gained.
* Racial Feats: A noo’s ooze levels give it two feats.
* Tremorsense ([[SRD:Special Abilities Overview#Extraordinary|Ex]]): A noo's entire body is a sensory organ. It grants them tremorsense out to 30 feet.