Meeba (Pathfinder Race)

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Meeba[edit]

Somewhere between an ooze and a humanoid, Meeba are believed to be descendants of a sapient slime creature that came to our world from a distant planet, and which adapted to our world by taking on humanoid form.

Physical Description[edit]

In their natural state a Meeba looks vaguely humanoid: she has two legs ending in footless stumps and two handless arms tipped with plump fingers, and a torso and a head, all made of a translucent and colorful gel inside which floats a skull-like nucleus and various other internal organs.

However, every Meeba also has the ability to solidify its mass into a humanoid form. In this state, the gel that makes up the Meeba's body stiffens and loses its translucency, giving it the appearance and even the feel of a humanoid body.

Society[edit]

Meeba have no culture or society of their own. In fact, most Meeba have never seen another of their own kind. Meeba reproduce by budding, planting a seed in some remote and wet area and then leaving it to grow and develop on its own.

Relations[edit]

Highly impressionable, the form a Meeba chooses is usually similar to the first humanoid it meets or sees, and it may attempt to join that creature's society if it has one. The reception a meeba receives if its true nature is ever discovered varies depending on the culture in question. Few cultures are willing to fully accept such creatures, but they're also not as widely detested as tieflings or the like. Meeba are generally regarded as gross pests rather than as evil abominations.

Alignment and Religion[edit]

On their own, Meeba tend toward neutral alignments, and they have no god of their own that they know of. Their impressionable nature, however, will usually lead them to tend toward whatever alignment and religions are common among their adopted people.

Adventurers[edit]

Meeba adventurers are usually those seeking to avoid large groups and the risk of getting caught, preferring to spend their time with small groups of allies who they can trust with their secret. A Meeba's flexible anatomy makes for an excellent finesse fighter, and their ability to squeeze through tight spaces makes for an equally excellent infiltrator. Meeba most often become rogues, ninja, swashbucklers, or similar classes.

Meeba Racial Traits[edit]

  • +2 Dexterity, +2 Constitution, -2 Charisma: A Meeba's simple anatomy is flexible and hard to damage, but they are impressionable and easily influenced.
  • Aberration (shapechanger)
  • Medium: A Meeba has no bonuses or penalties based on its size.
  • Normal base land speed: 30 feet.
  • Darkvision: Meeba can see perfectly in the dark up to 60 feet.
  • Impressionable: Meeba are quick to learn the ways of their adopted culture. They gain a +4 racial bonus to Diplomacy checks, but only toward creatures of the race they are emulating.
  • Change Shape, Lesser: Meeba can take on a humanoid form, and can change either to or from this form at-will as a standard action. However, the Meeba can not simply look like any humanoid she wants. She must choose a specific form. Once chosen, the Meeba's humanoid appearance becomes set and can only be changed through an intensive and mildly painful process lasting one full week, during which time she can not be disturbed or she must start over. When in humanoid form the Meeba gains a +10 racial bonus on Disguise checks to pass as a member of the emulated race.
  • Osteoblast Claws: Special organs in the Meeba's hands secrete a calcium solution which instantly hardens on contact with air, forming into sharp, bony claws. This grants two Claw attacks dealing 1d4 piercing and slashing damage each. She can also draw these claws back into her body at which point they instantly dissolve. Creating or dissolving her claws is always a swift action. When using the claws, their obvious abberant nature grants a -2 penalty to Disguise checks made to pass as humanoid.
  • Pliable Form: While a Meeba's body does hold a consistent shape, it is able to bend and flex in ways that would be impossible for any being with a solid internal anatomy, surpassing even the greatest contortionists. In humanoid form she gains a +1 dodge bonus to AC. When in her true form this ability is even greater, granting a +2 dodge bonus to AC and she can fit through any opening at least as large as her nucleus, allowing her to squeeze through passages as if she were tiny size. Any bonus to AC granted by this effect is lost whenever the Meeba would be denied her dexterity bonus to AC.
  • Poison Resistance: Meeba possess a natural resistance to toxins, giving them a racial bonus on Fortitude saves against poison effects equal to their hit dice.
  • Automatic Languages: Meeba speak whatever languages are automatic to their chosen race.

Alternate Racial Traits[edit]

  • Caustic Cytoplasm: The gel that makes up this Meeba's body is highly corrosive. Any enemy that hits her with a natural attack dealing at least 1 point of damage takes 1 acid damage in return, as does any metal or wooden weapon striking her (this also ignores the weapon's Hardness). Additionally, a number of times per day equal to her Constitution modifier (minimum 1) she can, as a swift action, coat a melee weapon or piece of ammunition with her saliva or blood (using blood requires her to be injured when using this ability), causing it to deal +1d6 acid damage on this turn. The downside is that her body can no longer support osteoblasts, and her sickly appearance and black blood make it harder to deal with others. This trait replaces Impressionable and Osteoblast Claws.
  • Defensive Osteoblasts: The Meeba's osteoblasts cover her entire forearm and the calcium solution hardens into a protective carapace rather than sharp claws. The Meeba does not gain a natural attack, but as long as she has the carapace active, she can make lethal unarmed attacks as if she were wearing gauntlets. Additionally, this grants a +1 Shield bonus to AC. The larger size does mean that it takes longer to create or dissolve the carapace - a move action instead of a swift - and it is more readily noticable, giving a -4 penalty to Disguise checks made to appear as humanoid. This trait replaces Osteoblast Claws.
  • Dense Fists: The meeba's hands do not contain any osteoblasts; rather, she can briefly shift mass into her hand for a stronger punch, granting her a Slam attack dealing 1d4 bludgeoning damage. Though it offers less attacks per round than the claws, this technique of mass-shifting can't be easily detected and as such does not give any penalty to Disguise checks. This trait replaces Osteoblast Claws. A meeba with Perfect Form can still select this alternate trait, even though they lose the trait that it would replace.
  • Perfect Form: The Meeba's chosen form is so perfect that no one can tell the difference unless they personally witness the Meeba transform. The Meeba never has to use Disguise to pass as a member of their chosen race, and when transformed is treated as both an aberration and a humanoid (with the appropriate subtype) for all purposes. This level of perfection causes the Meeba's body to be extra rigid, however, even in base form. She does not gain the dodge bonus to AC when in humanoid form, and in natural form only gains a +1 dodge bonus to AC and can only fit through openings as if she were small size. This trait replaces Osteoblast Claws, and alters Pliable Form and Change Shape, Lesser. A Meeba with this trait can not select any other trait which includes a physical change, except Dense Fists.
  • Racial Emulation: Fitting in doesn't always mean learning to be diplomatic. This Meeba chose to more faithfully emulate her adoptive race's traits instead. She gains whatever racial skill bonus her adoptive race receives and qualifies for any feats that list that race as a prerequisite provided that she meets all other prerequisites. If the adoptive race has a special favored class bonus with her class, she may choose to receive that favored class bonus at each level instead of a hit point or skill point. This trait replaces Impressionable.
  • Small Meeba: The Meeba's chosen form is that of a small humanoid such as a halfling or goblin, rather than a medium humanoid. Forced to discard most of her mass to take this form, the Meeba becomes small sized permanently, even when in her true form. She becomes a small aberration, and gains the ability bonuses and penalties of such (-4 Str, +2 Dex, +1 to attack and AC, -1 to combat maneuver checks). Her nucleus remains the same size, however, meaning that in her true form she can still only fit through passages as if tiny size.

"Discovered" Traits[edit]

Discovered for what she really is early on, this Meeba never had the chance to live as a "normal" member of her adopted culture. These traits represent alternative paths that the Meeba's life could take. They all replace the Impressionable trait. Also, at the DM's discretion certain NPCs may already be aware of a discovered Meeba's true nature and therefore unable to be tricked by Disguise checks.

  • Shunned: Most cultures are untrusting but not aggressive toward Meeba, viewing them more as gross pests than evil abominations. Refused service from society and possibly even exiled to the slums or to the wilds, the Meeba learned to fend for herself. She gains a +4 racial bonus to Survival checks made to survive in one chosen terrain type. (The chosen terrain type may include urban terrains as well.)
  • Reviled: Some particularly domineering or cruel societies aren't content to merely shun a discovered Meeba, but instead try to destroy what they perceive as a disgusting abomination. The Meeba learns to survive by becoming the very monster they fear her to be, ensuring that her oppressors are too terrified of her to try to hurt her. She gains a +4 racial bonus to Intimidate checks made to force a hostile humanoid to act friendly.
  • Chameleon: Discovered by a highly accepting society, this lucky Meeba learned to embrace her unique transformative nature as a gift rather than a curse. Although still locked into a specific form, she has learned to change the color of her skin and hair as readily as a humanoid changes clothes, often choosing outlandish colors for effect, or changing color based on her mood. Additionally, her color-changing can be used for camouflage, granting a +2 racial bonus to Stealth checks, except those made to move silently or if invisible.

Favored Class Options[edit]

Vital Statistics[edit]

Table: Random Starting Ages
Adulthood Simple1 Moderate2 Complex3
years + + +
  1. This category includes barbarians, oracles, rogues, and sorcerers.
  2. This category includes bards, cavaliers, fighters, gunslingers, paladins, rangers, summoners, and witches.
  3. This category includes alchemists, clerics, druids, inquisitors, magi, monks, and wizards.
Table: Aging Effects
Middle Age1 Old2 Venerable3 Maximum Age
years years years + years
  1. At middle age, −1 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  2. At old age, −2 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
  3. At venerable age, −3 to Str, Dex, and Con; +1 to Int, Wis, and Cha.
Table: Random Height and Weight
Gender Base Height Height Modifier Base Weight Weight Modifier
Male ' " + lb. × () lb.
Female ' " + lb. × () lb.

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