Squerth - 26/Oct/06


These are the most complex elven constructs, having a completely flexible living form, and while starting with a minimal intelligence are capable of indefinite learning. In their rest state they resemble an umber-coloured pool of liquid or an Ooze, which leads some to call them 'Umber Jelly'.

Purpose and History

Untrained Squerth
Trained Squerth
Semi-Intelligent Squerth

Intelligent Squerth
Sundered Squerth

Squerth as Characters
Half-Squerth as Characters

The Magic of Maj Space

Purpose and History

Squerth could in theory link together into immense networks to provide enough size and strength to handle almost any problem. However, while they were originally intended, many millenium ago when they were first created, to do all work, the difficulty and expense of making them, and the problems of giving them specialist training, resulted in most work being done by the cheaper, more specialised, constructs. Making them capable of reproduction was considered, but the risks and added complexity that this would have involved meant the idea was ruled out. Only a few thousand were made, and only a few (at most in the hundreds) have been made since.

Squerth proved to be more flexible than their original designers believed, and even though they were difficult to train they slowly increased in intelligence to first animal and eventually elven levels. They also learned to take on humanoid, even exact elven, form as their intelligence rose. Even though they became far more intelligent and mentally flexible than any other construct, their basic loyalty that is a feature of all Oreth constructs remained, though it became more general and abstract, applying to the Oreth people and their civilization as a whole. Fierce loyalties to respected individuals are still possible, though.

Eventually the Oreth elves held a centuries-long conclave, and decided that any squerth of elven levels of intelligence had to be given the same rights and privileges. This rather amused the Squerth, who almost all just kept doing the same work as they ever had. A few became accepted as parts of elven households, even special companions, though their inability to reproduce with elves (bar than via an immensely complex magical working) meant that very few became life-companions.

All this happened well before the first contact of the Oreth with the Scro, and it is possible that some of the invincible god-like beings who so impressed the scro were in fact squerth in elf form.

There are a number of magical devices constructed for use by intelligent squerth, see The Magic of Maj Space, below, which usually take the form of rune-and-sigil-marked balls, up to four inches in diameter, and which function as things like wands, staves and rods, or even wonderous items. One of these may be usable at a time, and it takes a full round (which does not attract attacks of opportunity), during which none of them are usable, to change which one is usable. The squerth carry these within their bodies and the magical effects come from their hands, tentacles, or whatever.

Untrained Squerth

Large Ooze
Hit Dice: 6d10+36 (69 hp)
Initiative: -5
Speed: 10 ft. (2 squares), climb 10 ft.
AC: 4 (-1 size, -5 Dex), touch 4, flat-footed 4
Base Attack/Grapple: +4/+10
Attack: Slam +5 melee (2d4+3)
Full Attack: Slam +5 melee (2d4+3)
Face/Reach: 10 ft./5 ft.
Special Attacks: Acid, Constrict 2d4+3, Improved Grab, Detect Thoughts
Special Qualities: Blindsight 60 ft., Sustenance, Cold and Fire Immunity, Split, Join, Infertile, Ooze Traits
Saves: Fort +8, Ref -3, Will -3
Abilities: Str 15, Dex 1, Con 22, Int (1), Wis 1, Cha 1
Skills: Climb +10
Feats: -

Climate/Terrain: Any
Organisation: Solitary or gang (3-8)
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: Trained, Semi-Intelligent, Intelligent
Level Adjustment: -

Squerth can grow to a diameter of about 15 feet and a thickness of about 6 inches, but can compress their body to fit into cracks as small as 1 inch wide. A typical specimen weighs about 5-600 pounds.

Combat

Squerths do not attack unless ordered to or something attacks them, but if they do then they attempt to envelop and squeeze their prey.

Acid (Ex): If ordered to a squerth secretes an acid-like substance that quickly dissolves almost any non-living material. Any melee hit or constrict attack deals 1d4 acid damage (to non-living things). Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 16 Reflex save. A weapon that strikes a squerth also dissolves immediately unless it succeeds on a DC 16 Reflex save. The save DCs are Constitution-based.
The ooze's dissolving touch deals 19 points of damage per round (10 + HD/2 + Con Bonus) to objects, but the squerth must remain in contact with the object for 1 full round to deal this damage.
Constrict (Ex): A squerth deals automatic slam and acid damage (to non-living things) with a successful grapple check.
Improved Grab (Ex): To use this ability, a squerth must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Detect Thoughts (Su): A squerth can continuously use Detect Thoughts as the spell (caster level 18th; Will DC 13 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based. This allows understanding of instructions and what is expected, rather than access to any thoughts someone might wish to keep secret, as well as providing a translation capability, and access to any literacy skills that someone might have. A squerth can use this to identify someone who forgoes their saving throw as the master they were imprinted to obey in their construction, and this imprinting can be extended to another with enough practice (generally at least three work sessions, spread over at least three days). The Oreth elves have spells which will allow a new master to be imprinted on a, not unwilling, squerth if the previous one has, for example, died.
Sustenance (Ex): A squerth is sustained by the flow of magic through the world and need not breathe or eat. If forced into something like a sargasso (just a permanent antimagic field would not be enough) where there is no magic they would need to breathe and eat as a normal ooze, but being somewhere like that would slowly (over tens of years) destroy their health, and eventually (after a few centuries) kill them.
Split (Ex): Slashing and piercing weapons and electricity attacks deal no damage to a squerth. Instead the creature splits into two identical oozes, each with half of the original's current hit points (round down). A squerth with 10 hit points or less cannot be further split and just ignores the weapons or electricity; squerth die when reduced to 0 hit points. Note that Split can be done as a free action by a squerth that has previously done Join to increase its size, as opposed to reassembling itself from injury.
Join (Ex): As a full round action any two squerth can join together (which provokes attacks of opportunity), to create a larger one with Hit Dice and hit points equal to the sum of the two. In doing this hit points are regained as if having rested for a day. If a squerth was Split then there is a two round delay before Join can be attempted. Join is normally done under orders to make a bigger, stronger and tougher ooze. Every time there are eight times as many squerth increase the size category one step, e.g. if start at Large then 8 gives Huge, 64 gives Gargantuan and 512 gives Colossal; apply Str, Dex and Con modifiers for new size. Note that for each extra (Large) squerth beyond the first the Acid, the Disassemble rate, and the Fabricate rate (if they have these), increases by a fifth/20%, e.g. a join of 16 squerth increases by fifteen-fifth, or +3 times (x4), or 300%, so assuming standard 6HD squerth the 19 pt. Acid does 76 damage (to non-living things) per round, and the Disassemble/Fabricate rate is 40 cubic feet per round (4 cubic feet if mineral).
Infertile (Ex): There is no normal means by which squerth reproduce, and the only way to get another one of them is to do a long, complex magical ritual costing 250,000 gp. A lesser ritual, costing 50,000 gp, may be used to cross a squerth with another creature, but the offspring will have few of the squerth's valued traits, and will far more resemble the other parent.
Skills: A squerth has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. Even though an Untrained Squerth has an Int score, it does not yet know how to use this and so gains no skill points or feats. It counts as Mindless for the purpose of controlling it, etc.

Trained Squerth

Large Ooze
Speed: 10 ft. (2 squares), climb 10 ft. fly 10 ft. (clumsy)
Special Qualities: Blindsight 60 ft., Sustenance, Cold and Fire Immunity, Split, Join, Infertile, Ooze Traits, Deposit, not Mindless
Saves: Fort +8, Ref -3, Will -1
Abilities: Str 15, Dex 1, Con 22, Int 1, Wis 1, Cha 1
Skills: Climb +10, Hide -6*, Listen -3, Spot -3, Search -4, Craft +2
Feats: Alertness, Iron Will

Climate/Terrain: Any
Organisation: Solitary or gang (3-8)
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral
Advancement: Semi-Intelligent, Intelligent
Level Adjustment: -

Trained Squerth are squerth who have through a decades-long process of very patient training and association with someone who forgoes their saving throws against their Detect Thoughts (typically an Oreth elf master), and begin to acquire something of their own mind. They are still below the intelligence of most animals but are very willing. They will have learned the default elf skills, and put 7 skill points into learning a Craft, like mining or building. In becoming minimally intelligence the squerth learns how to control the magical energies that sustain it so as to be able to fly, or hover, at will.

(*) Trained Squerth can continuously magically change the colour of their surfaces to assist them in hiding, which gives a +4 Hide bonus.

Join (Ex): Also see Join in Untrained Squerth. A trained squerth can Join with untrained squerth, but if the join contains any other trained squerth there will be issues as to which one is in control, which will paralyse the composite ooze. The composite functions as a trained squerth.
Deposit (Ex): If ordered to a squerth will release material that it has previously dissolved using Acid, in the form of a coarse or fine powder. It has no more control about what it releases than that.

Semi-Intelligent Squerth

Large Ooze
Initiative: -4
Speed: 10 ft. (2 squares), climb 10 ft. fly 10 ft. (poor)
Special Qualities: Blindsight 60 ft., Sustenance, Cold and Fire Immunity, Split, Join, Infertile, Ooze Traits, Perfect Memory, Structure, Handed Shape
Saves: Fort +8, Ref -2, Will +1
Abilities: Str 15, Dex 3, Con 22, Int 5, Wis 5, Cha 3
Skills: Climb +10, Hide -3*, Listen -1, Spot -1, Search -2, Craft +4
Feats: Alertness, Iron Will

Climate/Terrain: Any
Organisation: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always Neutral/(Good)
Advancement: Intelligent
Level Adjustment: -

Semi-Intelligent Squerth are squerth who have been through a centuries-long process of association with intelligent creatures in a craft setting. With most squerth this is about as far as they advance. Note that they have a similar problem with Join to Trained Squerth, but if there is a single semi-intelligent squerth mixed in with lesser squerth they will usually defer overall control to it.

While in theory it could be very useful to Split a (semi) intelligent squerth and make use of the several smaller ones in different places, in practice they quickly get very lonely after a few hours, and after a few days at most they will have difficultly thinking of anything but rejoining. There does not seem to be any communication between the parts, but they will know when and if any other part has been killed. When they re-join the memories of each part are pooled but are kept neatly sorted out.

Semi-Intelligent Squerth are capable of manipulating tools, see Alter Self, and they can have endless patience in finishing work started using their Structure special quality. They can also clearly communicate by writing.

Split (Ex): Also see Split in Untrained Squerth. If it is not unexpected a squerth may choose to ignore a slashing or piercing weapon, simply allowing it to pass through its flesh, instead of splitting.
Perfect Memory (Ex): A squerth never forgets anything that it has experienced, though memories of what happened to it before it became intelligent are still fragmentary and unclear. This can speed-up certain kinds of rote learning a lot (ten times), making it a lot quicker to learn things like languages; the skill point cost is unchanged. Non-rote learning is five times faster, again the skill point cost is unchanged. Seeing as squerth do not sleep this can further improve learning speed by 50%. If the Int ability of a squerth increases, thus increasing its Int Bonus, its Perfect Memory allows it to re-evaluate all its past experiences, so the skill points for all its levels also increase, not just the skill points for future levels.
Structure (Ex): A squerth can release material that it has previously dissolved using Acid, in the form of a crudely-shaped structure. This is a superior form of the Deposit special quality of Trained Squerth. Further, Acid can be used in a crude way to roughly shape the material which remains.
Handed Shape (Su): Allows crude alterations of shape to produce things like arms with usable hands, functioning eyes, a semblence of a face, and any pattern and colour of surface required, including the rough appearance of clothing. This is not good enough to allow walking on any form of legs, though an appearance of legs can be produced. A crude mouth and speaking apparatus can be formed, which can produce a crude speech that those grown used to it may be able to understand. The eyes are capable of Low-light Vision. Note that the squerth still has no vulnerable locations, and loss of hand, limb or eye is a temporary annoyance. The 'clothing' can include a hardening of the form to give up to +4 natural armour (note that this slows them as worn armour would), or a (non-missile, bludgeoning) weapon doing up to 1d8 damage. Squerth attempts at imitating the forms of other creatures have sent the unprepared running away, screaming, which can rather hurt their feelings.
(*) The most effective use of Handed Shape is to give +8 Hide skill.

Intelligent Squerth

Large Ooze (Shapechanger)
Initiative: +1
Speed: 10 ft. (2 squares), climb 10 ft., fly 30 ft. (average) or 30 ft. (6 squares), fly 30 ft. (average)
Special Qualities: Blindsight 60 ft., Sustenance, Cold and Fire Immunity, Split, Join, Infertile, Ooze Traits, Perfect Memory, Fabricate, Disassemble, Limbed Shape
Saves: Fort +8, Ref +3, Will +6
Abilities: Str 15, Dex 13, Con 22, Int 13, Wis 14, Cha 13
Skills: Climb +10, Hide +9*, Listen +5, Spot +5, Search +3, Craft +9, Disguise +4(cc)*, Knowledge (elves) +6, Bluff +1(cc)*, Diplomacy +1(cc), Sense Motive +1(cc)
Feats: Alertness, Iron Will

Climate/Terrain: Any
Organisation: Solitary
Challenge Rating: 8
Treasure: Standard
Alignment: Always Neutral/Good
Advancement: By character class
Level Adjustment: +7

Intelligent Squerth are the rather rare squerth that have been actively associating with intelligent creatures over more than just centuries, at least one millenium. Note that they have a similar problem with Join to Trained and Semi-Intelligent Squerth, but if there is a single intelligent squerth mixed in with lesser squerth they will usually defer overall control to it.

Intelligent Squerth are far better at resisting the loneliness which afflicts them if split and not re-joined for more than a few hours, but after a few days all their skills will have a -2 circumstance modifier. As the semi-intelligent squerths, they will know if anything fatal has happened to their other parts. Using Limbed Shape they can look just the same even though they have split.

Intelligent Squerth are capable of using tools, wearing clothes, and doing just about anything a humanoid could, see Limbed Shape, though it is possible that they are using tools or clothes which are just shaped parts of their body, if this is more convenient. They may use simple weapons, light armour and shields.

Intelligent Squerth can learn class levels, unlike other squerth.

The elves have ritual magic, costing 5,000 gp, which can transfer a (partial) copy of the capabilities of a willing intelligent squerth into a compatible lesser one, even if it is untrained. This does not provide any class levels - the new intelligent squerth must learn these for itself. One reason for making it a partial copy might be to omit experiences of the source squerth becoming completely loyal to an individual, so the new one could become loyal to someone else, without encumberances. This is one way squerth can have 'offspring'.

Fabricate (Ex): By processing materials through their bodies they may achieve the effects equivalent to a Fabricate spell, continuously, at a rate of 10 cubic feet (or 1 cubic foot if mineral) per round. If some sort of Craft skill is required for precise working then direction in this can be received via Detect Thoughts from a suitable skilled craftsman. Note that 270 cubic feet corresponds to a hull point.
Disassemble (Ex): By processing (non-magical, non-living) products through their bodies they may reduce them to their constituent materials achieving effects equivalent to a reversed Fabricate spell (a Disassemble spell), continuously, at a rate of 10 cubic feet (or 1 cubic foot if mineral) per round. Optionally this process allows the squerth to understand exactly how the product was made, and if they wish draw a plan; their perfect memory means that they don't need to do this for their own benefit. Note that 270 cubic feet corresponds to a hull point.
Limbed Shape (Su): This is a superior form of the Handed Shape special quality of Semi-Intelligent Squerth. Principly allows taking of a humanoid form (typically an elf - for another race take a different Knowledge) up to one size class smaller (i.e. if the form is Medium, the base form can be a join of at most four (Large) squerth), along with the generation of all limbs and functioning sensory and communications organs. The eyes are capable of Low-light Vision. Note that the squerth still has no vulnerable locations, and loss of hand, limb or eye is a temporary annoyance. The tools or clothing shaped can include a hardening of the form to give up to +8 natural armour (note that this slows them as worn armour would), or a (non-missile) weapon doing up to 1d12 damage (or maybe two weapons, where one does 1d8 and one 1d4). Food and drink may be processed and excreted in a way exactly similar to a humanoid, and even things like sleeping, sweating, blushing, 'goosebumps' and all normal smells accurately simulated. Even authentic-looking blood which clots properly can be produced from wounds. Lost bits of body, including hair, still revert to ooze appearance, though. This change cannot be dispelled, but death returns to true form. A True Seeing spell or ability reveals its true form.
(*) The Hide bonus is +12 by blending into the surroundings (in a non-humanoid form). When using its Limbed Shape ability, a squerth gets a +10 circumstance bonus on Disguise checks. If it can read an opponent's mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.

Sundered Squerth

Medium Ooze (Shapechanger)
Hit Dice: 1d6+2+10 (15 hp)
Initiative: +1
Speed: 10 ft. (2 squares), climb 10 ft., fly 30 ft. (average) or 30 ft. (6 squares), fly 30 ft. (average)
AC: 11 (+1 Dex), touch 11, flat-footed 10 or 15 (+4 chain shirt, +1 Dex), touch 11, flat-footed 14
Base Attack/Grapple: +0/+2
Attack: Slam +2 melee (1d6+3) or Heavy Mace +2 melee (1d8+2)
Full Attack: Slam +2 melee (1d6+3) or Heavy Mace +2 melee (1d8+2)
Face/Reach: 5 ft./5 ft.
Special Attacks: Acid, Constrict 1d6+3, Improved Grab, Detect Thoughts
Special Qualities: Blindsight 60 ft., Sustenance, Immunities, Split, Join, Perfect Memory, Fabricate, Disassemble, Limbed Shape, Infertile
Saves: Fort +2, Ref +1, Will +3
Abilities: Str 15, Dex 12, Con 15, Int 13, Wis 14, Cha 12
Skills: Climb +10, Hide +5*, Listen +5, Spot +5, Search +5, Craft +5, Disguise +5*, Knowledge (elves) +5, Bluff +1*, Diplomacy +1, Sense Motive +1
Feats: Iron Will

Climate/Terrain: Any
Organisation: Solitary
Challenge Rating: 3
Treasure: Standard
Alignment: Always Neutral/Good
Advancement: By character class
Level Adjustment: +6

Sundered Squerth were created by the Oreth elves over the last forty-plus years, since spelljamming restarted in Maj Space, as they decided they needed the extra assistance. This decision was made incredibly quickly for them; maybe they had some advance warning? The possibility for their creation came out of a flash of genius by a squerth magical researcher, who realised that if a non-intelligent squerth was forced to split in a very particular way, into five, then immediately imprinted with the capabilities of five different intelligent squerths (using the 5,000 gp ritual for each, see Intelligent Squerth), five separate beings of almost exactly elven size and weight would be created. These have no Ooze racial levels, but receive a special +10 hit point bonus at first level (as they die when they reach zero hit points), and their squerth abilities are restricted by their small size.

Sundered Squerth cannot grow larger and have a diameter of a little more than six feet and a thickness of about two-and-a-half inches, but can compress their body to fit into cracks as small as 1 inch wide. A typical specimen weighs about 100-120 pounds.

Combat

Sundered Squerth will generally fight in humanoid form using simple weapons and light armour (unless their character class gives them access to better), either carried or shaped from their own body (in neither case will they use shields), or in ooze form when they attempt to envelop and squeeze.

Acid (Ex): The acid-making capabilities of a normal squerth are instead dedicated to the (restricted) Disassemble ability, but they can still do 1d3 damage to non-living objects with any melee hit or constrict attack, or 12 damage (10 + Con bonus) with a full round of contact, even if the Disassemble ability is exhausted. This will cause armour or clothing to dissolve and become useless immediately unless it succeeds on a DC 14 Reflex save. A weapon that strikes a squerth also dissolves immediately unless it succeeds on a DC 14 Reflex save. The exception to this is bludgeoning weapons, when the squerth is wearing armour or clothes, so that it can't have acid on its surface, or it would destroy its own equipment. The save DCs are Constitution-based.
Constrict (Ex): A squerth deals automatic slam and acid damage (to non-living things) with a successful grapple check. Note that its own equipment is not immune to any acid attack it makes.
Improved Grab (Ex): To use this ability, a squerth must hit with its slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can constrict.
Detect Thoughts (Su): A squerth can continuously use Detect Thoughts as the spell (caster level 18th; Will DC 13 negates). It can suppress or resume this ability as a free action. The save DC is Charisma-based. Two squerths can use this to communicate with each other mentally, by detecting each other's thoughts, and squerth can automatically recognise other squerth (and Dopplegangers) by using this.
Blindsight (Ex): Squerth can use non-visual senses, which include acute smell, directional hearing and vibration sense that extends from the infra to ultra sonic, and an electrical and magnetic sense, to tell what is going on within 60 feet, in all directions at once, as accurately as 360 degree eyesight. They can also sense infrared, ultraviolet, low-level and polarised light falling on their bodies, but they cannot get much of a sense of direction from these. If they are using this, rather than the eyesight that they can use as a result of their Limbed Form special quality, they gain immunity to gaze attacks, visual effects, illusions, and other attack forms that rely on sight.
Sustenance (Ex): A sundered squerth is sustained by the flow of magic through the world and need not breathe or eat. If forced into something like a sargasso (just a permanent antimagic field would not be enough) where there is no magic they would need to breathe and eat as a normal ooze, but being somewhere like that would slowly (over years) destroy their health, and eventually (after a few decades) kill them.
Immunities (Ex): Squerth are immune to cold, heat, electricity and vacuum, though they may choose to allow electricity to Split them, if they have enough initial hit points to be capable of this. As a result of being an ooze they have immunity to poison, sleep effects, paralysis, polymorph, and stunning. Their Acid special attack means that they are immune to acid. Squerth are not subject to critical hits or flanking. As oozes they do not sleep.
Split (Ex): Slashing and piercing weapons deal no damage to a squerth, parting their flesh which immediately rejoins when the weapon is removed. Instead, as long as they have at least 30 initial hit points, a sundered squerth may choose to split into two identical forms, each with half of the original's current hit points (round down). Squerth die if reduced to 0 hit points. Note that Split can also be done as a free action by a sundered squerth that has previously done Join, as opposed to reassembling itself from being Split by a weapon (or electricity; see Immunities).
Join (Ex): As a full round action a sundered squerth may join together with any Split part of itself or a non-sundered squerth (either of which which provokes an attack of opportunity), to create a larger one with Hit Dice and hit points equal to the sum of the two. In doing this hit points are regained as if having rested for a day. If a squerth was Split then there is a two round delay before Join can be attempted. While two sundered squerth cannot directly join, they can join if one of them has already joined to a non-sundered squerth. Every time there are eight times as many squerth increase the size category one step, e.g. if start at Large then 8 gives Huge, 64 gives Gargantuan and 512 gives Colossal; apply Str, Dex and Con modifiers for the new size. Seven squerth and between one and five sundered squerth would still count as starting as Large, and join to become Huge. Any join which contains more than one intelligent squerth, sundered or otherwise, will have control issues which will paralyse the composite unless they agree who is in control; lesser squerth will usually automatically defer overall control. The composite functions as an Intelligent Squerth no matter what the constituent squerth are.
Perfect Memory (Ex): A squerth never forgets anything that it has experienced, though memories of what happened to it before it became intelligent are still fragmentary and unclear. This can speed-up certain kinds of rote learning a lot (ten times), making it a lot quicker to learn things like languages; the skill point cost is unchanged. Non-rote learning is five times faster, again the skill point cost is unchanged. Seeing as squerth do not sleep this can further improve learning speed by 50%. If the Int ability of a squerth increases, thus increasing its Int Bonus, its Perfect Memory allows it to re-evaluate all its past experiences, so the skill points for all its levels also increase, not just the skill points for future levels.
Fabricate (Ex): By processing materials through their bodies they may achieve the effects equivalent to a Fabricate spell, continuously, at a rate of one cubic feet (or a tenth of a cubic foot if mineral) per round. If some sort of Craft skill is required for precise working then direction in this can be received via Detect Thoughts from a suitable skilled craftsman. Their reduced size means that they may only use this special quality for a limited time per day, equal to three times their Con ability in rounds, and this is further reduced by the number of rounds they have used Disassemble. Note that 270 cubic feet corresponds to a hull point.
Disassemble (Ex): By processing (non-magical, non-living) products through their bodies they may reduce them to their constituent materials achieving effects equivalent to a reversed Fabricate spell (a Disassemble spell), continuously, at a rate of one cubic feet (or a tenth of a cubic foot if mineral) per round. Optionally this process allows the squerth to understand exactly how the product was made, and if they wish draw a plan; their perfect memory means that they don't need to do this for their own benefit. Their reduced size means that they may only use this special quality for a limited time per day, equal to three times their Con ability in rounds, and this is further reduced by the number of rounds they have used Fabricate. Note that 270 cubic feet corresponds to a hull point.
Limbed Shape (Su): Principly allows taking of a humanoid form (typically an elf - for another race take a different Knowledge) up to one size class smaller, along with the generation of all limbs and functioning sensory and communications organs. The eyes are capable of Low-light Vision, 60 ft. range. Note that the squerth still has no vulnerable locations, and loss of hand, limb or eye is a temporary annoyance. The tools or clothing shaped can include a hardening of the form to give up to +8 natural armour (note that this slows them as worn armour would), or a (non-missile) weapon doing up to 1d12 damage (or maybe two weapons, where one does 1d8 and one 1d4). Food and drink may be processed and excreted in a way exactly similar to a humanoid, and even things like sleeping, sweating, blushing, 'goosebumps' and all normal smells accurately simulated. Even authentic-looking blood which clots properly can be produced from wounds. Lost bits of body, including hair, still revert to ooze appearance, though. Other simpler shapes are possible, or more complex shapes where parts are non-functional, e.g. six limbs only four of which work properly. This change cannot be dispelled, but death returns to true form. A True Seeing spell or ability reveals its true form.
(*) The Hide bonus is +12 by blending into the surroundings (in a non-humanoid form). When using its Limbed Shape ability, a squerth gets a +10 circumstance bonus on Disguise checks. If it can read an opponent's mind, it gets a further +4 circumstance bonus on Bluff and Disguise checks.
Infertile (Ex): There is no normal means by which sundered squerth reproduce, and the only way to get another one of them is to do a long, complex magical ritual costing 250,000 gp. Then do the sundering and imprinting ritual costing 25,000 gp, see above, which gives five. A lesser ritual, costing 50,000 gp, may be used to cross a sundered squerth with another creature, but the offspring will have few of the squerth's valued traits, and will far more resemble the other parent.
Skills: A squerth who is not trying to maintain a humanoid form has a +8 racial bonus on Climb checks and can always choose to take 10 on a Climb check, even if rushed or threatened. They have skills and feats based on their class level; the example above is of a NPC Expert. A Craft skill is something that all squerth are talented at, and they will typically have as many ranks in this as they can. The 'Knowledge (elves)' skill is used to accurately take an elven shape; 5 ranks gives a nearly perfect copy, the 4 ranks above will pass under most circumstances; 2 ranks would give a form that would not pass a close, knowledgable, inspection, but would give access to the sensory abilities of the form, such as Darkvision for a Scro form.

Squerth as Characters

A sundered squerth is the most likely variety to be usable as a character, and these will have the background feat Oreth Elf, just as any Oreth elf will. They will be loyal to the principles of the Oreth. Assuming they otherwise qualify it is possible for a squerth to eventually have the background feat Oreth Noble. If not a sundered squerth, in a high enough powered campaign, a squerth newly raised to full intelligence using the (partial) experiences of another squerth, for a particular purpose, might make quite a good character.

GMs may choose to not allow Squerth characters on the basis that they are so difficult to kill, and given how useful their lack of need to breathe is in a spelljamming setting. However, a starting squerth is an 13th level character, given the six Ooze hit dice and the level adjustment of plus seven, and a starting sundered squerth is 7th (a class level and +6 LA).

Squerth characters possess the following racial traits:

Half-Squerth as Characters

A cross between an (intelligent or sundered) squerth and an (Oreth) elf is in fact a Doppleganger. These are an as accepted people as half-elves/half-humans among the Oreth, and there have been a few of these around for a lot longer, millenia in fact. Those who were created in the Oreth Republic, or decendants of such, have the background feat Oreth Born, just as do half-elves. Doppleganger-squerth crosses would produce a doppleganger, as would doppleganger-elf crosses (GMs must decide whether this requires magical assistance), and of course inter-doppleganger breeding. Assuming they otherwise qualify it is possible for a doppleganger to have the background feat Oreth Noble.

It can be assumed that a doppleganger raised in the culture of Oreth will be just as civilized as most of the elves, though probably like a half-elf in outlook, and an habitual elf shape will be just as familiar to them as their own.

The Magic of Maj Space

These magical devices are typically only useable by a squerth, as most creatures do not have a magical metabolism like them. If a non-squerth was attempting Use Magic Device then they would have to as far as possible enclose the sphere within their body, for example within two clasped hands, and then 'Emulate race' to impersonate the squerth magical metabolism.

Some of these items, frequently the most powerful, only work on or near Isis, as they tap the magneto-etheric fields of the planet. Note that even though that as oozes squerth don't sleep, this does not mean that they can use a spelljaming helm any more effectively; they just get more free time before their next shift.

Poly
Squerth Helm
Voker

Poly: is a rune-marked ball, an inch in diameter, which gives a Trained or Semi-Intelligent Squerth a far more socially acceptable, smaller, form. The device contains a template unclothed elven form, which may be either male or female in appearance, and the basic template is most suitable for use by just a trained squerth. This template can form the basis of a far more personalised elven form such as might be used by a semi-intelligent squerth.
While the form is far more socially acceptable than an Ooze, the almost total lack of facial expression and humanoid body language that is the best a trained squerth normally manages can upset the sensitive, who have likened this to being in a room with a zombie. A semi-intelligent squerth will typically make much more effective use of this, but they will still miss social niceties, such as credible digestion, or a correct smell. A non-squerth would need to 'Emulate race', via the Use Magic Device skill, to use a Poly; ideally they should have some natural form of shapechanging, themselves (the GM may choose to apply a -2 circumstance penalty for lacking this). A Poly has as its main use the teaching of Handed Form to trained squerth, and Limbed Form to semi-intelligent squerth. This device could be used by an intelligent or sundered squerth, but their own Limbed Form ability is more flexible.
While the forms taken using this can be quite extreme, particularly in things like colour, they are still based on the elven template, and cannot include things like extra limbs or wings. Low-light Vision is gained, but no natural armour or weapons can be shaped. The size class can be reduced by at most one step, so this could make a join of at most four (Large) squerth into elven size. All changes to the form are made when the device is initially activated, and to take a different form the device must first be deactivated.
This item is not dependent on the magneto-etheric fields of Isis. A 50% reduction has been made in the Market Price as this device has such a specialist function.
Caster Level: 3rd; Prerequisites: Craft Wonderous Item, Alter Self; Market Price: 6,000 gp; Weight: -.

Squerth Helm: is a rune-and-sigil-marked ball, four inches in diameter, which is enchanted in the same way as a Minor (Spelljamming) Helm. This is carried within the body of the squerth helmsmam, who must be firmly attached to the ship they are spelljamming to use it. The Helm counts as the single internal magical item that can be used by a squerth at once, and to pass it to another squerth, who is taking over as the next shift helmsman, will take at least three rounds during which the Helm is not functioning. As standard a squerth helmsman will need spellcaster levels.
This item is not dependent on the magneto-etheric fields of Isis. It receives a +18 save bonus. Note that a single (Large) squerth is not big enough to act as a spelljamming vessel; a suitably shaped join of two of them would equal the minimum of one SJ ton.
GM Note: If you do not wish the Oreth elves to be even capable of making Minor Helms then this will have been made by the Arcane/Mercane.
Caster Level: 15th; Prerequisites: Craft Wonderous Item, Create Minor Helm; Market Price: 200,000 gp (Arcane Price: 100,000 gp); Weight: -.

Voker: is a simple rune-marked ball, half-an-inch in diameter, which gives even a Trained Squerth a clearly audible non-magical voice. These are unlike most squerth devices in that even a non-squerth can use one, though they need to touch the ball to do so, and this would only work on a ball that was not within a living squerth. All this device does is detect the thoughts that a squerth wishes to have spoken, and speak them. This speech may be used to provide the verbal component of spell casting, but using this device does not in any way make spell casting more effective, just renders it possible if the squerth cannot speak in some other way (such as via Limbed Shape).
This item is not dependent on the magneto-etheric fields of Isis. A 50% reduction has been made in the Market Price as this device has such a specialist function.
Caster Level: 3rd; Prerequisites: Craft Wonderous Item, Magic Mouth, Detect Thoughts; Market Price: 6,000 gp; Weight: -.


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