Beginning at 1st level, you have extensively studied Oozes, Slimes and Gellys. You gain an additional +2 on Knowledge rolls that involve SLimes, Oozes or Gellys. You also gain this bonus for Animal Handling rolls to befriend Oozes, Slimes and Gellys.

Hit Points Hit Dice: 1d8 per Gelosopher level Hit Points at 1st Level: 8 + your Constitution modifier Hit Points at Higher Levels: 1d8 (or 4) + your Constitution modifier per Gelosopher level after 1st Proficiencies Armour: Light Armor Weapons: Daggers, darts, slings, quarterstaffs, light crossbows Gelosopher Class Skills The gelosopher's class skills are; Craft (Int), Handle Animal (cha) Knowledge (geography) (int) Knowledge (Dungeoneering) (int) Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nature) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Perform (cha) and Use Magic Device. Skill Ranks per Level: 2 + Int modifier. Researcher of Gelly (EX) Beginning at 1st level, you have extensively studied Oozes, Slimes and Gellys. You gain an additional +2 on Knowledge rolls that involve SLimes, Oozes or Gellys. You also gain this bonus for Animal Handling rolls to befriend Oozes, Slimes and Gellys.

Note: Whether or not something can interact with Gelly is at the DM’s discretion.

You cannot prepare a Spell that is not of a Color that you specialize in. You cannot cast a Gelly wall of a Color that you do not specialize in. Gelly substances, other than Gellitto, are considered under the effect of the Etherealness spell when interacting with anything that has no affiliation with their Color Type. (example: A human cannot touch a Red Gelly Wall, but a Fire Elemental can.) The Colors and their substance interactions are listed below. You gain specialize in a new color every odd level.

unlocking a new kind of Gelly can involve finding it, morphing your current Gellys or breeding new ones.

Some Gelosopher Spells and Feautures require a certain Color of Gelly for you to have and be specialized in. In addition to pink, you can choose another Color for you to specialize in. You unlock an additional Color every 2 levels, specified in the Gelosopher table. These Colors, Spells, and (Su) abilities are considered Spells for every instance except for instances that check their magical properties (such as a null-magic sphere or dispel magic). As they are not magical they are not effected by instances that concern it but otherwise function exactly like a spell does.

Gelly Spellcasting Your extensive research and affinity with slimes have let you harness their unique abilities. See Spell Rules for the general rules of spellcasting and the Gelosopher Spell List at the end of this class description for the spells you can use. A gelosopher casts arcane spells drawn from the gelosopher spell list at the bottom of this page. A gelosopher must choose and prepare his spells ahead of time. To learn, prepare, or cast a spell, the gelosopher must have an Charisma score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against a wizard’s spell is 10 + the spell level + the wizard’s Charisma modifier. A charisma can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: Gelosopher. In addition, he receives bonus spells per day if he has a high Charisma score (see Table: Ability Modifiers and Bonus Spells). A gelosopher may know any number of spells. He must choose and prepare his spells ahead of time by getting 8 hours of sleep and spending 1 hour preparing the Gelly cells inside her container. While preparing, the gelosopher decides which spells to prepare. These Spells are treated like spells for everything that doesnt include magic, as they do not possess magical properties.

Starting Spells (See Spellbooks below): A gelosopher begins play knowing how to prepare all 0 and 1st level spells of the the Colors you start with (Pink and one other). At each new gelosopher level, she gains two new spells of any spell level or levels that she can cast (based on her new gelosopher level) for his her Gelly spellcasting.

Spells Gained at a New Level: At each new gelosopher level, she gains two new spells of any spell level or levels that she can cast (based on her new gelosopher level) for her Gelly spellcasting. Spellcasting Focus Many of your spells require a certain type of Gelly. You can store these Gellys inside of a container for quick use, see Gelly Assortment for the kinds of Gelly that you have stored inside of your container. Your Jar of Gelly and Gelly Controller each need to be held in different hands, or both make up a two handed Spellcasting Focus. Spellcasting Ability Charisma is your spellcasting ability for your Gelosopher spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a Gelosopher spell you cast and when making an attack roll with one. Spell save DC = 10 + the spell's level + your Charisma modifier When you cast a spell at a higher level using additional spell slots, the spell's DC is increased by that many levels.

Gelly Wall (Su) Also at 1st level, you can manipulate your Gelly into a wall to soak damage for your allies. As an Standard Action, or a Readied Standard Action, you can summon a wall of Gelly in 3 unoccupied spaces connected vertically or horizontally 50f away from you. You can choose the Type Color of the Gelly Wall from your Gelly Assortment list. It lasts until the start of your next turn and has HP equal to Your Charisma Modifier + Your Level, and the Wall is 10f tall. If an attack of the corresponding type to it's color would hit and pass through the Gelly, half of the damage from that attack is instead dealt to this Gelly Wall. The Gelly resists damage from its type (but takes no less than 1 damage) and acts as difficult terrain when characters of the corresponding Type Color would walk through it. Anything not of the corresponding type is unaffected by the Gelly. If the Gelly runs out of HP it explodes, pushing creatures back in a 5f AOE around each of it’s squares and if there is any excess damage that would reduce the Gelly Below 0hp, that damage is re-added to the initial attack (unresisted!). When destroyed, that type of Gelly wall cannot be used until the next short rest. If the Gelly Wall is attacked directly, it only takes half the damage. A Gelly Wall only recovers it's lost HP whenever you take a long rest or if it is repaired. Tempo Swing If you cast the Gelly Wall as a Full-Round Action, you can cast a Gelosopher Spell aswell as the Gelly Wall. The Spells you can cast using this Rull Round Action are specified in their description. You can still cast the Wall as a readied action in this way. Note: The Gelly Walls are alien constructs to most creatures of the world. It is at the DM's discretion for how each creature interacts with the wall. For example, a Goblin might be frightened by the wall and choose to walk around it, whereas a Dragon might be more inclined to ignore it.