Myconid PC - Would you allow this in your game?

Melkor

Explorer
Hi folks,

I just saw this posted over on the D&D wiki page (Myconid (4e Race) - D&D Wiki), and have a player that has always really liked Myconids. I'm thinking about throwing it his way as option for the new 4E campaign I want to run.

Being that we are all fairly new to 4E, and still learning the nuances, does this seem like something that would be unbalancing in the game?

Myconids


Sentient fungusmen from the deepest caverns


RACIAL TRAITS

Average Height: 5' to 5'7"
Average Weight: 120-160 lb.
Ability Scores: +2 Constitution, +2 Wisdom
Size: Medium
Speed: 5 Squares
Vision: Darkvision
Languages: none. Myconids are mute, and if they learn any languages they can understand, but not speak them.
Skill Bonuses: +2 Dungeoneering, +2 Nature
Telepathy Spores: You may spread telepathy spores to an adjacent creature as a free action, these spores last until you take a Short Rest. You may telepathically broadcast a message to all the creatures that have your spores in the same way most creatures would talk. Those creatures that have your spores can telepathically communicate with you as well. Telepathy works regardless of language, but only between conscious creatures within 20 squares of each other.
Plant Traits: You are considered a plant for the purpose of any effect related to creature type.
Stun Spores: You may use the Stun Spores racial power as an encounter power.

Stun Spores - Myconid Racial Power
You spread a cloud of pacifying spores to calm aggressors.
Encounter Image:Star.gif Sleep
Minor Action Close Blast 3
Target: All creatures in Blast.
Attack: Constitution, Dexterity, or Wisdom Vs. Fortitude
Hit: The target is slowed (save ends). First Failed Save: The target becomes stunned (save ends).
Special: When you create your character, choose Constitution, Dexterity, or Wisdom as the ability score you use when making attack rolls with this power. This choice remains throughout your character's life and does not change the power's other effects.

Myconids are race of humanoid fungus who hail from the most remote of underground caverns. As a society, they are reclusive and extremely cautious in their dealings with other races, and as such are rarely seen by any other than their neighbors. Most individual myconids are diligent workers that singlemindedly spend their entire lives working for the colony, but they do have a sense of individualism - no matter how small - and occasionally decide to become adventurers.

Play a myconid if you want...

* To play a race with an unconventional method of communication.
* To play as a creature from a subterranean background.
* To be a member of a race that favours the fighter or cleric classes.

Physical Qualities

Myconids are stocky humanoids with bloated, spongy flesh. Their skin tones tend towards shades of grey and tan, but occasionally include dull shades of red and purple. Their heads are topped with a fungal cap, which is usually a darker shade of the same colour as the rest of their skin. Their heads are barely separate from their body, and their faces are only distinguishable as such by a pair of large eyes. Myconids have no mouths and no visible ears. They eat by standing on their food, usually while they sleep, and prefer their food slightly rotten.

Young myconids are immobile and mature rapidly, reaching their equivalent of adolescence within a year. Once they reach this point they begin to move about and work for the colony, and slowly grow to full size in the next four or five years. After this point, their ageing is unpredictable: they grow as needed to fill roles missing in their colony. Myconids typically live about fifty years before showing any signs of age. At this point their movement begins to slow and within five years they become immobile and begin to decay. A decaying myconid releases spores that grow into new myconids.

Playing a Myconid

Myconids are quick to listen, slow to talk, and even slower to act. Although they are willing to act without planing, they are much less willing to act without a firm grasp of their surroundings and situation. Recklessness is unknown to them. Those who have adventured for some length of time will learn to act with less information if the situation forces them to, but a myconid straight from the colony is likely to be cautious to a fault.

Myconids, especially those removed from their colony, are hard workers, and prefer to finish an entire day's work in one continuous action. When the day's work is done their preferred form of recreation is a type of telepathically shared hallucination, but without other myconids to share the experience with they are likely to attempt to join in whatever form of recreation is common among those hosting them.

Myconids consider most people to be their friends, and enjoy large gatherings. Though loyal, they will not fight to help a friend unless to defend that friend. An enemy of a friend is not an enemy to a myconid, but someone who attacks that friend is.

Myconid Characteristics:Cautious, diligent, pacifistic, reclusive, calm, fatalistic

Names: Myconids have no language of their own, and thus have no name in the conventional sense. Adventuring myconids typically choose a name from the first culture they visit.

Myconid Adventurers

Most myconids never leave their colony, but instead spend their life working. However, though most never visit the outside world, they still prefer to keep track of events outside the colony. Colonies occasionally send scouts to explore the world and come back with stories; these scouts often join groups adventurers and spend most of their lives abroad before returning with what they know. Not all myconid adventurers are scouts - myconids have free will independent of their colony and on occasion get wanderlust. These individuals typically stay with their colony until a season where they are not needed, then strike off on their own.
 

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I would simplify the Telepathy Spores. Make it a Minor Action ability to initiate telepathic contact (range 20 squares for every communcation attempt) and have it end after an extended rest.

I don't like the Stun effect on the Stun Spores. Make it Dazed (save ends).

- It also needs a +2 bonus to attacks per tier (+2 Heroic, +4 Paragon, +6 Epic). Or, maybe even better, +3/+6/+9.

You can add racial feats that do some the following (one feat each)
- Increase the Telepathy range to 20 sq or line of sight (Heroic Tier)
- Make the Telepathy effect last permanently with a willing creature (Paragon Tier)
- -5 to the first save against the power (Heroic)
- Add an aftereffect to the dazed effect: Slowed (save ends) (Paragon Tier)
- Change Daze to Stun (Epic Tier)
 

Take a note from the kalashtar and change the Telepathy Spores to "telepathy 5" under languages. Telepathy isn't so powerful that you can't offer it straight up.

As for the racial power, I agree with Mustrum.
Change it to daze rather than stun, add in the bonus to attack rolls, and it should work fairly well.
 

I agree with the others that worrying about the exact mechanism of the telepathy is overly wordy. Telepathy 5/10/20 (at each tier) seems reasonable.

Darkvision is a bit stronger than what most races get.
 

What is it that he likes about myconids? I remember them as being pacifists. In that case, stun or daze spores might be underwhelming if he has to turn around and beat things with a greatsword.
 

Just as a quick note- I'm not sure there are any save-ends powers that are Encounter, if there are, they aren't many.

Edit: And while ENWorld was dying on me, I went to check the DDI Compendium. It seems there are 19 encounter powers with "(save ends)".
 
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The issue with it in my games would not be mechanical. You would be seen as a monster and most towns and cities would react accordingly. I would allow the character in my campaign but there would be additional social penaties because of what the race is. Not all races are treated as equals in my game.
 

I'm also not sure I like the slow/stun combination. Maybe just daze until the end of your next turn.

Also if a power does not use an implement or weapon you should give the attack a +2/+4/+6 (by tier) bonus to make up for not have a magic weapon/implement.
 

I seem to recall that, in one ecology, myconids turned to stone in the daylight. That would certainly put a damper on things.

Otherwise, he sounds like a "fun guy" to adventure with... ::ducks::
 

The issue with it in my games would not be mechanical. You would be seen as a monster and most towns and cities would react accordingly. I would allow the character in my campaign but there would be additional social penaties because of what the race is. Not all races are treated as equals in my game.

Yeah. Xenophobia penalty on all charisma based skill checks unless your world's culture looks like the star war's cantina scene.

When I say that many of my cities are cosmopolitan, I mean that humans, dwarves and elves are treated therein as basically equal and at least tolerated. Idreth, oreen, and goblinoids are welcome if they keep their head down, stick to the foreign quarter, and don't cause trouble. In the dark underbelly of the foreign quarter, you might find a few outcasts that would provoke riots if they showed up in the better parts of town. You might see a few Hill Giants working as stevedores in the harbor district. And I thought I was presenting a relatively integrated and tolerant society, but myconids? I find them almost too wierd to be NPCs! I'm not quite sure what a society would be like if giant fungus could stomp down the street without provoking comment.

NYC maybe?
 

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