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Myconid PC - Would you allow this in your game?
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<blockquote data-quote="Melkor" data-source="post: 4988502" data-attributes="member: 10786"><p>Bad puns aside <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> , I think this is what I am going to allow my player to use:</p><p></p><p><strong>Myconids</strong></p><p></p><p>Sentient fungusmen from the deepest caverns</p><p></p><p>RACIAL TRAITS</p><p></p><p>Average Height: 5' to 5'7"</p><p>Average Weight: 120-160 lb.</p><p>Ability Scores: +2 Constitution, +2 Wisdom</p><p>Size: Medium</p><p>Speed: 5 Squares</p><p>Vision: Darkvision</p><p>Languages: none. Myconids are mute, and if they learn any languages they can understand, but not speak them.</p><p>Skill Bonuses: +2 Dungeoneering, +2 Nature</p><p>Telepathy Spores: The Myconid constantly release spores that, when breathed in by nearby sentient beings, allow the Myconid to communicate telepathically with those around him without regard of language.</p><p>At Heroic tier, the range for this ability is 5 squares, this improves to 10 squares at Paragon tier (11th Level), and 20 squares at Epic tier (21st Level).</p><p>Plant Traits: You are considered a plant for the purpose of any effect related to creature type.</p><p>Attack Spores: You may use the Attack Spores racial power as an encounter power.</p><p></p><p>Attack Spores</p><p></p><p>You spread a cloud of pacifying spores to calm aggressors.</p><p></p><p>Encounter Sleep</p><p>Minor Action Close blast 3</p><p></p><p>Targets: All creatures in area.</p><p></p><p>Attack: Constitution +2 vs. Fortitude, Dexterity +2 vs. Fortitude, or Wisdom +2 vs. Fortitude</p><p></p><p>Hit: The target is slowed (save ends). First Failed Save: The target becomes dazed (save ends).</p><p>Increase to +4 bonus at 11th level, and +6 bonus at 21st level.</p><p></p><p>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 do not change the power’s other effects.</p><p></p><p>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.</p><p></p><p>Play a myconid if you want...</p><p>To play a race with an unconventional method of communication.</p><p>To play as a creature from a subterranean background.</p><p>To be a member of a race that favors the fighter or cleric classes.</p><p></p><p>Physical Qualities</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Playing a Myconid</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Myconid Characteristics:Cautious, diligent, pacifistic, reclusive, calm, fatalistic</p><p></p><p>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, or are bestowed a name by the groups they choose to adventure with.</p><p></p><p>Myconid Adventurers</p><p></p><p>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.</p><p></p><p>Myconid Racial Feats:</p><p>Enlarged Spore Cloud</p><p>Heroic Tier</p><p>Prerequisite: Myconid, Attack Spore racial power</p><p>Benefit: When you use the Attack spore power, you can choose to make it blast 5 instead of blast 3.</p><p>Life Spores</p><p>Heroic Tier</p><p>Prerequisite: Myconid, cleric</p><p>Benefit: Your attack spore racial power targets only enemies. Allies within the blast of your attack spores gain temporary hit points equal to your Constitution, Dexterity, or Wisdom (based on your original power choice when</p><p>you created the character).</p><p>Stunning Spore Cloud</p><p>Paragon Tier</p><p>Prerequisite: Myconid, Attack Spore racial power</p><p>Benefit: When you use the Attack Spore power, replace the Hit results with the following:</p><p>Hit: The target is slowed (save ends). First Failed Save: The target becomes stunned (save ends).</p><p>Increase to +4 bonus at 11th level, and +6 bonus at 21st level.</p><p></p><p>Most of the Attack Spore and feat stuff was based off of abilites/feats for Dragonborn characters in order to keep it balanced.</p><p></p><p>Let me know what you guys think.</p></blockquote><p></p>
[QUOTE="Melkor, post: 4988502, member: 10786"] Bad puns aside :) , I think this is what I am going to allow my player to use: [B]Myconids[/B] 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: The Myconid constantly release spores that, when breathed in by nearby sentient beings, allow the Myconid to communicate telepathically with those around him without regard of language. At Heroic tier, the range for this ability is 5 squares, this improves to 10 squares at Paragon tier (11th Level), and 20 squares at Epic tier (21st Level). Plant Traits: You are considered a plant for the purpose of any effect related to creature type. Attack Spores: You may use the Attack Spores racial power as an encounter power. Attack Spores You spread a cloud of pacifying spores to calm aggressors. Encounter Sleep Minor Action Close blast 3 Targets: All creatures in area. Attack: Constitution +2 vs. Fortitude, Dexterity +2 vs. Fortitude, or Wisdom +2 vs. Fortitude Hit: The target is slowed (save ends). First Failed Save: The target becomes dazed (save ends). Increase to +4 bonus at 11th level, and +6 bonus at 21st level. 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 do 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 favors 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, or are bestowed a name by the groups they choose to adventure with. 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. Myconid Racial Feats: Enlarged Spore Cloud Heroic Tier Prerequisite: Myconid, Attack Spore racial power Benefit: When you use the Attack spore power, you can choose to make it blast 5 instead of blast 3. Life Spores Heroic Tier Prerequisite: Myconid, cleric Benefit: Your attack spore racial power targets only enemies. Allies within the blast of your attack spores gain temporary hit points equal to your Constitution, Dexterity, or Wisdom (based on your original power choice when you created the character). Stunning Spore Cloud Paragon Tier Prerequisite: Myconid, Attack Spore racial power Benefit: When you use the Attack Spore power, replace the Hit results with the following: Hit: The target is slowed (save ends). First Failed Save: The target becomes stunned (save ends). Increase to +4 bonus at 11th level, and +6 bonus at 21st level. Most of the Attack Spore and feat stuff was based off of abilites/feats for Dragonborn characters in order to keep it balanced. Let me know what you guys think. [/QUOTE]
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