Stat this up # 1


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1d6 is good or 1d6 +con mod or something for added interesting mechanics.

How about 1d6 rounds plus the gorri's Charisma modifier, since the Spores' save DCs are Cha-based?

I think we could do with one or two utility/defensive/healing abilities.

How about a "Super Magic Mushroom" that combines lesser restoration with cure light wounds, and a "Creation Fungus" that mimics a minor creation and/or builds a mushroom hut?
 

I like the minor creation fungus, but the Super Mushroom just seems a bit boring. I wouldn't mind boosting the uses per day (though I guess Cha is already boosted) to let it make more of the normal magic mushrooms.

1d6+Cha rounds is ok.
 

Looks good I still like the idea of a Mushroom spore Based summon natures ally ability as well. Creation fungus is kinda groovey as well. reading magic mushroom Almost think there should be some kinda halucination spores but that might be to many spores.
 

Looks good I still like the idea of a Mushroom spore Based summon natures ally ability as well. Creation fungus is kinda groovey as well. reading magic mushroom Almost think there should be some kinda halucination spores but that might be to many spores.

As I said earlier, a straight summon nature's ally didn't work for me, so I whipped up the Fighting Fungus spores ability as a substitute.

I thought about giving it a hallucination spores, but decided against the idea since (a) it seemed too similar to the Myconid's spore ability and (b) they already have a hallucination-like ability with their Trance Quills.

Hmm, how about with give the Gorri shroomling Quills with a hallucinatory venom? Say, Wis damage and hallucinations for X rounds as a primary effect, Int damage and Y rounds of hallucination as a secondary effect.
 


Sure sounds rockin. Opps I overlooked fighting fungus which also is awesome lets go with that one.

Fine!

Revising proposal:

Spores (Su): A gorri shroomling can produce the following types of spores in addition to the spore types available to an Urdin shroomling.

Battle Powder: A gorri shroomling can spit out a puff of spores with a range of 40 ft. which explodes in a 10 ft. radius spread. All shroomlings within the spread are imbued with strength and skill in combat for a duration of 1d6 rounds plus the gorri's Charisma bonus. Their base attack bonus becomes equal to their Hit Dice (which may give them additional attacks) and they gain a +4 enhancement bonus to Strength.

Fighting Fungus: A gorri shroomling can spit a ray of spores with a 40 ft. range. If this ray hits a mass of lifeless organic material weighing at least 200 pounds (such as a forest floor rich in humus, a dead tree trunk, or a Medium sized humanoid corpse) the spores instantly germinate and a strange multi-armed fungus grows from the material within 1d3 rounds. this fungus has the statistics of a violet fungus except it lacks a poison special attack. The fighting fungus behaves like a creature summoned with a summon nature's ally spell, attacking the gorri's opponents to the best of its ability. The gorri can use speak with plants to communicate with the creature and direct it not to attack, to attack particular enemies, or to perform other actions. A fighting fungus decomposes to harmless pulp 1d10+10 rounds after it appears.

And for the "Super Magic Mushrooms" and "Creation Spores".

Marvel Mushroom: A gorri shroomling can produce spores that cause a single mushroom to sprout from an area of rich soil within 5 ft. This mushroom heals and invigorates whoever eats it, with effect combining a cure light wounds and a lesser restoration spell (caster level 6th). In addition, it provides 1d3 days worth of nourishment for a Medium creature. A creature cannot only benefit from the effects of eating a single Marvel Mushroom each day.

Fungal Creation: As a full round action, a gorri shroomling can spray a complex pattern of spores that grow into a building or object made of dense fungus material. The spores must have sufficient organic material (dead wood, rich loam, corpses, et cetera) to transform into whatever the gorri is trying to create. A fungal building requires roughly 200 pounds of raw material per 5 ft. square of construction.

Used for building, the gorri can erect a toadstool- or puffball-like hut up to 10 ft. in diameter and 5 ft. tall; a tower 5 ft. in diameter and 10 ft. tall, a ledge or wall up to 40 ft. long and 5 ft. wide or tall, a bridge 5 ft. wide spanning a gap up to 20 ft., or any other construction of similar size. The walls and floor of such fungal constructions are as tough as thin, soft wood (hardness 5, Break DC 13, 10 hit points per 5 ft. section). The building can include doors, windows, shutters, gates and the like, but these are part of a whole construction, joined to it by fleshy fungal hinges. The construction must be rooted in soil, and crumbles to powder within an hour if it is uprooted. as will any part cut away from the whole.

Used for manufacture, the gorri can create nonmagical objects of nonliving fungal matter with the physical properties of wood. The gorri can manufacture objects up to 300 pounds in weight or 12 cubic feet in volume. It can manufacture multiple objects (up to 50), but they must be identical. Fungal creation can create complex shapes, but nothing with any moving parts. It can not create "fungal armour" and the only weapons it can manufacture are clubs, staves, darts, javelins, and spears. In other respects, this ability is equivalent to a minor creation spell (caster level 12th).

A gorri's fungal creations normally last for 1d4+12 days before they crumble to powder. However, a shroomling can spray Magic Mushroom, Marvel Mushroom or Fungal Creation spores on an existing fungal creation to grants it a duration of 1d4 days plus the spores' caster level. The durations do not stack. (i.e. if a creation has 4 days of duration left, the dose of mystic mushroom spores must roll 5+ on the d4+CL check to increase the duration of the fungal creation). If a shroomling uses mystic spores to extend the life of a fungal creation the spores do not create their normal effects (i.e. Magic Mushrooms spores do not also sprout healing mushrooms).
 

I'm still not overly fond of the Marvel Mushroom. Just not enough variety for me. Fungal Creation is good, though.
 

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