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| baby_kamikaize_kobold06-06-07, 10:34 PM | I had an idea for a race of mushroom men and I thought I should share it. Comments and criticisim appreciated (It's the only way i'll learn). trying to keep it a LA +0. Fungalfolk A race of Mushroom people that have started to move towards the surface. Physical Description Fungalfolk are nothing more than masses of plant matter that are bipedal. They stand about 5ft tall and weigh about 300lbs. This is because they are very dense. Their heads are capped in a Mushroom cap like structure that is used to disperse spores. the cap can be any color only in a dull earthy tone. Their bodies are a pale white and there are no distinctive traits between the sexes because this concept is unkown to them. They also lack mouths and are forced to communicate using minor telepathy that projects pictures and symbols into the mind of a creature. Personality Fungalfolk are a hard to read race because they lack a spoken language and facial features. They are generally a center of calm but can infuriated at the sight of one of their kind being abused. They are highly in tune with nature and can sense and feel the effects of change very easily, such as the encroachment of a city. Territory Fungalfolk reside mostly underground but those that have migrated to the surface usually seek areas of decay such as swamps. Those that tolerate cities usually become the waste disposal of the town and live in the city dumps or in the sewer systems. Relations There are few who have met fungalfolk but they tend to leave a lasting impression on those they do. Their love of nature makes them admirers of elves but due to their lifestyle of wallowing in filth the sentiment is not necessarily shared by elves. But they are given respect for their efforts. Dwarves have come into contact with them repeatedly but mistake them for Myconoids. The other races have no solid opinion of fungalfolk and thus must base it on the few fungalfolk that they meet. Humans, for their industrious ways, are the only race to truly earn the ire of a fungalfolk. Stats +2 con -2 dex -2 cha +2 wisdom Fungalfolk are hardy and wise but they are slow and their lack of emotion makes them come off as uncaring. Size:Medium no penalties for size and no bonuses +2 on saves verus plant based poison. Fungalfolk are a very strongly constituted race towards other plants. Mental thought: Fungalfolk are communicate through a series of pictures directed into a subject the radius of this is 30ft. A fungalfolk can still hear and only understands spoken languages that it knows. A creature must interperate the pictures on its own, though it is common for a fungalfolk to simply broadcast words and sentences instead of picutres, but the subject must also be literate to understand these as well as fluent in the written language that is being broadcast Plant constitution: Fungalfolk regain lost hit points at double the normal rate while surrounded by decaying organic matter Light Fortifacation: Critical hits have a 25% chance of being ignored, as they have an alien anatomy Immunity to sneak attack: see above in light fortifaction Please let me know your thoughts on this and if you think this is a good race. I don't know if I should make them plants with only some of the traits. |
| kwanzaabot06-06-07, 10:56 PM | I'm hardly an expert, but they don't seem particularly unbalanced to me. They look like fun to play. Mushrooms are neat. But, what about a Favoured Class? As for typing, you can't go wrong with Humanoid. Just give them some ability that says that they can also count as Plants or Fey for some things. |
| Rerecros06-06-07, 11:01 PM | Do they have eyes? lowlight vsion? darkvision? blindsight? what plants in D&D can poison? this ability sounds a little weak Elaborate plant constituion and how it works. Immunity to sneak attacks too strong, light fortification is provides protection against them. Since they can't speak, they can't be spellcasters (verbal components) since they are made ou of rott, how do they wear and use equipment? favored class? languages? it's an interesting concept, but needs a lot more work. |
| Lady Maedhros06-07-07, 01:41 AM | As Receros said, the fortification ability applies against sneak attacks as well as crits, so the immunity is redundant. You could just give them the plant type, removing the need to add specific exceptions (you already can't poison, sneak attack or crit plants). That may be too powerful without at least an LA +1, however, so you might go ahead and dupe the warforged the whole way: make a subtype ("Plant [fleshy]"?) and give it to them. Say their innards are, like warforged, more organized and complex than a normal plant but still not quite humanoid. Immunity to poisons, maybe sleep effects, but light fort instead of full crit immunity, et cetera et cetera. Also, they need a land speed. (With those stats, and assuming they get the silent spellcasting thing the buomanns get, these guys are killer druids, especially if the fortification is an [Ex] ability. Like, they're better druids than dwarves are fighters or halflings are rogues. I don't know if that bothers you or not, but it's something to think about.) |
| Korlall06-07-07, 09:04 AM | I remember seeing such a race in the MMII.. I think it's called Myconid. Plus, it has some spore attack has special ability... |
| Shedeo06-07-07, 08:12 PM | Lady Maedhros beat me to it. Basically everything that she said. Cool race, though. I'd love to see some more stuff on their fluff and/or culture. |
| ElberethSilverleaf06-07-07, 08:31 PM | The myconids. Originally created in 2nd ed. for the Slavers series of modules. I don't remember which MM it's in for 3rd ed. |
| baby_kamikaize_kobold06-07-07, 10:23 PM | Ok great input. So I remove sneak attack immunity. How about a 20ft movement (they are mushrooms) maybe favored class druid.(in tune with nature) maybe silent spell as a bonus feat? Yellow beadly eyes with darkvison 60ft. Humanoid-plant subtype similar to warforged living construct. can wear normal equipment but it might smell a little ripe from the rot they are surrounded with. As stated in the descrition they don't speak but can understand any languar they know. So they won't start with any languages except common or undercommon depending on the campaign Also if you read the description of most poisons they are in fact usually made of a plant. |