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| baby_kamikaize_kobold06-10-07, 09:50 PM | Fungalfolk A race of Mushroom people that has 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. Usually only a few of the fungalfolk spore reach maturity and they others die and become matter to feed the living. 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 unknown 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. Fungalfolk have bright yellow eyes that can see in the dark. They can support themselves indefinately as long as they have the resources to sustain themselves. To prevent overpopulation once a fungalfolk community reaches around 100-200 menbers (less or more depending on resources in the vicinity) they stop producing spores. 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 become 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. They also are stange in that they have very little sense of property because their society makes it so that their are very few possesions outside of very personal items (Heirlooms and the like.) they are willing to share anything they have to get their appointed task done. Their villages usually store magic items and other useful goods in their elder cousel hall. 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. Religion Fungalfolk venerate nature itself in all of its glory and many of this races clerics are also druids and have access to the nature domain. Those that live among humans occasionally adopt human deities of nature in order to maintain something in common with their neighbors. Fungalfolk shrine and temples are similar to that of a druid’s grove, maybe a thermal vent underground or a marshland above. Fungalfolk are very pious and spend up two hours communing with nature through meditation (but many races that have come upon these meditating mushrooms and swear that they are using it as an excuse for a nap.) 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 industrious humans have earned the ire of many fungalfolk for many humans have drained many of the swamps in which many surface dwelling fungalfolk. Halflings have little impact on the world and thus don’t draw the attention of the fugalfolk. Alignment Fungalfolk have a very rigid society in which there are no nobles and peasants. everything is shared by all. Also they have strong values towards family and nature. For these reasons they are usually Lawful Neutral. Social Sructure Fungalfolk live in clans as they call then of about 50-200. This Group is led by an counsel of elders they that numbers nine total. this is a constant in all fungalfolk communities. The members of the tribe usually spilt up into three groups for daily labor that is changed and organized by the cousel. These groups are foragers, guards, and grove tenders. Foragers usually go out in mulitple groups of 5-10 to collect organic matter for the clan's compost heap. which is then distributed among the grove keepers for their nature based temples and the clan's food source. Guards generally patrol the outskirts of the clan's territory. They engage monsters and other unthinking horrors on sight but will stop and negoitate with sentients being. The exceptions to this are Drow, who are infamous slavers of their race, and orcs, who usually have come to destroy "their" nature as the call it. The final group is grovetenders, these fungalfolk tend to the clan's nature temple which is stocked with many plants ranging from mushrooms underground to trees above ground, where the clan takes its daily meditaition (except for guards who meditate when they are off duty.) All of these groups are led by permenent sergeants which are fungalfolk who have been an apptitude for their vocation. The counsel has two occasions in which the cousel elders will not command the clan the first being times of war or heightend security in which they step down and appoint a warchief. this is so that there are no disagreements and lives are not wasted, this choice is only used when all other avenues of diplomacy are exhausted. The second time is when they are conducting trade with other peoples or races. This individual negotiates with the trading partners and then consult the counsel since the items traded belong to everybody. This is so that enterprising fungalfolk cannot amass vast personal wealth, which the elders believe leds to corruption. 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. • 20ft speed • Size: Medium no penalties for size and no bonuses • Bipedal Fungus: Fungalfolk are considered plants for the purposes of favored enemy and any plant specific or targeted effect. However they do not have all of the abilities of plants and those they share are noted below. • +2 on saves versus plant based poison. Fungalfolk are a very strongly constituted race towards other plants. • Fungalfolk do not require rest as other races. • Wet climate: Fungalfolk quickly dry out and are very uncomfortable in very dry climates, such as deserts. When in these conditions they must consume 1 gallon of water and become fatigued. If they do not ingest water for 2 hours in this climate they must make a DC 15 fort save or take 1d8 lethal damage that cannot be healed except with total immobility for 1 hour and consuming 3 gallons of water. • Ageless: fungalfolk do not age and thus receive no bonuses or penalties due to the aging process. Though many die of violence or disease. • 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 interoperate the pictures on its own, though it is common for a fungalfolk to simply broadcast words and sentences instead of pictures, 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 • Darkvision 80ft • Light Fortification: Critical hits have a 25% chance of being ignored, as they have an alien anatomy • Favored Class: Druid. A multi-classing fungalfolk ignore druid levels for the purposes of multi-classing • Silent type: fungalfolk cannot speak so when they take levels in a spell casting class they gain silent spell as a bonus feat. |
| Thomar_of_Uointer06-11-07, 12:36 AM | This looks subpar for a LA +0 race (compare to halflings, or maybe warforged). You did it very different from the way I did it. http://www.kobolds-keep.net/MD20Rules.pdf |
| Jamven The Fighter06-11-07, 12:51 AM | Am I to assume that they cannot speak? What of spells with a verbal component then? |
| baby_kamikaize_kobold06-11-07, 09:23 PM | Well firstly I forgot to add silent spell as a bonus feat for them, sorry. Secondly, how so they seem subpar please elaborate so I know what to change |
| Bedlamtom06-12-07, 01:44 AM | I like them. You need to add silent spell which will keep them from getting their druid spell casting until they can match the level of the modified spell. I personally would like you to finish the sentence that starts, " Halflings have little impact..." I hate sentences that aren't f... Also I might describe how they bennifit the cities...they process organic waste...what's left once they finish with it. Highly fertal soil would be my guess...a great boon to farmers very rich in nitrogen. They have no sexes. What keeps them from over "breeding"? If each of them can produce spores and they never die of old age, why aren't we drowning in these buggers? But I'd love to play one of these guys. |
| baby_kamikaize_kobold06-12-07, 07:08 PM | You did it very different from the way I did it. Of course this different they aren't toad offshoots. They are similar to the Myconids from MMII Also I revised a little and added a little more fluff to the description |
| baby_kamikaize_kobold06-12-07, 07:43 PM | Also I might describe how they bennifit the cities...they process organic waste...what's left once they finish with it. Highly fertal soil would be my guess...a great boon to farmers very rich in nitrogen. But I'd love to play one of these guys. Firstly thank you secondly the don't really live in rural areas only in cities or in their own communities, but I like the nitrogen rich soil idea thanks Thirdly, sorry for the incomplete sent...:P |
| Bedlamtom06-13-07, 12:20 PM | secondly the don't really live in rural areas only in cities or in their own communities, but I like the nitrogen rich soil idea thanks Even in big metropolitan cities you could have the elven neighborhoods heavy on a park atmosphere wanting to buy soil to help their groves. Got various druid / agricultural priests who could want to buy it to help whichever plants grow Farmers in big waggons bringing produce into the city and leaving with a waggon of soil to mix with the dirt in their plots. Could be a thriving trade |
| baby_kamikaize_kobold06-13-07, 06:21 PM | interesting maybe they could create a fertilizer cartel within major cities and that could be their reason for coming to the surface. This begs a question of whether or not this fertilizer effect has a game effect. |
| Bedlamtom06-14-07, 01:41 PM | interesting maybe they could create a fertilizer cartel within major cities and that could be their reason for coming to the surface. This begs a question of whether or not this fertilizer effect has a game effect. I'd prolly give it the enrichment aspect of the Plant Growth spell with the AOE defined by how much of the good soil you spread around. But that's just me. Make it cheaper than hiring a Cleric to cast the spell...bloody 3rd level spell, not all areas are lucky enough to have Clerics or Druids just wander in and enrich all the crops of a region because they love nature so. |
| baby_kamikaize_kobold06-14-07, 03:54 PM | By George I've got it: Enrichment: Fungalfolk have a habit of leaving areas a lot better than they found them. If they consume 10 pound of organic material they can spread a nitrogen rich soil-like substance across a single square yard. The plants grown in these areas grow faster, larger, and are more resistant to plant borne diseases and other crop blights. In game affects it gives plants a +2 on saves to resist disease. Also this makes plants mature 1 month faster than a non-fungalfolk fertilized plant. How does that look? Anyone have any more suggestions? |