Difference between revisions of "Wild:Custom/Fungonoid"
>T3knomanser m (Duh- when you make a think of the race usually having lawful alignments, you can't make their preferred class barbarian.) |
>T3knomanser (cleaned up the thrown attack rules.) |
||
Line 26: | Line 26: | ||
| Saves: || +2/+1/+1 | | Saves: || +2/+1/+1 | ||
|- | |- | ||
| Attack: || sting +1 (1D6, poison) or throw spawn ( | | Attack: || sting +1 (1D6, poison) or throw spawn +0 (special) | ||
|- | |- | ||
| Full Attack: || " | | Full Attack: || " | ||
Line 33: | Line 33: | ||
SA: | SA: | ||
* Throw Spawn (Ex)<!-- doesn't impact LA, itself --> | * Throw Spawn (Ex)<!-- doesn't impact LA, itself --> | ||
:: As a free action, a fungonoid can pick up any fungonoid spawn in its square. It may then make a ranged attack with the spawn as a thrown weapon, with a range increment of | :: As a free action, a fungonoid can pick up any fungonoid spawn in its square. It may then make a ranged attack with the spawn as a thrown weapon, with a range increment of 10'. A successful hit allows the spawn to attempt to sting. Even if the sting fails, the spawn's Attach ability activates and it is locked to the target. | ||
:: If the attack fails, the spawn lands in the square of the target. It may take no actions until next round. | |||
:: This attack counts as an unarmed strike for any effects that alter ones unarmed strike, like monk abilities. Only the throw attack activates these abilities; future damage dealt by the attached spawn behave normally. | |||
* Poison (Ex) | * Poison (Ex) | ||
:: Injury, Fort DC13, initial and secondary damage, 1D4 CON and STR. Saving throw is CON based. | :: Injury, Fort DC13, initial and secondary damage, 1D4 CON and STR. Saving throw is CON based. | ||
Line 55: | Line 57: | ||
|- | |- | ||
| Skills: || +4 racial bonus to notice (spot and listen) | | Skills: || +4 racial bonus to notice (spot and listen) | ||
|- | |||
| Feats: || Weapon Focus(Thrown Spawn) | |||
|- | |- | ||
| Attributes: || +6CON, -4DEX, -4CHA | | Attributes: || +6CON, -4DEX, -4CHA |
Revision as of 07:14, 22 August 2010
Fungonoid | |
Type: | Medium Aberration Plant |
A Fungonoid is a sentient fungal colony. It does not represent a single race or species, but is in fact a collection of thousands of kinds of fungus living in symbiotic harmony. This unique assemblage is stable and can evolve only in the wilding. Fungonoids have no society or organization- they often arise spontaneously, or are fissioned off of a mature fungonoid. While Fungonoids are not shapeshifters, they can appear in a wide variety of forms, from large mats to vaguely humanoid organisms. The only fungonoids that seem to be successful in the larger world are the ones that tend towards the humanoid body type. Their hybrid nature makes them very hardy and healthy, but also means they are extremely clumsy. Fungonoids appreciate the value of mutual cooperation, and tend to try and cooperate with the societies around them. Most Fungonoids are Lawful. Chaotic Fungonoids tend to be even more unpredictable than other creatures of Chaotic alignment. A chaotic Fungonoid without a strong moral code is likely to behave in nearly random ways. | |
HD: | 2D8 |
Speed: | 20' |
AC: | +3 natural |
BAB: | +1/+1 |
Initiative: | -2 |
Saves: | +2/+1/+1 |
Attack: | sting +1 (1D6, poison) or throw spawn +0 (special) |
Full Attack: | " |
SA:
| |
SQ:
| |
Skills: | +4 racial bonus to notice (spot and listen) |
Feats: | Weapon Focus(Thrown Spawn) |
Attributes: | +6CON, -4DEX, -4CHA |
Favored Class: | Fighter |
LA: | +5 |
Fungonoid Spawn | |
Type: | Tiny Aberration Plant |
A fungonoid spawn appears to be a formless mish-mash of goo. | |
HD: | 1D8 (5HP) |
BAB: | -1 |
Speed: | 20' |
AC: | +2 natural, +2 size |
Attack: | sting(+6, 1D3-4, poison) |
Full Attack: | sting(+6, 1D3-4 poison) |
SA:
| |
Feats: | Weapon Finesse, alertness, ability focus (poison), weapon focus(sting) |
Skills: hide and move silently +4 | |
Attributes: | DEX: 20, STR: 6, CON: 12, INT: 1, WIS: 8, CHA: 6 |