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Sporemaster


Sporemasters are common among the myconids, a strange race of sentient mushrooms. These creatures possess superior knowledge of various molds and fungi, and have learned to harness the powers of dangerous fungi to aid them in combat. Typically, only one or two myconids in any given colony with learn the way of the sporemaster. These highly skilled creatures then use their powers over spores and mold to defend their brethren from the many dangerous creatures that prowl the Underdark. Such myconids are looked upon with a mixture of awe and regret by their kin, as the transformation into a sporemaster ensures the protection of the colony, but halts the sporemaster’s normal growth and maturation process.

The first non-myconid sporemaster is rumored to have been a particularly crazed dark elf who sought to escape his enemies by transforming himself into a mushroom. According to the myconid, this dark elf agreed to teach the fungal race the secrets of arcane magic in exchange for the knowledge necessary to become a sporemaster. Ever since, non-myconid sporemasters have become more common, occasionally even appearing on the surface world.

Hit Dice: d8


Requirements

In order to qualify to become a Sporemaster, a character must meet the following criteria.

Base Attack Bonus: +3

Skills: Knowledge (nature) 8 ranks, Survival 5 ranks

Feats: Great Fortitude, Skill Focus (Knowledge (nature))

Spellcasting: Ability to cast 2nd level arcane or divine spells.

Special: The character just be exposed to special spores produced by a myconid sovereign. A creature of the “Plant” type may ignore the spellcasting requirements of this prestige class.


Class Skills

The Sporemaster’s class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Listen (Wis), Profession (Wis), Spot (Wis), and Survival (Wis). See Chapter 4 of the Player’s Handbook for skill descriptions.

Skill Points at Each Level: 4 + Int modifier.


Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Spellcasting
1 +0 +2 +0 +2 Phosphorescent Touch, Fungoid Shell +1 -
2 +1 +3 +0 +3 Brown Mold Touch, Spore Cloud 1/day +1 caster level
3 +2 +3 +1 +3 Spore Shape (full-round) -
4 +3 +4 +1 +4 Blindsense, Fungoid Shell +2 +1 caster level
5 +3 +4 +1 +4 Yellow Mold Touch, Spore Cloud 2/day -
6 +4 +5 +2 +5 Spore Shape (standard action) +1 caster level
7 +5 +5 +2 +5 Blindsight, Fungoid Shell +3 -
8 +6 +6 +2 +6 Black Mold Touch, Spore Cloud 3/day +1 caster level
9 +6 +6 +3 +6 Spore Shape (move action) -
10 +7 +7 +3 +7 Fungus Form, Fungoid Shell +4 +1 caster level


Class Features

All of the following are class features of the Sporemaster prestige class.

Weapon and Armor Proficiency: Sporemasters gain no new weapon or armor proficiency.


Spellcasting: A sporemaster continues training with magic. Thus, at 2nd level and every other level thereafter, the character gains new spells per day and spells known as if he had also gained a level in whatever spellcasting class he belonged to prior to adding this prestige class. He does not, however, gain any other benefit a character of that level would have gained (improved chance of controlling or rebuking undead, metamagic or item creation feats, etc).


Phosphorescent Touch (Su): As a full-round action, a sporemaster may cover as much of his body as he wishes with phosphorescent fungus. This fungus emits a pale purple light equivalent to a light spell. This fungus may also be applied to a touched surface, and lasts until it is wiped off. The sporemaster may use this ability as often as desired; the fungus remains on his body until he wills it to fall off harmlessly. A sporemaster may only have one fungus or mold touch ability active at a time.


Fungoid Shell (Ex): A sporemaster’s expose to a myconid sovereign’s special spores causes small patches of tough fungal material to begin growing on the sporemaster’s skin. As he advances, these patches grow larger and thicker, covering more and more of the sporemaster’s body. At 1st level, these patches provide the sporemaster with a +1 bonus to his natural armor. This bonus increases by an additional point at 4th, 7th, and 10th levels.


Brown Mold Touch (Su): As a full-round action, a 2nd level sporemaster may cover as much of his body as he wishes with brown mold. The sporemaster gains immunity to the effects of brown mold (regardless of whether or not he is currently using this ability). He may make touch attacks with mold-covered hands, dealing 1d6 points of nonlethal cold damage to his target, plus one point per class level. Any creature suffering nonlethal cold damage is beset by hypothermia (treat as fatigued) until this nonlethal damage is recovered. This mold may also be applied to a touched surface, effectively creating a patch of brown mold. The sporemaster may use this ability as often as desired; the mold remains on his body until he wills it to fall off harmlessly. A sporemaster may only have one fungus or mold touch ability active at a time.


Spore Cloud (Su): Beginning at 2nd level, the sporemaster may choose to exhale a cloud of spores at any target within 60 feet of himself. He makes a ranged touch attack against the target as a standard action, and, if successful, affects his target as if the sporemaster had made a successful melee touch attack with his active fungus or mold touch ability. The sporemaster may use this ability once per day at 2nd level, twice per day at 5th level, and three times per day at 8th level.


Spore Shape (Su): At 3rd level, the sporemaster gains the ability to transform into a cloud of spores once per day per class level. Changing forms in this fashion is a full-round action. The sporemaster becomes insubstantial, misty, and weightless, appearing as a cloud of grainy particles. His material armor (including natural armor) become worthless, though size, Dexterity, deflection bonuses, and armor bonuses from force effects still apply. The sporemaster gains damage reduction 10/magic and his type changes to “Plant” for the duration of the transformation.

The sporemaster cannot attack or cast spells with verbal, somatic, material, or focus components while in spore shape, but may still utilize any active fungus or touch abilities he had activated prior to assuming a spore shape.

To do so, he need only to enter the space occupied by a creature he wishes to affect; such a creature is automatically affected by the sporemaster’s current fungus or mold touch ability, as if the sporemaster had made a successful touch attack against the target. Note that a sporemaster moving through multiple creature’s spaces may affect multiple creature with his fungus or mold touch ability over the course of a single move action.

The sporemaster may not run while in spore shape, but instead moves as if he possessed a fly speed of 10 feet and perfect maneuverability. He can pass through small holes or narrow openings, even mere cracks, with all he was wearing or holding previous to his transformation. The sporemaster is subject to the effects of wind, and cannot enter water or other liquids. He remains unable to manipulate objects or activate items while in a spore shape, though most continuous magical items continue functioning normally. The sporemaster may remain in his spore shape indefinitely, until he chooses to return to his natural form (a full-round action).

By 6th level, the sporemaster’s familiarity with his spore shape has increased to the point where he may shift between his natural form and his spore shape as a standard action, instead of a full-round action. At 9th level, he may do so as a move action.


Blindsense (Su): A sporemaster of 4th level or higher is able to expand his senses into the spores surrounding him, each of which become like a crude sensory organ. While the sporemaster has any fungus or mold touch ability active, he gains blindsense to a range of 15 feet.


Yellow Mold Touch (Su): As a full-round action, a 5th level sporemaster may encase his body in patches of yellow mold. The sporemaster gains immunity to the effects of yellow mold (regardless of whether or not he is currently using this ability). He may make touch attacks with mold-covered hands, dealing 1d4 points of Constitution damage to his target with each successful touch attack (Fortitude save for half, DC 10 + the sporemaster’s class level + his Constitution modifier). This mold may also be applied to a touched surface, effectively creating a patch of yellow mold. The sporemaster may use this ability as often as desired; the mold remains on his body until he wills it to fall off harmlessly. A sporemaster may only have one fungus or mold touch ability active at a time.


Blindsight (Su): By 7th level, the sporemaster has become adept at using the spores which surround him as sensory organs, and gains blindsight to a range of 15 feet whenever he has a fungus or mold touch ability active.


Black Mold Touch (Su): An 8th level sporemaster may cover selected parts of his body with black mold. The sporemaster gains immunity to the effects of black mold (regardless of whether or not he is currently using this ability). He may make touch attacks with mold-covered hands, dealing 1d4 points of Dexterity damage to his target with each successful touch attack. In addition, the target must succeed on a Fortitude save (DC 10 + the sporemaster’s class level + his Constitution modifier) or become paralyzed for 1d6 rounds. This mold may also be applied to a touched surface, effectively creating a patch of black mold. The sporemaster may use this ability as often as desired; the mold remains on his body until he wills it to fall off harmlessly. A sporemaster may only have one fungus or mold touch ability active at a time.


Fungus Form (Ex): By 10th level, the sporemaster’s close association with many different types of spores and molds has fundamentally altered his body, transforming him into a walking, sentient fungus. His type changes to “Plant” if he is not one already, and he gains low-light vision. The sporemaster gains damage reduction 5/slashing in his natural form, and may draw nutrition from nearly any source of organic material, regardless of its freshness, edibility, or state or decay. The sporemaster’s skin becomes tough and fibrous, and small mushrooms begin to sprout around any area he frequents for long.



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