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    Barbarian in the Playground
     
    Caracol's Avatar

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    Jan 2008
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    Default Re: Codename: Swampgas, Like Frostburn, but with Swamps

    Ok, if I don't start to make it (even if not completed) I will never do the whole thing. So, here's the

    Fungal Tome

    fixed the grammar (thanks JoshuaZ!), more edits will follow

    Background
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    Little is known about the Fungal Tome itself, even its powers are secrets to many. A common legend says that was the god Maas himself to make the tome to bestow some of his knowledge and powers to his mortal followers. That, however, contrasts with Maas normal behaviour, which is giving signs to interpret, not books to study. Also, the nature of some of the knowledge contained in the Tome recalls a darker and more obscure author. Some people think that Toloth would be the best prospect to be the one who made the Fungal Tome. But another legend, not so well-acquained as the former ones, says that this misterious book wasn't even made by a deity.
    A wizard, many years ago, became fascinated by the power of a nature enchanter. This powerful caster was young, but wise and an expert in plants and spells, expecially in mushroom magic. His powers were unique, and because of that he made a promise to his circle to never reveal the secrets of his powers to anyone but the circle itself. But the wizard was as eager as he was tricky and powerful: he shifted his appearance, and transformed himself into one of the most beautiful creatures, taking the form of a graceful nymph. The enchanter fell into the wizard's trap: he fell in love with the nymph, and day by day he taught her how to control the latent powers of mushrooms. After the wizard thought he had learned enough, and before the druid started to suspect anything, he lured him in a far and isolated swamp and then showed him his true form. The druid, confused and betrayed, didn't have time to regret his mistake: the wizard unleashed his new knowledge on the naive man. He turned him and all the ground around in mushrooms, and then went away. The location where the druid is supposed to be is unknown, although some loudmouth claims to know where is it.
    Could this legend be true? Could the wizard of this story be the one who wrote the Fungal Tome? We only know for sure that the book exists, and its power are really strong.


    Fungus Powers
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    Few copies of the Fungal Tome exists, but only the original one is capable of controlling fungus creatures. The carrier of this book is capable of summoning, once per day, a total HD of fungus creatures equal to his caster level. He can choose whatever creature he wants, but it must be a mushroom related one with the Plant subtype. The creatures follow every order of the carrier.


    Fungus Alchemy
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    The Fungal Tome reports uses and application of rare and powerful alchemical fungus substances. Using the Fungal Tome as a reference when crafting these items, you have a competence bonus of +5 to your Craft (alchemy) check.

    Colorion Venom
    Colorion mushrooms are very rare, delicate and extremely poisonous fungus. They are uncommon in swamp terrains, and almost nowhere to be found outside swamps. They have a blue/violet large caps with white spots and a characteristic odour of bad meat. Must be boiled, dryed and then powderized to make the poison effects work.
    Type: Ingested CD 20
    Initial Damage: 3d6 hp
    Secondary Damage: 1d4 Str + 1d4 Dex + 1d4 Con + 1d4 Int
    Cost: 1650 gp
    DC to Craft: 28


    Leeching Lichenes
    Leeching lichenes are small fungus capable of spurting a glue like substance when touched, and to start sucking the internal liquids of the victims. The gluing substance requires a Str Check to be broken, and the lichenes deals damage and drain abilities for every turn the creature stays glued. Although they can grow naturally, they are often used in traps. They come in different versions. The DC and cost indicated are enough for a total measure of lichenes sufficient to smear an area of 5ft. square. Once used, unlessi is completely destroyed, it grows back in 2d3 days, becoming effective again.

    Yellow Lichene
    Release: Str DC 14, Escape Artist DC 20
    Damage per turn: 1d6 hp
    Cost: 350 gp
    DC to Craft: 16



    Red Lichene
    Release: Str DC 16, Escape Artist DC 22
    Damage per turn: 1 Con
    Cost: 860 gp
    DC to Craft: 20


    Black Lichene
    Release: Str DC 18, Escape Artist DC 24
    Damage per turn: 1d6 Con
    Cost: 2000 gp
    DC to Craft: 24


    Tivermelin Bomb
    A strange trumpet shaped mushroom is capable of releasing mind-influencing spores: Tivermelin fungus is a common fungus in swamp enviroments. Its spores, extracted and prepared, are put inside small metal spheres, used as thrown weapons. They explode upon impact, releasing the spores in an area of 10 ft. square: every creature in the area must succeed a Fort saving throw DC 14 or become confused for 1d6 rounds. See the DMG for the confused condition.
    Cost: 75 gp
    Weight: 1/2 lb.
    DC to Craft: 20


    Fungus Golem
    The Fungal Tome also gives guidelines on how to create a Fungus Golem, giving the competence bonus to this check too.
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    FUNGUS GOLEM (originally appeared on Dragon Magazine #341)

    Medium Construct
    Hit Dice: 6d10 +20 (53 hp)
    Initiative: -1
    Speed:20 ft. (4 squares), can't run
    Armor Class: 16 (-1 Dex, +7 natural), touch 9, flat-footed 16
    BaB/Grapple: +4/+8
    Attack: Slam +8 melee (1d10+4/x2)
    Full Attack: 2 Slams +8 melee (1d10+4/x2)
    Space/ Reach: 5ft./5ft.
    Special Attacks: Breath Weapon, Infectious touch
    Special Qualities: Construct traits, Damage Reduction 5/slashing, low-light vision, Magic immunity
    Saves: Fort +2, Ref +1, Will +2
    Abilities: Str 18, Dex 8, Con -, Int -, Wis 11, Cha 1
    Skills: -
    Feats: -
    Enviroment: Any Land
    Organization: Solitary, pair or gang (3-4)
    Challenge Rating: 4
    Treasure: None
    Allignment: Always Neutral
    Advancement: 7-10 HD (Medium), 11-18 HD (Large)
    Level Adjustment: -

    The creature is a shambling, roughly humanoid mass of mold, spore sacks, toadstools, and fibrous growths fused together in a single form. Its head is devoid of any facial features and its arms are composed of a knotted, rubbery clumps of rot.

    Fungus golems stand around 6 feet tall, weigh approximately 250 pounds and despite their smaller size are often mistaked by shambling mounds. Druids who favor damp swamps for their homes and require ever whatchful guardians often craft these constructs. The magic involved in the construction of such golems hardens the layers of plant matter that compose the body of a fungus golem, turning soft fungi in a surface not unlike hardened rubber.

    COMBAT
    While fungus golems have excellent strength and resilience, their real power comes from the toxins and spores hidden throughout their bodies.
    Breath Weapon (Ex): 15-foot cone, cloud of poisonous gas lasting 1 round, free action once 1d4+1 rounds, initial and secondary damage 1d4 Con. Fortitude DC 13 negates. The save DC is Con based.
    Infectious Touch (Ex): Any wound inflicted by a fungus golem becomes infected with spores and begin to fester. Any hit point lost for a fungus golem's slam attack does not heal naturally. A remove disease spell ends this effect and allows natural healing to occur.
    Magic Immunity (Ex): A fungus golem is immune from every spell and spell like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature as described below.
    Antiplant shell functions normally against fungus golems, remove disease renders the golem's infectious touch nonfunctional for 1d4 rounds, and neutralize poison prevents the golem from using its breath weapon for 1d6 rounds.

    CONSTRUCTION
    The creation of a fungus golem is a painstaking process and involving the collection and assembly of a large variety of exotic mushrooms (costing at least 1000 gp). Once enough components have been gathered, the fungi must be fused together and crafted into an appropriate form. This requires either a DC 20 Craft (alchemy) check or a DC 20 Profession (herbalism) check.
    CL 7th; Craft Construct, command plants, plants growth, , caster must be at least 7th level; Price 7000 gp, Cost 4000 gp + 240 XP.



    Fungus Lore
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    The Fungal Tome contains a lot of specific informations about the mushrooms, giving a competence bonus of +5 to all Spellcraft, Knowledge and Profession (herbalism) checks regarding fungus monsters, mushrooms and magic. Other than being an useful handy guide for recognizing specific fungus in the wilderness, it describes some particular swamp fungus creatures unknow to many.

    Deamon Daedalop
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    original art by sb51075

    Large Plant
    Hit Dice: 13d8 +39 (97 hp)
    Initiative: +4
    Speed:0 ft.
    Armor Class: 21 (+4 Dex, -1 size, +8 natural), touch 13, flat-footed 17
    BaB/Grapple: +9/+18
    Attack: Slam +14 melee (1d6+5/x2), or touch +14
    Full Attack: 2 Slams +14/+9 melee (1d6+5/x2), or touch +14
    Space/ Reach: 10ft./15ft.
    Special Attacks: Discomforting Gaze, Improved Grab, Touch of Misfortune
    Special Qualities: Plant traits, Damage Reduction 10/slashing, darkvision 120 ft., true seeing
    Saves: Fort +11, Ref +10, Will +6
    Abilities: Str 20, Dex 18, Con 16, Int 3, Wis 14, Cha 6
    Skills*: Hide+18, Spot+10, Listen+7
    Feats: Alertness, Combat Reflexes, Lighting Reflexes, Skill Focus (Hide), Track
    Enviroment: Any Swamp
    Organization: Solitary
    Challenge Rating: 11
    Treasure: Standard
    Allignment: Always Neutral
    Advancement: 14-18 HD (Large), 18-22 HD (Huge)
    Level Adjustment: -

    A shudder shakes the ground, and suddenly a rotten log cracks open and a grey and overshadowing figure emerges. It has multiple orange eyes and 6 tentacles that glow a faded light. Its strong and long arms moves fast, smashing and grappling whatever comes near enough.

    Extremely misterious and elusive, Daemon Daedalops are solitary and dangerous fungus with magical proprieties. They usually hide in soft moss and fungus infested terrains, prepared to emerge and attack uncautious adventurers. They are tall and thin, with an hard grey fungus skin. Little is know about the origin of these creatures, but the fact that they prefer to dwell closer to supernatural location is maybe related to their origin.

    COMBAT
    Daemon Daedalops hide underneat the ground surface, but always leave one of their tentacles outside, since these tentacles could also function as an eye. Once they spot something that they could eat, they wait and emerge as soon as their pray is in reach. They don't concentrate on a target in particular, but try to wound with their claws or touch with their tentacles as many enemies as possible, and to weaken the others with their gaze attack.
    They can't move from their emerging position, but when in danger or attacked by ranged weapon or spells they start to dig and they quickly disappear undeground again. They emerge later on a different position, but if they are badly wounded they simply abandon the hunt for that day. It's rather common for them to hunt the same group of creatures for days, until they kill or are defeated.
    Discomforting Gaze (Su): The glowing eyes of the Daemon Daedalop can make a creature feel confused and worried: every creature that sees the Daedalop directly into his eyes must succeed a Will save DC 21 or become frightened for 1d6 rounds. He can attempt to retry this saving throw at every turn with an increase of +2 to the DC for every failed throw. If he succeeds this saving throw must make another Will saving throw DC 15 or becomes shaken for 1d6 rounds. He can attempt to retry this saving throw at every turn with an increase of +2 to the DC for every failed throw. A character that succedes both these saves is immune to that Daemon Daedalop gaze attack for 24 hours. The DC is Wis based.
    Improved Grab (Ex): To use this ability, an Daemon Daedalops must hit with a slam attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity.
    Touch of Misfortune (Su): A Daemon Daedalop has 6 glowing tentacles with magical propeties, each with a reach of 10 ft. Any creature touched by one of these tentacles can be affected by different spells. Roll a d100 to determine wich spell is activated.

    {table="head"] d100 |Spell
    1-12| touch of fatigue
    13-25| touch of idiocy
    26-38| ghoul touch
    39-50| vampiric touch
    51-62| rustling grasp
    63-75| inflict critical wounds
    76-88| bestow curse
    89-100| baleful polymorph
    [/table]

    The save DC for these spells is 12+spell level, and is Wis based. The caster level is 12th.
    A Daemon Daedlop can touch different creatures with all his tentacles with no penalities, or hit the same creature with all the tentacles he can.
    true seeing (Sp):Daedlop's eyes can perceive and epure all the magic effects, and he can see as he's using a true vision spell constantly active.

    *Skills: A Daemon Daedalop has a racial bonus of +5 to his Hide check when in swamp terrains.
    The many eyes of a Daemon Daedalop give him a racial bonus of +3 to his Spot check.




    Fungus Magic
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    Last edited by Caracol; 2008-03-08 at 12:39 PM.

    Characters played:
    Koros (Nation of the Dead) < - adopt this psicopatic as your avatar!!!
    Bones (Beginner's Dungeon Crawl)

    don't look here!!!
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    I warned you. Now you have to go read it.