My Mycenoid Homebrew race!!!


Homebrew and House Rules


Preface: I was never able to find a legitimate humanoid mushroom player race, so I had to fudge one. Unfortunately the official Pathfinder race creator didn't quite hold a way to facilitate what I had in mind. The Mycenoid are made to be physically unremarkable, but very heavily reliant on team work and their spores, which thusly rely on those who inhale them having low Fort saves. They're also meant to be fairly player friendly, allowing the player to choose several ways to help their friends.
Anywho this race was made to somewhat properly explain a hive-mind character. If anyone has suggestions, please let me know!!!

Mycnoid are a communal race, and a dark one. Not, that they are cruel or evil, mind you, but in the sense that they live in the Underdark for hundreds of years until their Drow neighbors threatened war unless they left due to overpopulation.
Growing from the corpses of the fallen, the Mycenoid are often believed to be puppets or heralds of Necromancy, but nothing could be father from the truth for these necro-symbiotes.

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✖Physical Description: Mycenoids generally appear as the same size as the corpse acting as their host. So if a Myconid developed from the corpse of a Goliath, they would be Large. However size aside they all have a generally smooth but spongy skin with a large cap on their head of varying colors, depending on their 'Strain'.

✖Strains:
⭕Feral: With an orange cap, this Mycenoid Strain is known for making spores that are able to infuriate those who inhale them.
⭕Sleepy: With a purple cap, this Mycenoid Strain is known for making spores that are able to pacify those who inhale them.
⭕Scary: With a green cap, this Mycenoid Strain is known for making spores that are able to terrify those who inhale them.
⭕Healing: With a white cap, this Mycenoid Strain is known for making spores that are able to heal those who inhale them.
⭕Burning: With a red cap, this Mycenoid Strain is known for making spores that are able to burn those who inhale them.
⭕Chilling: With a blue cap, this Mycenoid Strain is known for making spores that chill those who inhale them.
⭕Shocking: With a yellow cap, this Mycenoid Strain is known for making spores that shock those who inhale them.
A Strain is determined by picking a 'Mother' and 'Father' strain. The Mother will determine the dominant type (i.e. the first ability), while the Father determines the recessive type (the second). So, for example, a Mycenoid with a Feral mother and a Chilling Father would be a Feral Chill Cap, bearing an orange cap with blue spots.

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✖Racial Traits:
⭕+2 Wisdom, +2 Intelligence, -2 Strength
⭕Contact spores: Upon a physical attack, lethal or no, the Myconid will release a small Area of Effect depending on their Strain, causing the target to make a Fort Save so that they don't breathe in.
⭕Psychic Spores: Gains +2 on Sense Motive checks.
⭕Low light vision
⭕Mucus: The fungal people have a film of mucus that keeps them moist. In a dry area like a desert, this mucus is dried up, adding a +1 to Dex, but a -2 to Constitution. Otherwise, this mucus allows them to roll a time again to take a percentage off of a spell's damage. However this mucus lasts only for 100+1\2 of the Mycenoid's level
⭕Mental Spores: Mycenoid receive a +1 on Intelligence modifier when around people of the same alignment, but a -1 Intelligence modifier when surrounded by people of the 'opposite' alignment (i.e. if our Mycenoid is Lawful Good and is around anyone Chaotic or Evil they receive penalties.)
⭕Division: When Levelling up, instead of increasing the Mycenoid's health, you instead add another Mycenoid, with the same base level health as the first (i.e if the first Mycenoid has 10hp, when you level up you 'grow' a second Mycenoid with equal health). They each have separate health, however they must all take the same movement and attack action, and they share the same stats regardless.

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✖Racial Abilities: *So long as the DM allows, these act as spells that can be used multiple times per session, but never in succession (i.e. one couldn't use the same Effect Spore twice in a row).
⭕Effect Spores: Mycenoid are able to exude a cone shaped cloud of spores from their Strain that deal X amount of points for Xd4 turns, where X is the number of Allies present.
⭕Strain Abilities: The effects of the spores are determined by the Mycenoid's Strain, and these abilities are only able to be called upon if the mucus is still in tact. A hybrid of the Mycenoid will have only the first of either abilities, whilst a purebred will have both the first and second ability of one.
Feral Cap: [Enrage] Causes Target to become Feral, attacking the closest entity in sight for Xd4 turns. [Toxic Rage] Causes target to take Xdmg of poison for Xd4 turns.
Sleepy Cap: [Doze] Causes Target to become peaceful and sleepy, adding +5 to Diplomacy checksmade against them for Xd4 turns. [Deep Sleep] Causes the target to move to the end of the turn cycle for three out of the Xd4 turns.
Scary Cap: [Fear] Causes Target to be afraid of the Mycenoid, adding +5 to Intimidation checks made against them for Xd4 turns. [Panic Attack] Causes Target to completely hallucinate, making them cower in fear for Xd4 turns.
Heal Cap: [Heal] Causes Target to aggressively regenerate for Xd4 turns. [Complete Overhaul] Causes Target to have health completely restored twice over, adding +2 to STR and DEX for Xd4 turns.
Burn Cap: [Toasted] Causes Target to receive X Fire dmg for Xd4 turns. [Mortar Shot] Launches the flame in an arc towards the target that deals Xdmg+5 for Xd4 turns.
Chill Cap: [Frosted] Causes Target to receive X Ice dmg for Xd4 turns. [Icy Grip] Moves the target to the end of the turn cycle for Xd4 turns.
Shock Cap: [Electrifying] Causes Target to receive X Electric dmg for Xd4 turns. [Master Bolt] Causes Target to be struck by lightning, dealing X Lightning dmg and stunning for Xd4 turns.
⭕Spore Link: Mycenoid are able to link their health pools together so long as they are in the same room, balancing them out. (i.e if [A] has 5hp, and [B] has 15hp, Spore Link would average both at 10hp)

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✖Favored Classes:
⭕Oracle
⭕Psychic
⭕Alchemist
⭕Cleric
⭕Bard

✖Racial Archetypes:
⭕Pesticide Invictus (Alchemist):
(Not gonna lie I still don't know how the alchemist do so I guess something poison themed?)
⭕Fungal Bard (Bard):
Song Of Recomposing I: At Level 5 a Fungal Bard learns to play a song that can activate the first Effect Spore ability of a Strain that is not theirs
Song Of Recomposing II: At Level 10 a Fungal Bard is able to play a song that can activate two Effect Spore abilities of a Strain that is not theirs simultaneously
Song Of Recomposing III: At Level 15 a Fungal Bard is able to play a song that can change their Strain for the rest of the session.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I did this years ago; it's a shame you never came across it in my Crazy Chraacter Emporium thread. We have hundreds of concepts in there.

It never occurred to me to make them a psychic race though*. Your take is pretty interesting in its own right (though I can see some imbalances if this is meant for PCs).

*:
In my defense though, there were no official psychic rules when I made them.


I think the -2 Str is strange, especially since they can inhabit host bodies of different sizes. Does a large mycenoid still have a strength penalty?


Good to see some free fungal and mushroomy race stuff out there for 2016. ;)

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