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Dirt_Kami
2010-03-06, 12:03 PM
How about a campaign set in the underdark filled with fungi races as allies and enemies?
So who wants to play a Myconid Samurai? or a Campestri Barbarian/Sorcerer?

I know you're excited as I am, so go ahead and post your fungi background and make your character 12th level.

Those who don't post a background will play either (roll 1d100)
1-50: 1st level troglodyte/shrieker amalgams that expel deafening farts when frightened or
51-100: 1st level glow sticks (size small mummified treant sapling covered in phosphorescent fungus)

A pair of unlikely companions journeyed through the dark depths of the world for almost a decade, a human samurai and a myconid druid.
When the pair were ambushed by vegetarian troglodytes the spores of the dying myconid stuck to the wounded samurai. A week later when tiny mushrooms began growing he trained them the only way he knew how, in the way of the warrior.
The little mushroom men honored their master's wish and taught their offspring the way of the...

Shroomurai Warrior
Hit Die d12.
Must be Lawful alignment
Class Skills Acrobatics (Dex), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Escape Artist (Dex), Knowledge (history) (Int), Knowledge (nobility) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Stealth (Dex), Swim (Str).

Skill Ranks Per Level 4 + Int modifier.

Samurai
{table=head]Level|BAB|Fort|Ref|Will|Special
1st|+1|+2|+2|+2|Daisho, Sword Flurry, Unarmed Strike
2nd|+2|+3|+3|+3|Evasion, Swordsman
3rd|+3|+3|+3|+3|Sword Defense +1, Wild Talent
4th|+4|+4|+4|+4|Ki Pool (magic)
5th|+5|+4|+4|+4|Swordsman
6th|+6/+1|+5|+5|+5|Sword Defense +2
7th|+7/+2|+5|+5|+5|Action Without Thought
8th|+8/+3|+6|+6|+6|Swordsman
9th|+9/+4|+6|+6|+6|Improved Evasion, Sword Defense +3
10th|+10/+5|+7|+7|+7|Ki Pool (lawful), Riposte
11th|+11/+6/+1|+7|+7|+7|Swordsman
12th|+12/+7/+2|+8|+8|+8|Sword Defense +4
13th|+13/+8/+3|+8|+8|+8|Vicious Riposte, Keen Blades
14th|+14/+9/+4|+9|+9|+9|Swordsman
15th|+15/+10/+5|+9|+9|+9|Sword Defense +5
16th|+16/+11/+6/+1|+10|+10|+10|Ki Pool (adamantine)
17th|+17/+12/+7/+2|+10|+10|+10|Swordsman
18th|+18/+13/+8/+3|+11|+11|+11|Sword Defense +6
19th|+19/+14/+9/+4|+11|+11|+11|Ki Arrows
20th|+20/+15/+10/+5|+12|+12|+12|Sword Saint[/table]

Class Features
The following are class features of the samurai.

Weapon and Armor Proficiency
A samurai is proficient with all simple and martial weapons and exotic weapon proficiency (bastard sword) and with no armor or shields.

Daisho
A samurai is trained to fight with a bastard sword in one hand and a short sword in the other, effectively giving them two-weapon fighting feat with these two weapons (even if they do not meet the prerequisites for that feat).

Sword Flurry (Ex)
Starting at 1st level, a samurai can make a sword flurry as a full-attack action. When doing so he may make one additional attack as if using the Two-Weapon Fighting feat and the Double Slice feat (even if the samurai does not meet the prerequisites for these feats).

At 6th level, the samurai can make two additional attacks when he uses sword flurry, as if using Improved Two-Weapon Fighting (even if the samurai does not meet the prerequisites for the feat).

At 11th level, the samurai can make three additional attacks using flurry of blows, as if using Greater Two-Weapon Fighting (even if the samurai does not meet the prerequisites for the feat).

A samurai cannot use any weapons other than the daisho as part of a sword flurry.

Unarmed Strike (Ex)
A samurai gains Improved Unarmed Strike as a bonus feat. A samurai's attacks may be with fist, elbows, knees, and feet. This means that a samurai may make unarmed strikes with his hands full. There is no such thing as an off-hand attack for a samurai striking unarmed. A samurai may thus apply his full Strength bonus on damage rolls for all his unarmed strikes.
A samurai's unarmed strike does 1d4 (1d6 if size medium).

Swordsman (Ex)
At 2nd level, and every 3 levels thereafter, a samurai may select a bonus feat. These feats must be taken from the following list: Arrow Cutting (Deflect Arrow with a sword), Dodge, Improved Initiative and Quick Draw. At 5th level, add Weapon Specialization (swords only) to the list. At 8th level, add Improved Critical (swords only) and Lunge. At 11th level, add Greater Weapon Specialization (swords only), and Critical Focus. At 14th level, add Two-Weapon Rend, and Penetrating Strike (swords only). At 17th level, add Critical Mastery and Exhausting Critical (swords only).
A samurai need not have any of the prerequisites normally required for these feats to select them.

Sword Defense (Ex)
At 3rd level, and every 3 levels thereafter, when a samurai fights with the daisho he adds the listed shield bonus to his AC, when fighting defensively double the bonus.

Ki Pool (Ex)
At 4th level, a samurai gains a pool of ki points, supernatural energy he can use to accomplish amazing feats. The number of points in a samurai's ki pool is equal to 1/2 his samurai level + his Wisdom modifier. As long as he has at least 1 point in his ki pool, he can make a ki strike. At 4th level, ki strike allows his attacks with swords to be treated as magic weapons for the purpose of overcoming damage reduction. Ki strike improves with the character's samurai level. At 10th level, his sword attacks are also treated as lawful weapons for the purpose of overcoming damage reduction. At 16th level, his sword attacks are treated as adamantine weapons for the purpose of overcoming damage reduction and bypassing hardness.

By spending 1 point from his ki pool, a samurai can make one additional attack at his highest attack bonus when making a sword flurry attack. In addition, he can spend 1 point to increase his speed by 20 feet for 1 round. In addition, a samurai can spend 1 point from his ki pool to give himself a +4 dodge bonus to AC for 1 round. Finally, a samurai can spend 1 point of ki to regain his psionic focus. Each of these powers is activated as a swift action. A samurai gains additional powers that consume points from his ki pool as he gains levels.

The ki pool is replenished each morning after 8 hours of rest or meditation; these hours do not need to be consecutive.

Action Without Thought (Ex)
At 7th level, having mastered the tenets of battle, the samurai is able to act instantly and without consideration of the consequences, confident his actions are correct. The samurai gains a +2 competence bonus to all Initiative rolls and may not be deprived of his Dexterity bonus in any circumstance.

Riposte (Ex)
If an opponent misses you by amount of your sword defense or less while fighting with the daisho you may perform an attack of opportunity against that opponent.

Vicious Riposte (Ex)
On confirmation of a critical hit during the execution of a riposte, you do 2 points of Constitution damage to your opponent in addition to normal critical hit damage.

Keen Blades (Ex)
While using the daisho both blades are considered keen.

Ki Arrows (Ex)
The samurai charges each arrow with his own ki, increasing its ability to strike and injure targets. The samurai may infuse an arrow with up to 5 ki points (which are deducted from his total as normal). For each ki point charged into an arrow, the samurai gains a +1 bonus to both attack and damage rolls with that arrow. In addition, the attack ignores damage resistance for each point of Ki spent.

Sword Saint (Ex)
At 20th level, the bastard sword is no longer simply a weapon in your hand, but an extension of your being. When you are not armed with a weapon, you may summon a bastard sword formed completely of your ki, an enchanted blade that is capable of causing grievous harm to your target. This weapon is considered a +5 brilliant energy katana. Maintaining the weapon requires the expenditure of 1 ki per round, and summoning the blade requires a full-round action.

Inspired by a variety of random books, a weird movie I saw as a kid, dreaming with a low grade fever and athlete's foot.

Matango
http://en.wikipedia.org/wiki/Matango
Monk from the Pathfinder SRD
http://www.d20pfsrd.com/Home
The Quintessential Samurai
http://grandwiki.wikidot.com/qsam2
Critical Feats
http://grandwiki.wikidot.com/rdpcf3
Amalgam Template from the Advanced Bestiary

enworld converted creatures
myconid
http://www.enworld.org/cc/converted/crypt/myconid.htm
Campestri
http://www.enworld.org/cc/converted/view_c.php?CreatureID=681

Use the Samurai Redux it is way better than the Shroomurai Warrior
http://www.giantitp.com/forums/showthread.php?t=134119

Dirt_Kami
2010-03-06, 12:05 PM
Myconid Racial Traits
http://www.enworld.org/cc/converted/crypt/myconid.htm

* +2 Constitution, –2 Strength, –2 Intelligence, –2 Charisma
* Small: Myconids are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
* Slow Speed: Myconids have a base speed of 20 feet.
* Low Light Vision: Myconids have low-light vision.
* Natural Armor: Myconids gain a +1 natural armor bonus to AC
* Quiet: Myconids receive a +4 racial bonus on Stealth skill checks.
* Plant Traits: Myconids are immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affecting effects.
* Spore Cloud: Each spore cloud’s effect resembles a spell cast by an 8th-level sorcerer. All spore clouds have a save DC of 14 (where applicable). A myconid can use any spore cloud effect it has access to based on Level (so, a 3rd level myconid has access to the first three types of spore clouds). Each may be used once per day per level of the myconid. So, a 3rd level myconid could use its distress cone, reproducer cone, and rapport cloud, each three times per day.
* Sunlight Vulnerability: Exposure to sunlight (not merely a daylight spell) robs the myconid of one-third of its hit points each round until it is destroyed at the end of the third round.
* Acid Skin: Creatures attacking a myconid unarmed or with natural weapons take 1d4 points of acid damage each time their attacks hit. A myconid’s fists are not covered in this acid, therefore it does not deal acid damage when it hits with its slam attack.
* Languages: Myconids have their own language but can't speak, they communicate with spores. Some can understand other languages, myconids with high Intelligence scores may choose bonus languages from Drow Sign, Gnome, Terran, and Undercommon.

Myconids, or fungus men, are a race of intelligent fungi that resemble humanoid toadstools.

Giant Campestri Racial Traits
http://www.enworld.org/cc/converted/view_c.php?CreatureID=681

* –2 Strength, –6 Intelligence, –2 Wisdom: Giant Campestri are stoopid.
* Small: Giant Campestri are Small creatures and gain a +1 size bonus to their AC, a +1 size bonus on attack rolls, a –1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
* Average Speed: Giant Campestri have a base speed of 30 feet.
* Low Light Vision: Giant Campestri have low-light vision.
* Sound Imitation: Giant Campestri remember every sound they have ever heard, but they do not remember words very well though, and tend to mispronounce everything they try to speak or sing.
* Good Listener: Giant Campestri receive a +6 racial bonus on Perception skill checks involving sound.
* Plant Traits: A giant campestri is immune to poison, sleep, paralysis, stunning, and polymorphing. It is not subject to critical hits or mind-affecting effects.
* Spores: Once per day, a campestri can release a spore cloud in a radius of 10 feet. These spores affect all breathing creatures as a slow spell if they fail a Will save (DC 10), for 1d4+4 rounds.
* Bad Singer: All campestri love music and singing, but they are bad at it. Giant Campestri receive a -4 racial penalty on Perform skill checks.
* Tremorsense 60 ft: Giant Campestri are sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground.
* Languages: Giant Campestri begin play speaking no languages. Giant Campestri with Intelligence scores of 10 may choose a language, two if its 12.

Campestri are mushroom people, they look like little toadstools with faces, and have no limbs. Giant Campestri tower over their lesser brethren standing 2 1/2 to 3 feet tall.



A few pages from the remains of an ancient adventurer's journal tell some of the History.

... two centuries ago at the end of the aboleth civil war they were crushed by millions of gallons of water when the magic that created the bubble over the terrible slave city of Imhabba...

... water drained from countless miles of twisted tunnels and caverns along the shore of the dark sea.

Once exposed to air the sediment of a millennium was perfect for a fungus bloom and was the sign the myconid dream shaman had foretold.

The once submerged temples of foul aquatic aberrations still protected and cursed by...

The discovery of copper, rubies and sapphires brought the younger sons of duergar nobles and attracted the attention of minor drow merchant clans as well as slavers who sold their grim wares to both.
Abandoned when the mines played out these outposts and fortified temples still harbor...