Dungeonous
ctopus
Of Mushroom Men
m
ple
file
The Agarid: an all-new race of subterranean mushroom people
Sa
R
ol
Fo
rT
ep he la Pa y i th ng fi n G de am r e
M-02
Dungeonous
ctopus
Of Mushroom Men The Agarid: an all-new race of subterrainian mushroom people
Table of Contents
Sa
m
ple
file
Agarid Racial Traits and Feats Agarid Guard and Mage Agarid Worker Agarid Mauler Agarid Spore Queen Agarid Juggernaut Open Gaming Licence Version 1.0a
2 3 4 5 6 7 8
Art, Text and layout: Zigmund Kawakami Computer Users: If you have access to the internet please visit Octopus Apocalypse online at www.octopusapocalypse.com or at the official Tumblr, Facebook, and Google+ pages. OCAP-DGO-M02: Of Mushroom Men ©2014 Octopus Apocalypse. All rights reserved. This material is protected under the copyright laws of the United States of America. No part of the material or artwork herein may be reproduced, stored in a retrieval system, or transmitted in any form by any means, electronic, mechanical, or otherwise, without the express written permission of Octopus Apocalypse. Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Inc.. See http://paizo.com/ pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Inc. does not guarantee compatibility, and does not endorse this product. Pathfinder is a registered trademark of Paizo Inc., and the Pathfinder Roleplaying Game and the Pathfinder Roleplaying Game Compatibility Logo are trademarks of Paizo Inc., and are used under the Pathfinder Roleplaying Game Compatibility License. See http://paizo. com/pathfinderRPG/compatibility for more information on the compatibility license.
Of Mushroom Men Agarid Information
Agarid Feats
The following feats improve upon the agarid’s natural telepathy.
Improved Limited Telepathy You can send your thought into others’ minds Prerequisites: limited telepathy. Benefit: You can use your limited telepathy ability to broadcast your thoughts to any creature within range. This does not allow for two way telepathic communication and you must still have a shared language to be understood.
Telepathic Casting Inability to speak won’t keep you from casting a spell. Prerequisites: telepathy or Improved Limited Telepathy. Benefit: When casting spells, you can perform verbal components telepathically. All creatures within range of your telepathy possessing an Intelligence score can hear the verbal components in their mind as if they were being spoken by an adjacent creature. Any effect that would normally prevent the use of spells with verbal components do not affect telepathic casting. Telepathic verbal components cannot be used to discern the location of the creature using them.
file
Alternate Racial Trait
The following alternative racial trait can be taken by any agarid, although it is most commonly found in the agarid magi. Emissary: Some agarid have unusually well developed telepathic ability; however, this leaves their minds more open to attack. An agarid with this trait gains the Improved Limited Telepathy feat as a bonus feat at first level, but looses the immunity to mind-affecting effects granted by their plant type.
Agarid Racial Traits
Sa
m
ple
Physical Appearance: On average, agarid stand around 5 feet tall with pale beige flesh and a muted red cap. The agarid body is a single tapered stalk, lacking a defined head, neck, and torso. Their spindly limbs widen considerably at the ends with no clear separation between arm and hand, or leg and foot. Each limb has to stubby digits, with an additional opposable digit on the hands. Agarid are almost completely devoid of facial features, save for two patches of photo-receptive cells that function as eyes. Society: Agarid live in highly organized, ever expanding colonies. Each colony has a spore queen—who is the only member of the colony capable of creating new agarid—who rules the colony. Beneath the spore queen are several magi whose primary responsibility is organizing the lower castes of agarid. The colony is defended by guards and particularly large agarid maulers. Each colony also has an untold number of diminutive workers who dig day and night to expand and bring fresh, nutrient-rich soil to feed the colony. Some colonies may also have one very old, very large agarid of immense strength known as an agarid juggernaut. Despite their great variance in size, all agarid are basically the same creature. All agarid start life as workers, those who show above average strength or wisdom are grown further to become guards or magi. The strongest of the guards may eventually grow into maulers or even juggernauts. If a colony’s spore queen dies, one of the magi—generally the most powerful—will be selected to undergo a month-long metamorphosis and become the new queen. Alignment: Agarid are almost exclusively of lawful neutral alignment, faithfully obeying the orders of their spore queen. As long as they are following the queen’s orders they are always treated as lawful neutral, regardless of the queen’s alignment or the specifics of the orders they are following.
+2 Constitution, +2 Wisdom, -2 Charisma: Agarid are hardy and intuitive, but their muteness and behaviors can be unsettling. Plant: Agarid are plant creatures with the agarid subtype. Medium: Agarid are medium creatures, and have no bonuses or penalties due to size. Darkvision: Agarid can see in the dark up to 60 feet. Limited Telepathy: Agarid can communicate telepathically with any creature possessing the agarid subtype at a distance of up to 100 ft. This can be restricted to specific creatures or broadcast to all receptive creatures within range. This ability is language-dependent, if communication is attempted with a non-shared language the message will still be telepathically heard, but not understood. Poisonous Flesh: The flesh of an agarid contains a powerful hallucinogenic toxin. Any creature that succeeds on a bite attack against an agarid must immediately make a save against its poison. Agarid Poison: ingested; save Fort DC 10 + 1/2 the agarid’s Hit Dice + its Constitution modifier; frequency 1/minute for 10 minutes; effect hallucinations: -1 penalty to Dexterity and ranged attack rolls, -2 penalty to Will saves and Charisma, Intelligence, and Wisdom-based skill checks; cure 1 save; special a creature who rolls a natural 1 on a save versus the agarid’s poison becomes confused—as per the spell— for 1d3 rounds. Languages: Agarid begin play speaking Agarid. Agarid with high Intelligence can choose from the following bonus languages. Common, Dwarven, Terran, and Undercommon. Agarid can hear and understand known languages, but cannot speak.
2