Mycologist (Herbalist)
Table of Contents

Find Mushrooms (Ex)

At 1st level, a mycologist learns how to sniff out mushrooms in all environments. It's as though mushrooms have infested the entire world, just out of sight of the uninitiated. Whenever the mycologist uses the find herbs class feature to collect his herbalism plants for the day, his first find herbs roll must be made on the find herbs table corresponding to the mycologist-exclusive "fungus forest" biome (below). Only the mycologist's first find herbs roll of the day may be made in the fungus forest.

The fungus forest biome has no herbalism plants marked with asterisks (*). As a result, the fungus forest biome is incompatible with the search for microcosm plants, geologist rocks, and entomologist bugs. Further, the fungus forest find herbs roll cannot be skipped by another ability or class feature.

Treat herbalism plants from the fungus forest as any other herbalism plant, with the following exceptions:

  • Herbalism plants that can only be found in the fungus forest biome cannot be grown in cultivation pots.
  • Many herbalism plants that can only be found in the fungus forest have special descriptors. Those with the same descriptor, such as [Oil] or [Poison], may be stored in a preservation vessel as though they were copies of the same plant.

Given the search for mushrooms only modifies the first find herbs roll for the day, mycology is actually a fairly facile science for dabblers. The mycologist archetype may be combined with another archetype that also modifies find herbs, so long as the first find herbs roll of the day remains unmolested for this archetype’s use.

For example, the geologist gives an optional ability to find rocks instead of herbalism plants. Since the geologist’s optional modification to find herbs does not impose upon the mycologist’s mandatory replacement of the first roll per day, geologist and mycologist can be taken together.

If the mycologist is somewhere that doesn't support plant life whatsoever, such as the elemental plane of fire, then the mycologist cannot find mushrooms in the fungus forest, because it doesn't exist there.

This ability modifies find herbs.

Combinatorial Mycology (Su)

Whenever a mycologist would gain a recipe, he may instead gain knowledge of one of the following combinatorial formulas listed below. Like recipes, combinatorial mycology formulae produce plant products.

Concocting a plant product from a combinatorial mycology formula requires 1 hour of effort and a single Craft (alchemy) check. The DC of the Craft (alchemy) check for an individual formula is equal to 20 + three times the point value of the fungus forest herbalism plants to be mixed together. Given cooking up psuedoalchemical goods from raw materials that have been blessed by nature itself is a rather risky venture at the best of times, all materials are wasted if the Craft (alchemy) check fails by any amount. Further, a mycologist can never take 10 on his Craft checks when working with combinatorial mycology formulae. Too many things can go wrong!

Like the mycologist’s herbalism plants, all plant products made from combinatorial mycology formulae spoil overnight if not kept in a preservation vessel. Treat all combinatorial mycology plant products as though they had a point value of 4 for the purpose of storing them in preservation vessels. Further, unless otherwise noted, plant products become inactive if not used or applied by the mycologist. Each combinatorial mycology formula produces 1 unit of output unless stated otherwise.

Elemental Parasite

Elemental parasite combines one herbalism plant with the elemental descriptor and one with the parasite descriptor. The resulting plant product is treated as the original parasite, with the following addition. When the plant product first affects a creature, it also deals additional damage equal to the mycologist’s class level, to a maximum of five times the point value of the elemental plant used in the formula. The type of damage dealt by the plant product is the same as the type dealt by the elemental plant used in its The type of damage associated with an elemental plant is the same as the energy type it deals.

Elemental Toxin

Elemental toxin combines one herbalism plant with the elemental descriptor and one with the poison descriptor. The resulting plant product is treated as the original poison, with the following addition. When the plant product first affects a creature, it also deals additional energy damage equal to the mycologist’s class level, to a maximum of five times the point value of the elemental plant used in the formula. The type of energy damage dealt by the plant product is the same as the type dealt by the elemental plant used in its The type of energy damage associated with an elemental plant is the same as the energy type it deals.

Elemental Oil

Elemental oil combines one herbalism plant with the elemental descriptor and one with the oil descriptor. The resulting plant product is treated as the original oil, but successful hits with an oiled weapon also deal an additional 1dX energy damage of the energy type associated with the elemental plant, where X is the point value of the elemental plant.

Juxtaposed Elements

Juxtaposed elements combines two herbalism plants with the elemental descriptor. Choose one of the combined plants. The end product has the effects of the chosen herbalism plant, but deals damage of the energy type associated with the other one.

For example, if acidcap and cinderstorm were mixed and cinderstorm was the chosen herbalism plant, then the end result would be a cinderstorm that deals acid damage.

Parasitic Toxin

Parasitic toxin combines one herbalism plant with the parasite descriptor and one with the poison descriptor. The resulting plant product is treated as the original poison, but its effects on a failed saving throw include the effects of the parasite.

Toxic Oil

Toxic oil combines one herbalism plant with the oil descriptor and one with the poison descriptor. When the plant product is applied to a weapon, that weapon gains the benefits of both plants that went into making the product. Treat each benefit as a separate ability using that herbalism plant’s native duration.

This ability modifies recipes.


Table: 10-Point Fungus Forest Biome

d20 Plants Found
1 Charging Bolete x1, Berserk Button x1, Pyrecap x1, Baby's Breath x1
2 Corporeal Spectre x1, Cinderstorm x1, Maelstrom Barbarian x1, Black Morel x1
3 Cowering Bolete x1, Fae Carpet x1, Leper's Finger x1, Fae Flooring x1
4 Demon's Tongue x1, Ghost's Sheet x1, Honor's Draught x1, Guardian of the Mountain x1
5 Doctor's Friend x1, Green Skulker x1, Hayash's Rampant Slime x1, Leadcap x1
6 Engineer's Wrench x1, Honey Mushroom Deluxe x1, Equalizer x1, Maelstrom Mold x1
7 Fiend's Helmet x1, Maelstrom Parasol x1, Cryocap x1, Mimicap x1
8 Flame's Herald x1, Oyster Mushroom x1, Caterpillar Mushroom x1, Nullstone Creeper x1
9 Frost Giant's Nose x1, Peacepuff x1, Acidcap x1, Puppeteer x1
10 Insincere Gatatumba x1, Pilgrim's Pillow x1, Wizard's Bane x1, Wizard's Assassin x1
11 Maelstrom Oracle x1, Pilgrim's Teacup x1, Vampire's Fang x1, Baby's Breath x1
12 Prismaris x1, Pilobolus x1, Pirecap x1, Black Morel x1
13 Sawbones' Aide x1, Psychedelics x1, Maelstrom Barbarian x1, Fae Flooring x1
14 Sewerspore x1, Purple Skulker x1, Leper's Finger x1, Guardian of the Mountain x1
15 Spycap x1, Red Skulker x1, Honor's Draught x1, Leadcap x1
16 Watchroom x1, Thunder God's Quiver x1, Hayash's Rampant Slime x1, Maelstrom Mold x1
17 Windbag x1, Whistlepuff x1, Equalizer x1, Mimicap x1
18 Winter's Vanguard x1, Yellow Skulker x1, Cryocap x1, Nullstone Creeper x2
19 Caterpillar Mushroom x1, Vampire's Fang x1, Puppeteer x1
20 Acidcap x1, Wizard's Bane x1, Wizard's Assassin x1

Fungus Forest "Herb" Log

Acidcap (Fungus) [Elemental]

Biome(s): Fungus Forest
Point Value: 3
Duration: instantaneous
Appearance: The acidcap mushroom is a curious creature, for the acid it produces eats away at the organism itself while simultaneously helping to break down its food source.

When used as a thrown splash weapon with a range increment of 30 feet, a standard action, acidcap detonates in its square of impact, dealing 1d6 points of acid damage per mycologist level to creatures in that square with no saving throw allowed.

Baby’s Breath (Fungus)

Biome(s): Fungus Forest
Point Value: 4
Duration: instantaneous
Appearance: Typically growing in huge clusters of long-stemmed fungi with miniscule caps, baby’s breath has a surprisingly fresh scent for an organism whose kingdom is known for decomposition.

When one unit of baby’s breath is chewed as a standard action, the chewer is healed of 1d8+1 points of damage per mycologist level.

Unlike other healing effects, baby’s breath can bring recently-slain creatures back to life when administered by a mycologist of 9th level or higher. If used on a creature that has died within the past 1 round, apply the healing from this plant to the creature. If the healed creature’s hit point total is at a negative amount less than its Constitution score, it comes back to life and stabilizes at its new hit point total. If the creature's hit point total is at a negative amount equal to or greater than its Constitution score, the creature remains dead. Creatures brought back to life through baby’s breath gain a temporary negative level that lasts for 1 day. Creatures slain by death effects cannot be saved by baby’s breath.

Like cure spells, baby’s breath deals damage to undead creatures rather than curing them, and cannot bring them back to life.

Berserk Button (Fungus) [Oil]

Biome(s): Fungus Forest
Point Value: 2
Duration: 1 round + 1 round/level
Appearance: Feared by construct manufacturers the world over, this cute little button mushroom has a tendency to make golems go absolutely insane.

One unit of berserk button can be applied to a weapon as though it were an oil. Whenever the affected weapon hits a construct with the berserk special ability, that construct’s chance to go berserk increases by a cumulative +10%.

Black Morel (Fungus) [Poison]

Biome(s): Fungus Forest
Point Value: 4
Duration: instantaneous
Appearance: While just as delectable as its yellow cousin, the black morel has toxic analogs, making it a dangerous pick for the beginning mycologist.

Black morel may be applied to a weapon as though it were the mycologist's choice of any other herbalism plant with a point value of 2 or less that can be applied to a weapon as though it were a poison. This is a standard action, and the mycologist cannot accidentally poison herself when using black morel.

Caterpillar Mushroom (Fungus) [Parasite]

Biome(s): Fungus Forest
Point Value: 3
Duration: 1 round + 1 round/level
Appearance: The spores of caterpillar mushrooms take "root" in the bodies of moth larvae, which then get eaten from the inside out. The end result is a mushroom with a cylindrical body, primarily because that's the shape of what it eats. With an individual of the herbalism persuasion around to enhance a plant's natural properties, the caterpillar mushroom becomes nothing short of a fungal mastermind.

When one unit of powdered caterpillar mushroom is blown into the face of a creature within 30 feet, a standard action, a little mushroom pokes out of the top of its head and immediately attempts to hijack its host. Each round at the beginning of its turn, the subject must make a Fortitude saving throw or act as though it were confused that round. Since this is a nervous system hijack and not typical confusion, creatures that are normally immune to mind-affecting abilities are vulnerable to confusion by caterpillar mushroom. Starting at 9th level, creatures confused by caterpillar mushroom roll twice on the confusion table rather than once. The mycologist chooses which result to keep.

Creatures without a functioning central nervous system, such as most undead, elementals, primitive animals whose nervous systems are networks of ganglia, plants, and most constructs, are immune to the effects of caterpillar mushroom.

Charging Bolete (Fungus)

Biome(s): Fungus Forest
Point Value: 1
Duration: 1 minute/level (D)
Appearance: Boletes are characterized by having their cap and stalk clearly differentiated, while also sporting a spongy underside to the cap. Charging boletes further differentiate themselves by pushing their bodies against anything that brushes up against them. The push is fairly vigorous, up to the point of flinging smaller creatures, such as many insects, up to a foot away from the bolete. Potential predators tend to chomp away at the stalk, where the bolete’s particular talent is less useful.

When one unit of charging bolete is chewed as a standard action, the chewer increases in size as the enlarge person spell, but only if the chewer is a legal target for said spell. Starting at 5th level, charging bolete also treats animals, magical beasts, and plants as legal targets, while, starting at 11th level, it treats all living creatures as legal targets.

Cinderstorm (Fungus) [Elemental, Parasite]

Biome(s): Fungus Forest
Point Value: 2
Duration: 1 round + 1 round/level
Appearance: When agitated, the volatile spores of the cinderstorm ignite and continue to burn until their supernaturally-dense fuel source is depleted. The goal is to reduce a creature to cinders and then take root in that ash.

When one unit of cinderstorm is blown at a creature within 60 feet, a standard action, that creature bursts into flame, taking 2d6 points of fire damage, plus an additional 2d6 points of fire damage at the beginning of each of the mycologist’s turns. A successful Fortitude save negates a single source of fire damage. If a creature affected by cinderstorm dies or is destroyed, the mycologist may choose to direct cinderstorm’s flames to another creature within 30 feet. For the remainder of cinderstorm’s duration, the chosen creature is considered to be its subject.

Corporeal Spectre (Fungus)

Biome(s): Fungus Forest
Point Value: 1
Duration: See text
Appearance: By some quirk of nature, corporeal spectre is very near transparent, this despite it being a puffball that can grow to a mass of some two pounds.

Corporeal spectre has two uses.

  • 1: One unit of corporeal spectre can be chewed as a standard action, granting the chewer 1d10 + 1/2 the mycologist’s class level temporary hit points that last for 1 minute per mycologist level.
  • 2: One unit of corporeal spectre can be chewed as a standard action, removing 1d10 + the mycologist’s class level temporary hit points from the chewer, but healing him of points of damage equal to the number of temporary hit points removed.

Cowering Bolete (Fungus)

Biome(s): Fungus Forest
Point Value: 1
Duration: 1 minute/level (D)
Appearance: Boletes are characterized by having their cap and stalk clearly differentiated, while also sporting a spongy underside to the cap. Cowering boletes are characterized from other boletes by the fact that the mushroom literally shirks away from even the gentlest of touches.

When one unit of cowering bolete is chewed as a standard action, the chewer decreases in size as the reduce person spell, but only if the chewer is a legal target for said spell. Starting at 5th level, cowering bolete also treats animals, magical beasts, and plants as legal targets, while, starting at 11th level, it treats all living creatures as legal targets.

Cryocap (Fungus) [Elemental]

Biome(s): Fungus Forest
Point Value: 3
Duration: instantaneous
Appearance: This snow-white bolete's flesh is impregnated with a sort of antifreeze, allowing it to survive even the harshest of winters.

When used as a thrown splash weapon with a range increment of 30 feet, a standard action, cryocap detonates in its square of impact, dealing 1d6 points of cold damage per mycologist level to creatures in that square with no saving throw allowed.

Demon’s Tongue (Fungus) [Parasite]

Biome(s): Fungus Forest
Point Value: 1
Duration: 1 round + 1 round/level
Appearance: The infamous demon’s tongue is a highly corrosive fungus that rends and tears at the innards of anyone unfortunate enough to inhale it.

When one unit of demon’s tongue is blown at a creature within 30 feet, a standard action, that creature begins to shiver and shake. Each round, the subject takes 1d6 points of damage and is shaken for 1 round with a Fortitude save to negate both the damage and the shakened effect.

Creatures without a functioning central nervous system, such as most undead, elementals, jellyfish, plants, and most constructs, are immune to the effects of demon’s tongue.

Doctor’s Friend (Fungus)

Biome(s): Fungus Forest
Point Value: 1
Duration: n/a
Recipes: See Text
Appearance: A tough and questionably-edible polypore, doctor’s friend is rugged simply to ensure that it doesn’t end up dissolving itself. It is popular with doctors, who use it to get compounds into the bloodstream quickly, and assassins, who use it for the exact same thing.

One unit of doctor’s friend can be combined with a unit of any other herbalism plant that can be used as though it were an injury poison. The combined product is treated as a contact poison with the same effects as the injury poison with which doctor’s friend combined. This is a full-round action that provokes attacks of opportunity, and the end product is treated as a plant product with a point value of 4. Once deployed on a surface, a unit of contact poison plant product made from doctor's friend remains fresh for 1 hour per mycologist level before denaturing and becoming useless.

Engineer’s Wrench [Oil]

Biome(s): Fungus Forest
Point Value: 1
Duration: instantaneous
Appearance: This slick polypore secretes a slime that is a suitable lubricant for non-precision machinery, and makes a good substitute for bear grease in a pinch.

Engineer’s wrench has two uses.

  • 1: When one unit of engineer’s wrench is applied to a weapon or armor as though it were an oil, that piece of equipment is repaired for 2d6 + the mycologist’s level points of damage.
  • 2: When one unit of engineer’s wrench is applied to a weapon as though it were an oil, that weapon deals an additional 1d6 + the mycologist’s class level points of weapon damage on its next successful hit, but only if the creature struck is a construct. Additionally, if the next creature struck is a construct, then the attack ignores 5 points of damage reduction, excepting DR/epic. Special: When used in a combinatorial mycology formula, the mycologist may choose one of the two uses of engineer’s wrench to grant to the finished product. If the mycologist knows the oil/poison combinatorial mycology formula, then he may also make a special oil/oil combinatorial mycology product whose ingredients are two units of engineer’s wrench. This product grants both uses of engineer’s wrench and not just one of them.

Equalizer (Fungus) [Poison]

Biome(s): Fungus Forest
Point Value: 3
Duration: 1 minute/level
Appearance: Typically found growing among clusters of other mushrooms that defend themselves with acid and flame, the tiny equalizer scares off voracious fungus eaters with the promise that its buddy will beat the ever-loving snot out of them.

One unit of equalizer can be applied to a weapon as though it were a poison. Creatures damaged by the poisoned weapon take a penalty to their energy resistances equal to 5 + the mycologist’s class level for 1 minute per mycologist level with a Fortitude save to negate.

Fae Carpet (Fungus)

Biome(s): Fungus Forest
Point Value: 2
Duration: n/a
Appearance: A shelf mushroom with absolutely psychedelic coloration, fae carpet’s soft texture is said to make it a popular floor covering for the homes of pixies and other small examples of the fair folk. As fae carpet eventually browns and needs returned to its native habitat to become colorful once more, it has evolved into a bit of a game amongst the fae. Namely, fae carpet that gets let out to become colorful once more is fair game for theft. Those who hold onto the best carpets tend to be the sneakiest and smartest of the lot.

When a 1st-level spell that can legally become a potion is cast upon a unit of fae carpet, the mushroom absorbs the entire spell and dissolves into a potion of that spell. Its awkward origins are obvious and, therefore, such a potion cannot be sold. A potion created in this manner spoils and becomes useless after 72 hours elapse.

Fae Flooring (Fungus)

Biome(s): Fungus Forest
Point Value: 4
Duration: n/a
Appearance: Fae carpets that grow to such a size that the smaller fair folk are wont to build a house on top of it rather than transport it to their current domicile are known as fae flooring. Unlike fae carpet, fae flooring is a permanent design decision, and those who plant a building atop such an outcropping are either no fun or royalty among fae with bigger tricks to play than stealing a rug.

When a 2nd-level spell that can legally become a potion is cast upon a unit of fae flooring, the mushroom absorbs the entire spell and dissolves into a potion of that spell. Its awkward origins are obvious and, therefore, such a potion cannot be sold. A potion created in this manner spoils and becomes useless after 72 hours elapse.

Fiend’s Helmet (Fungus) [Elemental, Oil]

Biome(s): Fungus Forest
Point Value: 1
Duration: 1 minute/level or until discharged; see text
Appearance: Fiend’s helmet is a small, ruddy fungus that violently explodes in a burst of crackling fungal goo when disturbed too intently. Many species give the mushroom a clear berth as a result, while those resistant to heated acid have developed a liking for fried mushrooms.

When one unit of fiend’s helmet is applied to a weapon as though it were an oil, that weapon deals an additional 1d6 + the mycologist’s class level points of acid damage on its next successful hit.

Flame’s Herald (Fungus) [Elemental]

Biome(s): Fungus Forest
Point Value: 1
Duration: 1 minute/level or until discharged; see text
Appearance: Flame’s herald is readily distinguished by its orange cap and pores that exude small quantities of smoke.

One unit of flame’s herald can be chewed as a standard action. The next source of acid, cold, electricity, or sonic damage dealt by the chewer is fire damage instead.

Frost Giant’s Nose (Fungus) [Oil]

Biome(s): Fungus Forest
Point Value: 1
Duration: 1 minute/level or until discharged; see text
Appearance: It’s big. It’s pointy. It’s blue. It’s cold. The name stuck, like a tongue to a plow in the dead of winter.

When one unit of frost giant’s nose is applied to a weapon as though it were an oil, that weapon deals an additional 1d6 + the mycologist’s class level points of cold damage on its next successful hit.

Ghost’s Sheet (Fungus) [Oil]

Biome(s): Fungus Forest
Point Value: 2
Duration: 1 minute/level
Appearance: Ghost’s sheet is a snow-white polypore mushroom known for its unique spore dispersal structure. While most mushrooms spread spores through gills, pores, or teeth, ghost’s sheet instead produces long, wispy fins of translucent material that can grow to be longer than the mushroom is wide. These structures hang straight down and contribute to the ghostly aesthetic.

Ghost’s sheet has two uses.

  • 1: When one unit of ghost’s sheet is applied to a weapon as though it were an oil, that weapon gains the ghost touch weapon special ability.
  • 2: When one unit of ghost’s sheet is chewed as a standard action, the chewer becomes invisible, as the invisibility spell. Any actions that would cause the invisibility spell to end immediately cause the effects of ghost’s sheet to end immediately.

Special: When used in a combinatorial mycology formula, ghost’s sheet always grants the finished product its first use, not its second.

Green Skulker (Fungus) [Poison]

Biome(s): Fungus Forest
Point Value: 2
Duration: see text
Appearance: The green skulker secretes a sickly green paste that, when touched, makes the poor unfortunate act quite sickly indeed.

One unit of green skulker can be used as though it were a dose of contact poison with the following profile.

Type poison (contact); Save Fortitude; DC 10 + 1/2 mycologist level + Wisdom modifier; Frequency 1/round for 1 round; Effect 1d4 Str damage + 1 Str damage/3 levels; Cure 1 save

Once placed, green skulker contact poison remains fresh for 1 hour per mycologist level before spoiling and becoming useless. If the poison successfully deals ability damage, then it transforms into a strange slime that remains fresh for 1 hour before becoming useless. If the placing mycologist touches the slime, she is healed of points of ability damage equal to that dealt by the green skulker contact poison. For example, if the contact poison deals 4 points of Strength damage, she is healed for 4 points of Strength damage upon touching the slime. When the mycologist touches her slime, it is consumed.

Guardian of the Mountain (Fungus) [Oil]

Biome(s): Fungus Forest
Point Value: 4
Duration: see text
Appearance: The guardian of the mountain sports a depressed pileus with a shard of gemstone in its center. Dwarves in particular prize them in much the same manner as other races do flowers and topiary.

One unit of guardian of the mountain can be applied to a weapon as though it were an oil. This oil persists for 1 hour or until consumed. Whenever the oiled weapon strikes a creature, the unit of guardian of the mountain is consumed, and an earth elemental whose type is based on the mycologist’s class level bursts into being in an unoccupied square adjacent to the creature struck. If there is no valid spot for the earth elemental to come into being, the unit of guardian of the mountain is not consumed, and no elemental is summoned. If it is possible for the elemental to come into being directly opposite the creature whose weapon attack spawned it, it does so. The elemental is treated as a summoned creature under the control of the wielder of the oiled weapon, though it always attacks the creature struck by the attack that spawned it on its first round of existence, even if that creature is slain. The elemental persists for rounds equal to the mycologist’s class level.

Table: Guard Elemental Size
Mycologist Level Elemental Size/Type
1-2 Small (-1 penalty to attack and damage rolls)
3-5 Small (no penalties)
6-8 Medium
9-11 Large
12-15 Huge
16-18 Greater
19-20 Elder

Hayash’s Rampant Slime [Oil]

Biome(s): Fungus Forest
Point Value: 3
Duration: 1 round + 1 round/level
Appearance: Hayash’s rampant slime is a pallid purple in color and grows at a rate that rivals bamboo. Given it merely covers ground and does not grow upward, however, a properly-fed patch of the slime can overwhelm a small wood in a month. It is the slime’s inefficient feeding alone that keeps it in check.

When one unit of Hayash’s rampant slime is applied to a weapon as though it were an oil, that weapon gains the speed weapon special ability.

Honey Mushroom Deluxe (Fungus) [Parasite]

Biome(s): Fungus Forest
Point Value: 2
Duration: see text
Appearance: Honey mushrooms are delicious golden-to-brown cluster fungi that live on woody shrubs and trees. Colonies of honey mushrooms that come into contact with other honey mushrooms with the same genetic configuration will happily cooperate with each other. This results in massive underground growths that are thousands of years old, and miles wide. The actual, visible mushrooms are just the mouths, as it were.

Honey mushroom deluxe has two uses:

  • 1: One unit of honey mushroom deluxe can be blown in a 15-foot cone as a standard action. If a creature whose Hit Dice is greater than or equal to half the mycologist's class level, rounded up, is caught in the cone, its corpse yields a unit of honey mushroom if the creature is slain in the next minute. A honey mushroom acts just like a honey mushroom deluxe, save that only honey mushroom deluxe can perform this specific use.
  • 2: One unit of honey mushroom deluxe can be chewed as a standard action, granting fast healing 2 to the chewer for 1 round, plus an additional round for every mycologist level the mycologist possesses. While granted fast healing by honey mushroom deluxe, a creature has a +1 luck bonus to saving throws against the sickened and nauseated conditions.

Special: When used in a combinatorial mycology formula, honey mushroom deluxe always grants the finished product its first use, not its second.

Honor’s Draught (Fungus) [Parasite]

Biome(s): Fungus Forest
Point Value: 3
Duration: 1 minute/level
Appearance: Favored mushroom of the barbarian tribes in a much-romanticized mountain region, the consumption of honor’s draught is a mandatory step before any important battle between two combatants. The goal: to make the fight about skill rather than what the gods gave you. In the end, these tribes have a distinct advantage over their neighbors, for the mushroom's influence promotes tactics over brute strength at a fundamental cultural level.

When one unit of honor’s draught is blown in the face of a willing creature within 60 feet, all of its physical ability scores are set to 10. Additionally, all of the blowing mycologist’s physical ability scores are set to 10.

Honor’s draught has no effect if the mycologist or her target lacks a defined physical ability score. An example of this is the lack of a Constitution score on many undead.

Insincere Gatatumba [Oil]

Biome(s): Fungus Forest
Point Value: 1
Duration: 1 hour/level
Appearance: Also known as the murderous widow, insincere gatatumba is a fungus that infects other mushrooms and is characterized by a dark red juice that it weeps starting in the third stage of infection. In essence, the fungus cries as it kills, conjuring up awkward images and spawning equally-odd names.

When one unit of insincere gatatumba is applied to a one-handed weapon as though it were an oil, the wielder gets a +5 circumstance bonus to Sleight of Hand checks made to conceal that weapon, and treats that weapon as though it were light for the purpose of being able to conceal it and draw it from concealment.

Leadcap (Fungus)

Biome(s): Fungus Forest
Point Value: 4
Duration: 1 round + 1 round/4 levels
Appearance: A dull, yet exceptionally heavy mushroom, the leadcap draws heavy metals out of the earth for reasons unknown.

When one unit of leadcap is crushed as a standard action, a jet of deleterious energy strikes a creature within 60 feet, suppressing the effects of the magic item with the highest caster level on its person with no saving throw allowed. Artifacts and intelligent magic items are immune to the effects of leadcap.

Leper’s Finger (Fungus) [Poison]

Biome(s): Fungus Forest
Point Value: 3
Duration: instantaneous
Appearance: Leper’s finger is a special variety of black morel known for its propensity to crumble to dust at the slightest touch after it releases its spores.

Leper’s finger has three uses.

  • 1: When one unit of leper’s finger is chewed as a standard action, the chewer chooses Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. He is healed of 1d4 points of ability damage of the chosen ability score, plus an additional point of ability damage for every four mycologist levels the mycologist possesses.
  • 2: When one unit of leper’s finger is chewed as a standard action, the chewer chooses Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma. 1d4 points of ability drain of the chosen ability score, plus an additional point of ability drain for every four mycologist levels the mycologist possesses, converts to ability damage instead.
  • 3: One unit of leper’s finger may be applied to a weapon as though it were an injury poison with the following profile. When applying leper’s finger, choose Strength, Dexterity, Constitution, Intelligence, Wisdom, or Charisma.

Type poison (contact); Save Fortitude; DC 10 + 1/2 mycologist level + Wisdom modifier; Frequency 1/round for 1 round; Effect Convert up to 1d6 + 1/4 levels points of ability damage of the chosen type to ability drain; Cure 1 save

Special: When used in a combinatorial mycology recipe, leper’s finger always grants the finished product its third use, not its first or second.

Maelstrom Barbarian (Fungus) [Elemental]

Biome(s): Fungus Forest
Point Value: 3
Duration: 1 minute/level
Appearance: An awkwardly-prismatic mushroom whose cap comes to a point, the maelstrom barbarian looks every bit as violent as the name suggests.

When one unit of maelstrom barbarian is applied to a weapon as though it were a weapon oil, it begins to arc and spark with chaotic energies. The weapon deals an additional point of energy damage, plus a further point of damage for every three mycologist levels the mycologist possesses. The first time maelstrom barbarian deals damage each round, roll on the table below. The energy type rolled is the energy type of maelstrom barbarian's additional damage that round.

Special: When used as an elemental ingredient in a combinatorial mycology formula, the energy type maelstrom barbarian grants to the end product is randomly determined from the table below, and is not rolled until the end product is used.

Table: Maelstrom Barbarian Energy Type
d6 Energy Type
1 Fire
2 Cold
3 Acid
4 Electricity
5 Sonic
6 Force

Maelstrom Mold (Fungus) [Elemental]

Biome(s): Fungus Forest
Point Value: 4
Duration: 1 round + 1 round/level
Appearance: This slime mold would be otherwise unremarkable were it not colored like an earthbound rainbow.

When one unit of maelstrom mold is thrown as a splash weapon with a range increment of 20 feet, it affixes itself to a random creature in the square in which it lands. When it affixes, choose acid, cold, electricity, or fire. All instances of "acid", "cold", "electricity", and "fire" present in each of the affixed creature's extraordinary and supernatural abilities, excepting energy resistances and immunities, are set to the chosen energy type. For example, if acid is chosen, an affixed fire elemental that lights creatures on fire now douses creatures in acid, dealing acid damage. (And yes, if water would normally put out that fire, it also puts out the acid somehow. Maelstrom mold is weird and shouldn't have to make sense.) Ripping maelstrom mold off of a creature requires a DC 10 + 1/2 the mycologist's class level + the mycologist's Wisdom modifier Strength check, and may be attempted as a standard action, or in place of an attack in a full-attack action.

Maelstrom mold's duration only begins to count down when it first affixes to something. If maelstrom mold lands in an empty square as a result of being thrown, it can be picked back up and used again. If ripped off of a creature once affixed, the duration continues to count down despite being detached; however, the mycologist who originally picked it may throw that same mold again, so long as some of its duration remains.

Special: When used as an elemental ingredient in a combinatorial mycology formula, the energy type maelstrom mold grants to the end product is randomly determined from the table below, and is not rolled until the end product is used.

Table: Maelstrom Mold Energy Type
d6 Energy Type
1 Fire
2 Cold
3 Acid
4 Electricity
5 Sonic
6 Force

Maelstrom Oracle (Fungus) [Elemental]

Biome(s): Fungus Forest
Point Value: 1
Duration: 1 round/level
Appearance: Rarely found growing adjacent to maelstrom parasols, the maelstrom oracle lacks the scent and color of its peer, opting instead for a dull charcoal gray.

When one unit of maelstrom oracle is chewed as a standard action, the chewer gains resistance equal to 5 + the mycologist's class level against the first source of damage of one of the following energy types to affect it each round: acid, cold, or fire.

Special: When used as an elemental ingredient in a combinatorial mycology formula, the energy type maelstrom oracle grants to the end product is randomly determined from the table below, and is not rolled until the end product is used.

d3 Energy Type
1 Fire
2 Cold
3 Acid

Maelstrom Parasol (Fungus) [Elemental]

Biome(s): Fungus Forest
Point Value: 2
Duration: 1 round/level
Appearance: Shimmering in an almost-metallic manner, the wide-capped maelstrom parasol smells of ozone and burning, acrid garbage.

When one unit of maelstrom parasol is activated as a standard action, it latches onto the mycologist's arm and begins to belch forth bursts of elemental energy. Immediately upon being activated and again at the beginning of each of the mycologist's turns, a ray of energy leaps from the mushroom toward a creature within 30 feet of the mycologist. Make a ranged touch attack with an attack modifier of the mycologist's class level + the mycologist's Wisdom modifier. On a successful hit, the creature takes 2d6 points of damage of a random energy type (as determined by the table below).

Special: When used as an elemental ingredient in a combinatorial mycology recipe, the energy type maelstrom parasol grants to the end product is randomly determined from the table below, and is not rolled until the end product is used.

Table: Maelstrom Parasol Energy Type
d6 Energy Type
1 Fire
2 Cold
3 Acid
4 Electricity
5 Sonic
6 Force

Mimicap (Fungus)

Biome(s): Fungus Forest
Point Value: 4
Duration: 1 minute/level
Recipes: see text
Appearance: The mimicap has the tremendous ability to look and act like whatever other mushrooms are nearby. It only reverts to its base shape, a wrinkly gray, when plucked or otherwise removed from its peers.

One unit of mimicap may be used in place of any 2-point herbalism plant in an herbalist recipe or combinatorial mycology formula.

Nullstone Creeper (Fungus)

Biome(s): Fungus Forest
Point Value: 4
Duration: 1 round + 1 round/level or until discharged; see text
Appearance: Found wedged in among lead and obsidian glass, two earthy materials famous for their ability to laugh in the face of magic, nullstone creeper is a subterranean fungus that sends up little runners, which dig into its host material and produce edible caps, much like the honey fungus.

When one unit of nullstone creeper is chewed as a standard action, the chewer becomes a powerful force of magic annihilation. The next time the subject is affected by a spell with a spell level that is less than or equal to one-half the mycologist’s class level, rounded down (minimum 1), she is entitled to a saving throw against it even if that spell normally does not allow saving throws. If that saving throw is successful, the entire spell is negated, including those effects meant for other creatures.

Oyster Mushroom (Fungus)

Biome(s): Fungus Forest
Point Value: 2
Duration: n/a
Recipes: see text
Appearance: The oyster mushroom is a cream-colored shelf mushroom with gills that extend along the stalk.

One unit of oyster mushroom may be used in place of any 1-point herbalism plant in an herbalist recipe or combinatorial mycology formula.

Peacepuff (Fungus) [Parasite]

Biome(s): Fungus Forest
Point Value: 2
Duration: 1 round + 1 round/level
Appearance: Peacepuff is a green-tinged white puffball on a long stalk. As it grows, the puffball engulfs the stalk until the proportions get comical, and then mundane again once the stalk vanishes from view. Its spores are both spawn and defensive mechanism, for desire fades in their presence, to the point that the most ravenous of eaters can forget what it’s doing and go take a nap.

When one unit of peacepuff is blown in the face of a creature within 60 feet as a standard action, all morale bonuses granted to the subject are suppressed for the duration with a Fortitude save to negate.

Pilgrim's Pillow (Fungus)

Biome(s): Fungus Forest
Point Value: 2
Duration: 2 rounds + 1 round/2 levels
Appearance: Whereas its counterpart, the pilgrim's teacup, is a brown button mushroom, the pilgrim's pillow is a spongy, off-white puffball that returns to its original shape when squashed or otherwise deformed.

When one unit of pilgrim's teacup is chewed as a standard action, the chewer becomes immune to the staggered condition.

Pilgrim's Teacup (Fungus)

Biome(s): Fungus Forest
Point Value: 2
Duration: 1 round + 1 round/2 levels
Appearance: A simple brown button mushroom loaded with stimulants, the pilgrim's teacup is a popular dried companion on the road when tea, coffee, and the like are considered inconvenient. Despite the name, dried pilgrim's teacup tends to be fairly expensive, and any pilgrim who happens to have a supply is generally a merchant, a nobleman, or very good at finding them on his own.

When one unit of pilgrim's teacup is chewed as a standard action, the chewer gains the benefits of the haste spell.

Pilobolus (Fungus)

Biome(s): Fungus Forest
Point Value: 2
Duration: n/a
Appearance: The pilobolus fungus quite literally launches its spores while using vesicles within its structure to aim.

One unit of pilobolus yields ten units of ammunition that may be fired from any non-siege, non-thrown ranged weapon, such as a crossbow, shortbow, blowgun, sling, or firearm. Pilobolus only acts as the bullet for firearms, so propellant must be found from another source. Ammunition yielded in this way is masterwork in quality, and deals bludgeoning damage when fired. Further, weapon oils, and herbalism plants that behave as weapon oils, may be applied to pilobolus ammo. The application of one unit of oil plant coats all ammunition produced by one unit of pilobolus. When applying oil plants to ammunition yielded from pilobolus, treat the mycologist’s class level as though it were +5 higher for the purpose of that oil plant.

Primaris (Fungus) [Elemental]

Biome(s): Fungus Forest
Point Value: 1
Duration: 1 minute/level or until discharged; see text
Appearance: Tiny, hardy, and rugged, primaris exists in a symbiotic relationship with lichens and other primary succeeders. Intense acid helps to break down the rock, and its photosynthetic allies feed the mushroom to keep the acid coming.

One unit of primaris can be chewed as a standard action. The next source of cold, electricity, fire, or sonic damage dealt by the chewer is acid damage instead.

Psychedelics (Fungus) [Parasite]

Biome(s): Fungus Forest
Point Value: 2
Duration: 1 round + 1 round/level
Appearance: A collective term for mushrooms that distort perception, the really nasty psychedelics tend to grow on piles of dung.

When one unit of psychedelics is blown at a creature within 30 feet, a standard action, that creature’s perception begins to shift and distort. The first time the subject misses with a melee attack each round, if the missed attack’s attack roll meets or exceeds the subject’s AC, then the subject hits itself inadvertently. A successfulWill saving throw negates. Creatures without a functioning central nervous system, such as most undead, elementals, jellyfish, plants, and most constructs, are immune to the effects of psychedelics.

Puppeteer (Fungus) [Parasite]

Biome(s): Fungus Forest
Point Value: 4
Duration: 1 round/level
Appearance: Sometimes, nature produces a creature that looks positively evil. Jet black with veins of purple, the puppeteer mushroom is perhaps one of nature’s most insidious fungi. A solitary mushroom, puppeteers are typically found at the center of an army of suborned insects and small mammals whose motor cortexes have been devoured by the mushroom’s spores and replaced with crude fungal facsimiles. Suborned creatures attack anything that isn’t controlled by an exact clone of the parent.

When one unit of puppeteer is blown into the face of a living Medium creature within 60 feet, that creature is permanently raised as a zombie under the mycologist’s control should it die before this plant’s duration expires. The zombie has no templates and has Hit Dice equal to the lesser of 1/2 the mycologist’s class level, rounded down, or the slain creature’s total Hit Dice while alive. A mycologist may only control one zombie created by puppeteer at a time. Creating another puppeteer zombie immediately destroys any previous ones.

Purple Skulker (Fungus) [Poison]

Biome(s): Fungus Forest
Point Value: 2
Duration: see text
Appearance: Unique among the skulker genus for assaulting the mind rather than the body, purple skulker cares not which faculties it assails so long as that which bothers it can’t think to bother it again.

One unit of purple skulker can be used as though it were a dose of contact poison with the following profile.

Type poison (contact); Save Fortitude; DC 10 + 1/2 mycologist level + Wisdom modifier; Frequency 1/round for 1 + level/3 rounds; Effect 1 Int damage + 1 Wis damage + 1 Cha damage; Cure 2 consecutive saves

Once placed, purple skulker contact poison remains fresh for 1 hour per mycologist level before spoiling and becoming useless. If the poison successfully deals ability damage, then it transforms into a strange slime that remains fresh for 1 hour before becoming useless. If the placing mycologist touches the slime, she is healed of points of ability damage equal to that dealt by the purple skulker contact poison. For example, if the contact poison deals 2 points of Intelligence damage, 2 points of Wisdom damage, and 2 points of Charisma damage, she is healed for 2 points of Intelligence damage, 2 points of Wisdom damage, and 2 points of Charisma damage upon touching the slime. The mycologist touching her slime consumes it.

Pyrecap (Fungus) [Elemental]

Biome(s): Fungus Forest
Point Value: 3
Duration: instantaneous
Appearance: A classic red-capped bolete, pyrecap is distinguished from lookalikes by the constant burning smell it gives off.

When used as a thrown splash weapon with a range increment of 30 feet, a standard action, pyrecap detonates in its square of impact, dealing 1d6 points of fire damage per mycologist level to creatures in that square with no saving throw allowed.

Red Skulker (Fungus) [Poison]

Biome(s): Fungus Forest
Point Value: 2
Duration: see text
Appearance: The red skulker secretes a crimson paste laden with toxin. Those who touch it experience a lingering numbness that can persist for days.

One unit of red skulker can be used as though it were a dose of contact poison with the following profile.

Type poison (contact); Save Fortitude; DC 10 + 1/2 mycologist level + Wisdom modifier; Frequency 1/round for 1 round; Effect 1d4 Dex damage + 1 Dex damage/3 levels; Cure 1 save

Once placed, red skulker contact poison remains fresh for 1 hour per mycologist level before spoiling and becoming useless. If the poison successfully deals ability damage, then it transforms into a strange slime that remains fresh for 1 hour before becoming useless. If the placing mycologist touches the slime, she is healed of points of ability damage equal to that dealt by the red skulker contact poison. For example, if the contact poison deals 4 points of Dexterity damage, she is healed for 4 points of Dexterity damage upon touching the slime. When the mycologist touches her slime, it is consumed.

Sawbones’ Aide (Fungus)

Biome(s): Fungus Forest
Point Value: 1
Duration: 1 hour/level
Appearance: This classically-shaped red-and-white mushroom is speckled from its cap to the base of its stalk, making it easy to pick out in a lineup.

When one unit of sawbones’ aide is chewed as a standard action, the mycologist who originally picked that unit of sawbones’ aide gains mental knowledge of the chewer’s well-being as the status spell. The chewer must be within 60 feet of the mycologist for her to receive information on that creature’s current state.

Sewerspore (Fungus) [Elemental, Oil]

Biome(s): Fungus Forest
Point Value: 1
Duration: 1 minute/level or until discharged; see text
Appearance: Sewerspores are shelf mushrooms that grow along the walls of sewers, near heaps manure on dairy farms, and nearby other depositories of fecal matter. Rather unique among mushrooms, sewerspore does not consume manure, but rather traps and combusts methane on the cellular level in a novel form of respiration.

When one unit of sewerspore is applied to a weapon as though it were an oil, that weapon deals an additional 1d6 + the mycologist’s class level points of fire damage on its next successful hit.

Spycap (Fungus)

Biome(s): Fungus Forest
Point Value: 1
Duration: 1 day/level
Appearance: Spycaps are sickly-gray mushrooms with an umbilicate cap some two inches in diameter. They blend into most any surroundings, which, when one digs into their amazing properties, may actually be just as the mushroom planned.

Spycap cannot be used in its natural state and must be milled into a powder, a process that takes 10 minute of effort per unit to be milled. Milling one unit of spycap produces one unit of spycap powder. Unlike most other herbalism plants, spycap (and its milled powder) shows significant resistance to spoilage, and up to two units of spycap can be stored outside of preservation vessels overnight without experiencing spoilage. All owned units of spycap beyond two spoil as normal. As it turns out, nature only allows for the easy distribution of so much intel.

Spycap powder, when mixed with alcohol, becomes a sort of natural invisible ink. The duration of spycap begins to tick down when the alcohol is mixed with the powder, so storing the powder rather than a mixed ink is recommended. Anything written with the compound will be faintly visible for a 1 minute before fading from sight. If, before spycap’s duration expires, a creature holds a flame near a sample of writing done with spycap powder ink for 1 round, the words become visible once more, albeit in a charred, brown-orange color. This ends the effects of spycap immediately and the resulting text is permanently visible. Conversely, if its duration is allowed to expire without its text being revealed, anything written in spycap powder ink simply fades away.

Something about the structure of spycap causes it to resist magic. No amount of magic, divinatory or otherwise, can indirectly detect the presence of spycap powder ink. Scrying for documents on which spycap powder ink has been used doesn’t work. Detection systems that magically sniff for invasive compounds can’t pick up the scent. This said, a direct approach using magical flames can render the text visible just as would a mundane flame. Without information-gathering magic being useful against spycap, however, the use of magical flames to find hidden documents is either a wild guess or yet another step needed to achieve total magical security. Once text is revealed with flame, spycap loses its magic-dampening properties and can be readily detected.

Though it defeats magical detection naturally, a DC 13 + 1/2 the mycologist’s class level + the mycologist’s Wisdom modifier Perception check notices that something is amiss about a document on which currently-invisible spycap powder ink has been applied.

A casual glance will never reveal spycap; Perception checks must be purposefully made on the paper, such as a thorough search by a suspicious border official. Once detected, a DC 20 Craft (alchemy) check determines the exact nature of the issue: the spycap itself.

Thunder God’s Quiver (Fungus) [Oil]

Biome(s): Fungus Forest
Point Value: 2
Duration: 1 minute/level
Appearance: Thunder god’s quiver is a vivid yellow mold whose defining characteristic is a distinct smell of ozone.

When one unit of thunder god’s quiver is applied to a weapon as though it were an oil, that weapon begins to crackle with static electricity, dealing an additional point of electricity damage on a successful hit. This additional electricity damage increases by +1 for every three mycologist levels the mycologist possesses.

Vampire’s Fang (Fungus) [Poison]

Biome(s): Fungus Forest
Point Value: 3
Duration: instantaneous
Appearance: A conical mushroom sharp enough to draw blood, the vampire’s fang is an unwelcome pest wherever going barefoot is the norm.

Vampire’s fang has two uses.

  • 1: When chewed as a standard action, a single temporary negative level affecting the chewer is dispelled. For every six mycologist levels the mycologist possesses, vampire’s fang dispels an additional temporary negative level.
  • 2: One unit of vampire’s fang can be applied to a weapon as though it were an injury poison. The next creature damaged by the poisoned weapon takes a temporary negative level, plus an additional temporary negative level for every eight mycologist levels the mycologist possesses with a Fortitude save to negate.

Special: When used in a combinatorial mycology formula, vampire’s fang always grants the finished product its second use, not its first.

Watchroom (Fungus)

Biome(s): Fungus Forest
Point Value: 1
Duration: 8 hours or until discharged; see text
Appearance: Watchroom attempts to avoid predation by mimicking the sounds of its predators’ predators when disturbed.

One unit of watchroom can be placed in an unoccupied square as a standard action. When placed, the mycologist designates any number of creatures within 60 feet as “allies”, and the watchroom’s duration begins. Whenever a Small or larger creature approaches to within 60 feet of the watchroom, it immediately begins to snarl and howl as an audible alert spell, and continues to howl for 1 minute or until destroyed. A watchroom has 10 hit points, hardness equal to the picking mycologist’s class level, and an AC of 8.

Whistlepuff (Fungus) [Elemental]

Biome(s): Fungus Forest
Point Value: 2
Duration: 1 minute/level or until discharged; see text
Appearance: Whistlepuff is a spotted puffball that lets out a horrific whistling noise when cut in half.

One unit of whistlepuff can be chewed as a standard action. The next source of acid, cold, electricity, or fire damage dealt by the chewer is sonic damage instead.

Windbag (Fungus)

Biome(s): Fungus Forest
Point Value: 1
Duration: instantaneous
Appearance: The cap of the windbag mushroom is actually a pouch of air, which explodes and scatters its spores when the fungus is mature.

When one unit of windbag is blown at a creature within 30 feet, a standard action, that creature lets out a tremendous sneeze, falling prone with a Fortitude save to negate. Falling prone in this manner provokes attacks of opportunity.

Winter’s Vanguard (Fungus) [Elemental]

Biome(s): Fungus Forest
Point Value: 1
Duration: 1 minute/level or until discharged; see text
Appearance: Winter’s vanguard is a broadcapped mushroom that grows in the weeks immediately preceding winter.

One unit of winter’s vanguard can be chewed as a standard action. The next source of acid, electricity, fire, or sonic damage dealt by the chewer is cold damage instead.

Wizard’s Assassin (Fungus) [Elemental]

Biome(s): Fungus Forest
Point Value: 4
Duration: instantaneous
Appearance: A magically-altered variant of the gnomish puffball, wizard’s assassin is a pulsating blob of violet fungal flesh.

One unit of wizard’s assassin can be placed in an unoccupied square as a standard action. While within 60 feet of it, the picking mycologist can detonate the wizard’s assassin with but a thought as a standard action. The resulting blast has a 10-foot-radius and deals 1d4 points of force damage per mycologist level with a Reflex save for half damage. Alternatively, the mycologist can detonate an assassin that is still in her inventory, though she is caught in the blast and is not entitled to a Reflex saving throw for half damage.

Wizard’s Bane (Fungus) [Elemental]

Biome(s): Fungus Forest
Point Value: 3
Duration: 1 minute/level
Appearance: A popular decorative mushroom, wizard’s bane is an adorable little button of a fungus with an intense violet color.

When one unit of wizard’s bane is smeared onto the body of a willing creature as a standard action, it forms an ablative layer between the subject and force attacks. The subject ignores the next 5 x the mycologist’s class level force damage taken.

Yellow Skulker (Fungus) [Poison]

Biome(s): Fungus Forest
Point Value: 2
Duration: see text
Appearance: The most dangerous of the skulker genus, yellow skulker secretes a bilious fluid that slows, or even stops, the heart outright.

One unit of yellow skulker can be used as though it were a dose of contact poison with the following profile.

Type poison (contact); Save Fortitude; DC 10 + 1/2 mycologist level + Wisdom modifier; Frequency 1/round for 1 round; Effect 1d4 Con damage + 1 Con damage/3 levels; Cure 1 save

Once placed, yellow skulker contact poison remains fresh for 1 hour per mycologist level before spoiling and becoming useless. If the poison successfully deals ability damage, then it transforms into a strange slime that remains fresh for 1 hour before becoming useless. If the placing mycologist touches the slime, she is healed of points of ability damage equal to that dealt by the yellow skulker contact poison. For example, if the contact poison deals 4 points of Constitution damage, she is healed for 4 points of Constitution damage upon touching the slime. The mycologist touching her slime consumes it.

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