Sporekeeper

Fungus Hive (Su)

At 1st level, a sporekeeper gains his first fungus hive, a cross between a puffball and a morel that just so happens to be chock full of noxious spores. Like a naturalist's plant companion, a sporekeeper carries his fungus hives about in oversized terra cotta pots. As a standard action, if a fungus hive is in reach, then the sporekeeper may strap it onto his back.

Similarly, if a fungus hive is on his back, then he may place it in an unoccupied square he can reach as a standard action. These actions both provoke attacks of opportunity.

At 11th level, a sporekeeper gains a second fungus hive.

A fungus hive has hit points equal to eight times its master's sporekeeper level, hardness equal to its master's Wisdom modifier, saving throw modifiers equal to its master's saving throw modifiers, an attack modifier equal to its master's sporekeeper level + his Wisdom modifier, immunity to critical hits and precision damage, and an AC of 5. A fungus hive applies its master's Wisdom modifier to its damage rolls. For example, if the sporekeeper has a Wisdom of 16, which is a Wisdom modifier of +3, then the fungus hive deals base damage +3 on a successful attack. Finally, regardless of its master's size, a fungus hive is considered to take up a space of 5 feet.

Fungus hives are always in one of two states at any given time: active or inactive. A fungus hive is always inactive when it is strapped to its master’s back, and becomes active for rounds equal to one-half the sporekeeper’s class level, rounded down, plus his Wisdom modifier when it is deployed. Deployment is simply the act of taking a fungus hive strapped to the sporekeeper’s back and placing it in an unoccupied square within reach. Should its master die, a fungus hive is rendered inactive immediately.

While active, a fungus hive exhibits the following traits. First and foremost, while active, a fungus hive is treated as its own separate creature and may be targeted, attacked, damaged, and destroyed. Immediately upon deployment and once per round thereafter on its master's turn, an active fungus hive may launch a glob of spores at a single creature within 60 feet, dealing 1d8 + its master's Wisdom modifier points of bludgeoning damage on a successful ranged attack.

While inactive, a fungus hive exhibits the following traits. Unless it is strapped to its master's back, an inactive fungus hive is treated as its own separate creature and may be targeted, attacked, damaged, and destroyed.

Replacing a Fungus Hive

If a fungus hive is destroyed, the sporekeeper can grow a replacement at no cost, though it takes a week of growing for the new fungus hive to be large enough to use. Should the sporekeeper's fungus hive pot be lost, then he cannot grow a new plant companion until he replaces the pot itself. New fungus hive pots cost 100 gp, and can be found in most any commercial center.

Fungus Hive Spore Modifications

As sporekeepers gain in experience, they learn how to subtly adjust a fungus hive's environment to elicit a change in their spores. A sporekeeper begins play knowing one spore modification from the list below. At 3rd level and every three levels thereafter, he gains another spore modification, for a total of seven spore modifications at 18th level. He must meet a spore modification's prerequisites in order to take it.

Whenever the sporekeeper uses the find herbs class feature to collect herbalism plants for the day, he assigns a known spore modification to each of his fungus hives. Until the next time he uses the find herbs class feature to collect plants, the assigned spore modifications alter the properties of that fungus hive's spore globs.

Acidic Mélange (Ex)

The fungus hive's spore glob deals acid damage rather than bludgeoning damage. A sporekeeper must be at least 6th level to take this modification.

Aerodynamic Slime (Ex)

The range of the fungus hive's spore glob increases by +30 feet.

Atrophic Spores (Ex)

Creatures dealt damage by the fungus hive also take 1 point of Strength damage. This is a poison effect.

A sporekeeper must be at least 9th level to take this modification.

Confounding Slime (Ex)

Creatures dealt damage by the fungus hive treat all other creatures as though they had concealment against ranged attacks. This effect lasts for 1 round.

Deadening Spores (Ex)

Creatures dealt damage by the fungus hive also take 1 point of Dexterity damage. This is a poison effect.

A sporekeeper must be at least 9th level to take this modification.

Flaming Mélange (Ex)

The fungus hive's spore glob deals fire damage rather than bludgeoning damage.

A sporekeeper must be at least 3rd level to take this modification.

Frigid Mélange (Ex)

The fungus hive's spore glob deals cold damage rather than bludgeoning damage.

A sporekeeper must be at least 3rd level to take this modification.

Luminescent Spores (Ex)

Creatures dealt damage by the fungus hive shed light as though they were torches for 10 minutes. Dousing or immersing a creature affected by luminescent spores in water ends the effect immediately. Starting at 6th level, affected creatures shed light even when invisible, thus outlining their shapes as the glitterdust spell.

Potent Cocktail (Ex)

The fungus hive's spore glob deals an additional +2 damage.

A sporekeeper must be at least 6th level to take this modification.

Psychedelics (Ex)

Creatures dealt damage by the fungus hive are confused for 1 round with a DC 10 + 1/2 the sporekeeper's class level + the sporekeeper's Wisdom modifier Will save to negate. This is a mind-affecting ability.

A sporekeeper must be at least 12th level to take this modification.

Rapid Hive (Ex)

If the sporekeeper has no deployed fungus hives, he may deploy a fungus hive with this modification as a swift action. Hives deployed in this manner do not fire a spore glob the same round they are deployed. The sporekeeper cannot deploy a second hive this round.

A sporekeeper must be at least 9th level to take this modification.

Sacrificial Hive (Ex)

When reduced to 0 hit points, the fungus hive immediately fires a spore glob, plus an additional spore glob for every five sporekeeper levels its master possesses. These spore globs resolve before the hive is destroyed.

Scouring Slime (Ex)

Creatures dealt damage by the fungus hive take a -1 penalty to their armor bonus to AC for 1 round. This increases to a -2 penalty to armor bonus to AC at 12th level.

Sharp Mélange (Ex)

The fungus hive's spore glob deals piercing damage rather than bludgeoning damage.

Sentry Hive (Ex)

When deployed, a fungus hive stays active for up to 8 hours rather than its usual activation duration, but goes inactive immediately should one of the following criteria be met.

  • Its master is more than 60 feet away.
  • The hive has launched two or more spore globs this activation.

A sporekeeper must be at least 6th level to take this modification.

Sticky Spores (Ex)

Creatures dealt damage by the fungus hive are entangled for 1 round with a DC 10 + 1/2 the sporekeeper's class level + the sporekeeper's Wisdom modifier Reflex save to negate. A sporekeeper must be at least 6th level to take this modification.

Withering Spores (Ex)

Creatures dealt damage by the fungus hive also take 1 point of Constitution damage. This is a poison effect. A sporekeeper must be at least 12th level to take this modification.

This ability replaces plant companion.


Rapid Deployment (Ex)

Starting at 8th level, a sporekeeper can deploy a fungus hive in place of the first attack in a full-attack action.

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