Psilocybist

 

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Psilocybist (prestige class)

The wilds of the Underworld are not dominated by trees, but mushrooms. Wardens of these subterranean forests of fungi develop truly unique relationships with these earthy growths, utilizing their truest natural properties to achieve remarkable mystical powers. While often quite tame, in combat they are as explosive as their enhanced illusions are powerful.

 

Role: The psilocybist is a potent spellcaster and dangerous ranged combatant. Their enhanced exploding caps give them a considerable edge at a distance, becoming a deadly or devious tool as they gain levels, and their hallucinatory trance ability makes their illusion spells extremely effective.

 

Alignment: Psilocybists may be of any alignment, although they tend to be Neutral.

 

Race: Many psilocybists are funglets—giant mushroom men native to the fungal forests of the Underworld. Still, the wilds beneath Aventyr have found many other races to answer their call, and there are no race restrictions on this prestige class.

 

Hit Die: d8

 

REQUIREMENTS

Skills: Knowledge (arcana) 5 ranks, Knowledge (nature) 5 ranks

Spells: Able to cast 2nd-level divine spells

Domain: Must have the Mushroom Domain

 

CLASS SKILLS

The psilocybist’s class skills are Bluff (Cha), Craft (alchemy), Heal (Wis), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (nature) (Int), Knowledge (religion) (Int), Perception (Wis), Sense Motive (Wis), Spellcraft (Int), Survival (Wis) and Use Magic Device (Cha).

 

Skill Ranks at Each Level: 2 + Int modifier.

LevelBase AttackFort Ref Will SpecialFungal Flurry*Spells per day
1st+0+0+0+1Fungal flurry, spore generation, trickery (deception) domain-1/-1/-6

 

2nd+1+1+1+1Hallucinatory caster 1/day, imbue cap+0/+0/+5+1 level of divine spellcasting class
3rd+2+1+1+2Improved explosive caps x2, root knowledge, poison resistance +2+1/+1/-4/-4+1 level of divine spellcasting class
4th+3+1+1+2Hallucinatory caster 2/day+2/+2/-3/-3+1 level of divine spellcasting class
5th+3+2+2+3Cap weaving, poison resistance +4+3/+3/-2/-2
6th+4+2+2+3Hallucinatory caster 3/day, improved explosive caps x3, root knowledge+4/+4/-1/-1/-6+1 level of divine spellcasting class
7th+5+2+2+4Poison resistance +6+5/+5/+0/+0/-5+1 level of divine spellcasting class
8th+6+3+3+4Hallucinatory caster 4/day+6/+6/+1/+1/-4+1 level of divine spellcasting class
9th+6+3+3+5Improved explosive cap x4, poison immunity, root knowledge+7/+7/+2/+2/-3-—
10th+7+3+3+5fungal phalanx 1/day, hallucinatory caster 5/day, mushroom apotheosis 1/month+8/+8/+3/+3/-2/-2+1 level of divine spellcasting class

 

CLASS FEATURES

Weapon and Armor Proficiency: A psilocybist gains no proficiency with any weapons or armor.

 

Trickery (Deception) Domain: At 1st level, a psilocybist gains this domain in addition to any others he possesses. A psilocybist that already has the Trickery (Deception) domain adds his prestige class levels to his cleric level for purposes of the domain class abilities gained.

 

Mushroom Domain: A psilocybist adds his prestige class level to his divine spellcasting class level for purposes of the domain class abilities gained.

 

Spore Generation (Su) With the wave of their hand, a psilocybist can cause up to 20 ounces of mushrooms per psilocybist level to grow from out of nothing. These fungi are harmless and common at first, but as the psilocybist progresses in the prestige class their rarity increases (to uncommon at 4th level, rare at 6th level and very rare at 8th level).

At 10th level, the psilocybist can cause one mushroom of her choice (of any rarity or size) to grow in a square she designates with a touch (taking a full-round action to imbue the area with magic). Any creatures occupying a square where an exceptionally large mushroom is grown are harmlessly displaced as it sprouts to full size within 1d4 rounds.

 

Spells per Day: At the indicated levels, a psilocybist gains new spells per day as if he had also gained a level in a divine spellcasting class he belonged to before adding the prestige class. He does not, however, gain any other benefit a character of that class would have gained, except for additional spells per day (with the exception of the Mushroom and Deception domains) and an increased effective level of spellcasting. If a character had more than one divine spellcasting class before becoming a psilocybist, he must decide to which class he adds the new level for purposes of determining spells per day.

 

Fungal Flurry (Ex) At 1st level, a psilocybist can throw a flurry of exploding caps as a full-attack action. In a fungal flurry, a psilocybist throws exploding caps at a Base Attack Bonus equal to his character level -2. He may throw as many exploding caps as a monk could make attacks during a flurry of blows, at the same Base Attack Bonus (consult the Fungal Flurry column in Table: Psilocybist). A psilocybist may fungal flurry as long long as he has enough exploding cap uses left for the day.

A psilocybist does not add his Strength modifier to exploding cap damage. Exploding caps do not deal extra damage on a critical hit. A flurrying psilocybist cannot apply Manyshot or Rapid Shot to increase the number of exploding caps he may throw in a fungal flurry, although he may benefit from haste or similar effects. A flurrying psilocybist, unlike a monk, can wear armor while making a fungal flurry. A psilocybist can gain Weapon Focus (exploding caps). Effects like divine favor and inspire courage, which enhance the psilocybist, affect fungal flurry attack rolls but not the damage. Effects that enhance weapons, like magic weapon, do not work on exploding caps.

For example, a cleric 6/psilocybist 7 could throw up to five exploding caps while flurrying, at a base attack bonus of +11/+11/+6/+6/+1; each exploding cap deals 1d6+6 force damage. If he has Dex 14, Weapon Focus (exploding cap), divine favor (+3 bonus), and haste in effect, his attack line would read:

Ranged exploding cap +19/+19/+19/+14/+14/+9 touch (1d6+6).

Another example: A druid 10/psilobycist 5 with Dex 20, but no other effects active would have an attack line of:

Ranged exploding cap +18/+18/+13/+13/+8/+8 touch (1d6+7).

 

Hallucinatory Caster (Su) At 2nd level, a psilocybist can consume an exploding cap as a swift action to enter a psychoactive state that enhances both their belief in the hallucinations they experience as well as the potency of the illusions themselves.

Consuming the cap in this way does not harm the psilocybist. When the cap is consumed, the psilocybist gains a +2 bonus to caster level, saving throw DC and checks to overcome spell resistance for all of his illusion spells for a number of minutes equal to the psilocybist’s prestige class level. However, the psilocybist suffers a -4 penalty to all Craft, Knowledge, Perception and Spellcraft skill checks and Initiative for four hours after consuming the exploding cap; the penalties apply while the bonuses are in effect.

This ability can be used once per day at 2nd level, and an additional time per day for each even prestige class level gained thereafter, to a maximum of five times per day at 10th level. If a psilocybist uses this ability while suffering from a previous use of this ability, the penalties stack. The psilocybist’s resistance or immunity to poison, if any, does not protect him from the penalties.

 

Imbue Cap (Sp): At 2nd level, a psilocybist gains the ability to place an area spell (such as obscuring mist, fog cloud, scintillating pattern, etc.) upon an explosive cap. When the mushroom is thrown, the spell’s area is centered where the exploding cap lands. This ability allows the psilocybist to use the exploding cap’s range rather than the spell’s range. A spell cast in this way uses its standard casting time and the psilocybist can throw the exploding cap as part of the casting. The exploding cap must be thrown during the round that the casting is completed or the spell is wasted. If the exploding cap misses, the spell is wasted. On a hit, the exploding cap deals its damage and delivers the imbued spell (for targets of spells that grant a save to avoid or negate, a struck target automatically fails but spell resistance still applies). Imbued caps charged with spells that have cone or line effects discharge the spell in the direction directly opposite the psilocybist. Any attempts to counterspell or dispel imbued caps are made with a -2 penalty.

At 6th level, a psilocybist may take an imbued cap and delay the onset of its effects by as many rounds as they have levels in the prestige class. These delayed imbued caps do not deal damage when expended.

 

Increased Explosive Caps (Su) At 3rd level, the number of explosive caps you may generate per day (as part of the Mushroom Domain ability) is doubled. At 6th and 9th level, the base number of caps is tripled and quadrupled, respectively. For example, a psilocybist with a Wisdom modifier of +5 would therefore generate 16 explosive caps per day at 3rd level, 24 per day at 6th level, and 32 per day at 9th level.

 

Poison Resistance (Ex) At 3rd level, a psilocybist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 5th level, +6 at 7th level and at 9th level, a psilocybist becomes completely immune to poison.

 

Root Knowledge (Ex) At 3rd level, add any one spell of the illusion school to your divine spell list (so long that it is one level lower than your highest available spell slot). You can do this again at 6th and 9th level.

 

Cap Weaving (Su) Once per day at 5th level, a psilocybist learns how to lock divine power within fungal folds and may combine two spells into an Imbued Cap. These combined spell levels cannot exceed the psilocybist’s class level -1. All checks related to the spells within the woven imbued cap are made separately, in an order determined by the psilocybist.

 

Fungal Phalanx (Su) At 10th level, you can summon a number of mushroom golems once per day. This is as the spell wooden phalanx (see Ultimate Magic) but 1d2+1 mushroom golems are summoned instead. The mushroom golems do not have the advanced simple template.