Graylimm (3.5e Prestige Class)

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Graylimm
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Graylimm[edit]

Eat spore!
—Glenda Elsevier, dwarven Graylimm

Graylimm are focused druids, specializing in understanding the often-underappreciated ecological role of fungi. They use magically blessed robes called a Grayrobe which has pockets that can hold a small amount of dirt and a specimen of fungus, along with a small amount of food for it. The pockets are controlled for climate and other factors through magic.

Becoming a Graylimm[edit]

Graylimm are an eccentric lot, even for Claine, and are chosen from among the more odd recruits of the Greenclaine, the druid class of the Claine. Wisdom and Intelligence are most important for the Graylimm.

Entry Requirements
Alignment: Any Good.
Base Attack Bonus: +3.
Skills: Knowledge (necrology) 5, Survival (any) 5.
Spellcasting: Greenclaine 7.
Patron: Modroben.

Table: The Graylimm


Hit Die: d6


Level Base
Attack Bonus
Saving Throws Special Spellcasting
Fort Ref Will
1st +1 +2 +0 +2 Grayrobes, Lifespores 1 +1 of Greenclaine spellcasting
2nd +1 +3 +0 +3 +1 of Greenclaine spellcasting
3rd +2 +3 +1 +3 Necromantic Allergy +1 of Greenclaine spellcasting
4th +2 +4 +1 +4 Blastspores +1 of Greenclaine spellcasting
5th +3 +4 +1 +4 Emberspores +1 of Greenclaine spellcasting
6th +3 +5 +2 +5 Blind to Life +1 of Greenclaine spellcasting
7th +4 +5 +2 +5 Skeletonize +1 of Greenclaine spellcasting
8th +4 +6 +2 +6 Lifespores 2 +1 of Greenclaine spellcasting
9th +5 +6 +3 +6 Cleavespores +1 of Greenclaine spellcasting
10th +5 +7 +3 +7 Sporeshape +1 of Greenclaine spellcasting

Class Skills (2 + Int modifier per level)
Concentration (Con), Craft (Int), Diplomacy (Cha), Handle Animal (Cha), Heal (Wis), Knowledge (nobility and royalty) (Int), Knowledge (necrology) (Int), Profession (Wis), Ride (Dex), Sense Motive (Wis). Spellcraft (Wis).

Class Features[edit]

Like all members of the Church of Modroben, Graylimm are expected to be neutral in most affairs (excepting only the defense of death, time and fate). Their class features should not be used except in the manner of church business and in direct self-defense. It is very rare for Graylimm powers to be used against anyone other than undead creatures or necromancers. All of the following are class features of the Graylimm:

Spellcasting: At first level and every level thereafter, you gain new spells per day and an increase in caster level (and spells known, if applicable) as if you had also gained a level in a spellcasting class to which you belonged before adding the prestige class level. You do not, however, gain any other benefit a character of that class would have gained.

Spells: To cast a particular spell, you must have a Wisdom score of at least 10 + the spell's level. Your bonus spells are based on your Wisdom. Saves to avoid the effects of your spells have a DC of 10 + the spell's level + your Wis bonus (if any).


Grayrobes: At first level, each Graylimm is given her Grayrobes, which contain magical pockets that can foster the growth of mushroom species. She may use each species up to 10 times per day. She must blow the spores at her target, which requires a to-hit roll, to which she receives a +2 to Class Proficiency bonus.

Lifespores: Graylimm all dedicate one pocket to Lifespores, which heal the living and harm the undead. They do 1d8 per Graylimm level which can be spread over as many people who are clustered together as the Graylimm desires. With a sufficient to-hit roll (range modifiers of 100') she may hit any number of people any distance away, such as spreading the healing over an entire town. If more people are targeted than the healing die could possibly affect, every targeted person heals one hit point. This works the same way to do damage against undead, in which case it regenerates their flesh; there is no save because spores are too ubiquitous to dodge.

At eighth level, the Graylimm's Lifespores heal/harm 2d8 instead of 1d8.

Necromantic Allergy: At third level, Graylimm gain the Orange Deathspore, which causes any living creature who breathes it in to become allergic to necromantic magic. There is a Fortitude save. Anyone who fails becomes incapable of casting necromantic spells because doing so causes them to cough and sneeze, disrupting their concentration. It is not possible to aim this spore, and it affects everyone within 100' of the Graylimm. Anyone coated by it also suffers from minor allergies (with no minuses to any abilities) simply from being near necromancers, necromantic objects, ghosts or animated corpses.

Blastspores: At fourth level, the Graylimm gains Blastspores, which work like the spell Blast Cleave.

Emberspores: At fifth level, Graylimm gain Emberspores, which quickly scorch and burn fabric and paper. It can only be targeted at one person and it will take three rounds to work. There is, however, no saving throw. Clothing gains smoldering holes while the straps holding armor together burn away and the armor falls to pieces; targeted spellbooks will begin to burn, and will be ashes after five rounds. Spellbooks are the only magical object that can be affected.

Blind to Life: At sixth level, the Graylimm gain Blindspores, which can only be targeted at one person, who must be in melee range. If the Graylimm's attack roll succeeds, the target is blinded for 2d6 rounds. If targrted at undead, it makes them blind to all intelligent living beings.

Skeletonize: At seventh level, Graylimm gain Bonespores, which cause any undead who comes into contact with them to make a Fortitude save. Those who fail find their flesh decays very quickly, doing 1d10 damage per round (regardless of the results of the save). After 2d3 rounds, the targets who failed their save become ordinary skeletons. Targets may be any undead, including vampires and liches. This effect is magical, so spell resistance can affect it.

Cleavespores: At ninth level, the Graylimm gains Cleavespores, which act as the spell Greater Blast Cleave.

Sporeshape: At tenth level, the Graylimm can transform into a spore, invisible to the naked eye, and float effortlessly at a speed of 100' for one hour per Graylimm level.

Pages related to Modroben, a god of the Theonosis setting (external)
Priests first enter the church as Soulclaine for at least three levels. Aside from the ability to soulcleave, beginning Soulclaine do not receive any special abilities, skills or spells.
At 4th level, qualified Soulclaine may join one of the Claine Basic Classes, each of which is identical to a basic class except for a few extra bonus powers against undead.
Cloudclaine (Air elementrician), Dustclaine (Earth elementrician), Emberclaine (Fire elementrics), Godclaine (Cleric), Greenclaine (Druid), Holyclaine (Paladin), Mageclaine (Wizard), Mindclaine (Psion, Wilder, Psychic Warrior), Northclaine (Monk), Songclaine (Bard), Shadowclaine (Rogue), Spellclaine (Sorcerer), Spiritclaine (Shaman), Sunclaine (Barbarian), Swordclaine (Fighter), Tideclaine (Water elementrician), Wildclaine (Ranger)
How does soulcleaving work? - Soulclaine Spells - Mindclaine Powers - Soulcleaving Feats - Claine Domain
At 7th level, qualified Claine may join one of the Claine Prestige Classes

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