Showing posts with label monster class. Show all posts
Showing posts with label monster class. Show all posts

Friday, October 14, 2022

3.5e Lizardfolk and Myconid Monster Classes

Lizardfolk Racial Traits

LevelBABHDFortRefWillClass Features
1+01d8+0+2+0+1 Natural Armor, 2 Claws (1d4), +2 Strength, -2 Intelligence, +2 Swim
2+12d8+0+3+0+3 natural Armor, +2 Balance, +2 Jump
3+12d8+0+3+0+5 Natural Armor, Hold Breath, 1 Bite (1d4), +2 Constitution, +4 Balance, Jump, Swim

  • Skills: The lizard folk gains 4 x (2 + Int modifier) skill points at level 1. Its class skills are Balance(Dex), Jump(Str), and Swim(Str). At level 2 the Lizard folk gains 2 + Int modifier skill points. A Lizardfolk does not gains any skill points at level 3.
  • Ability Adjustments: 1st Level: +2 Strength, -2 Intelligence 3rd Level: +2 Constitution
  • Weapon and Armor Proficiency: A lizardfolk is proficient with simple weapons and shields.
  • Racial Skill Bonuses: At level 1 a lizard folk gains +2 racial bonus to swim checks. This bonus increases to +4 at level 3. At level 2 a lizard folk gains a +2 racial bonus to both jump and balance checks. These bonuses increase to +4 at level 3.
  • Natural Armor: At 1st level a lizard folk has a +1 Natural Armor bonus. This increases by 2 at each level, thus at 2nd level the natural armor bonus is +3 and at 3rd level it is +5.
  • Natural Weapons: At Level 1, a lizard folk has 2 claw attacks (1d4 damage). At level 3 a lizardfolk gains a bite attack (1d4 damage).
  • Hold Breath: At level 3 a lizardfolk can hold its breath for a number of rounds equal to four times its Constitution score before it risks drowning.
  • Automatic Languages: Common, Draconic.
  • Bonus Languages: Aquan, Goblin, Gnoll, Orc.
  • Favored Class: Druid

Myconid Racial Traits

  • Racial Traits:
    • Tiny Plant
    • -2 Str, +2 Dex, -2 Int, +2 Wis.
    • Land speed 20 feet.
  • Plant Traits:
    • Low-light vision.
    • Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
    • Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
    • Not subject to critical hits.
    • Plants breathe and eat, but do not sleep.
  • Automatic languages: none. Bonus languages: common, terran, undercommon, drow sign language. Myconids have no mouths and so cannot speak any language that requires speech, but they can understand, read, and write any language they know. Some take the time to learn drow sign language, to communicate with outsiders without using rapport spores.
  • Class Skills: Diplomacy, Intimidate, Knowledge (nature), Listen, Move Silently, Profession (farmer), Profession (herbalist), Sense Motive, Spot, Survival.
LevelHDBABFortRefWillSkill PointsAge RangeSpecial
1st1d80200(2+INT)x44-8Feat, slam 1d3, Tiny
2nd1d802004-8+2 Dex, +2 Cha, distress spores
3rd2d81300(2+INT)8-12+2 Str, +2 Con, +2 Int, +1 natural armor, slam 1d4, Small, reproduction spores
4th3d82311(2+INT)12-16Feat, +2 Str, -2 Dex, slam 1d6, Medium
5th3d8231112-16+2 Cha, +2 Wis, rapport spores
6th4d83411(2+INT)16-20+2 Str, +2 Con, pacification spores
7th5d83411(2+INT)20-24+2 Str, +2 natural armor, slam 1d8, Large
8th5d8341120-24+2 Con, +2 Wis, hallucination spores
9th6d84522(2+INT)24+Feat, +2 Str, +2 Int, +2 Cha, Potion Making, animation spores
  • Proficiencies: Slam attack only. Not proficient with any armor.
  • Feats: All characters gain a feat at first level and every three hit dice thereafter. A myconid with no class levels will gain these feats at 1st, 5th, and 11th levels.
  • Age Range: Myconids are unlike other monster classes in that they advance through hit dice by age.
    • If a character’s age is below the lower age limit for a level in the myconid monster class, they may not take that level, and must take a player class level instead.
    • If a character’s age is over the upper age limit for their current myconid level, they may not take levels in any class other than the myconid class.
  • Slam Attack: At 1st level, a myconid has a slam attack which does 1d3 damage. The damage for this slam attack increases as indicated at levels 3, 4, and 7.
  • Size Change: At 1st level, a myconid is Tiny, with a space/reach of 2.5/2.5, a size bonus of +2 to attacks and AC, a size bonus of +8 to Hide checks, and a penalty of -8 to bull rush, grapple, overrun, and trip attempts.
    • At 3rd level, the myconid grows to Small. Its space/reach increases to 5/5, its size bonus to attacks and AC drops to +1, its size bonus to Hide checks drops to +4, and its penalty to bull rush, grapple, overrun, and trip attempts drops to -4.
    • At 4th level, the myconid grows to Medium. Its size bonuses to attacks and AC, Hide checks, and penalty to bull rush, grapple, overrun, and trip attempts are all reduced to 0.
    • At 7th level, the myconid grows to Large. It gains a size bonus of +4 to bull rush, grapple, overrun, and trip attempts, a penalty of -1 to attack and AC, and a penalty of -4 to Hide checks.
  • Spores: As a standard action, a myconid of 2nd level or higher can release a cloud of spores. At 3rd, 5th, 6th, 8th, and 9th level, a myconid gains a new variety of spore but does not lose access to the previous varieties. Each type of spore can be used a number of times per day equal to the myconid’s total Hit Dice (including class levels). A level 5 myconid, for example, has the first three spores (distress, reproduction, and rapport), and it can use each variety three times per day. The DC for saves to resist the effect of spores is equal to 10 + the myconid’s Wisdom modifier. Spores can be released either in a 120-foot spread or as a 40-foot ranged touch attack against a single target, as noted in the individual descriptions.
    • Distress: These spores alert all other myconids within the area that danger is near. They are released in a 120-foot spread.
    • Reproduction: These spores eventually germinate into new infant myconids. They are released as a 120-foot spread and have no detrimental effects on nonmyconids. A dying myconid of 3rd level or higher will automatically release reproduction spores.
    • Rapport: Myconids do not speak, but these spores enable them to establish telepathic communication with each other and with outsiders. A successful Fortitude saving throw negates the effect, but it is harmless. Rapport last for 30 to 60 minutes with outsiders, but for 8 hours with other myconids. Rapport spores can be released as either a 120-foot spread or a 40-foot ranged touch attack. Regardless of the release area, communication range is 120 feet once rapport is established.
    • Pacification: These spores are released as a 40-foot ranged touch attack. The target must make a Fortitude saving throw or become passive for 1 minute. Being passive is similar to being dazed, except that the target can take move actions that don’t involve attacking. This is a mind-affecting compulsion effect.
    • Hallucination: These spores are released as a 40-foot ray. The target must make a Fortitude saving throw or suffer powerful hallucinations that duplicate the effects of a confusion spell for 1 hour.
    • Animation: When released over a dead body, animation spores begin a process that covers the corpse with purple fungus. After 1d4 days, the corpse reanimates as a servant under the control of the myconid. A servant has all the characteristics of a zombie of the same size, except that it retains its previous creature type and it cannot be turned or otherwise affected as an undead. Over the course of 1d6 weeks a myconid-animated corpse slowly decays. At the end of that period it simply disintegrates into dust.
  • Potion Making: A myconid of 9th level or higher may choose the Brew Potion feat, even if it is not a caster (this is not a bonus feat). It can duplicate the following effects as a cleric or druid once per day (but only for the purpose of brewing potions): bull’s strength, cure light wounds, cure moderate wounds, cure serious wounds, delay poison, endurance, endure elements, greater magic fang, invisibility to animals, lesser restoration, magic fang, negative energy protection, neutralize poison, protection from elements, remove blindness/deafness, remove disease, remove paralysis, resist elements.

Wednesday, October 12, 2022

3.5e Outsider Monster Classes

Ghaele Eladrin Racial Traits

As in Monster Manual I/the SRD, or:

  • Racial Traits:
    • Starting Ability Score Adjustments: None.
    • Speed: Ghaele land speed is 50 feet.
    • Subtypes: A ghaele has the Chaotic and Good subtypes.
    • Low-Light Vision: Ghaeles can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish color and detail under these conditions.
    • Saves: +4 racial bonus on saving throws against poison.
    • Favored Class: Whatever class you take for your first base class level.
  • Outsider Traits:
    • Darkvision: Ghaeles can see in the dark up to 60 feet.
    • Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
    • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish).
  • Automatic languages: Celestial, Infernal, and Draconic. Bonus languages: Any.
  • Class Skills: The ghaele's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Escape Artist (Dex), Hide (Dex), Knowledge (any three, chosen at 1st level)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Sense Motive (Wis), and Spot (Wis).
LevelHDBABFortRefWillSkill PointsSpecial
1st1d8+1+2+2+2(8 + Int mod) x 4Feat, lesser ghaele powers 1/day
2nd2d8+2+3+3+38 + Int mod+2 Dex, spells, natural armor
3rd3d8+3+3+3+38 + Int modFeat, +2 Int, spell resistance (8+level)
4th4d8+4+4+4+48 + Int mod+2 Str, Tongues
5th5d8+5+4+4+48 + Int mod+2 Wis, Lesser ghaele powers 3/day, resistance (fire 5, cold 5, electricity 5)
6th5d8+5+4+4+4--+2 Cha, Ghaele powers 1/day, protective aura (magic circle against evil)
7th6d8+6/+1+5+5+58 + Int modFeat, +2 Str, Alternate form, light rays 2d6, gaze (5 ft., 1 HD)
8th7d8+7/+2+5+5+58 + Int mod+2 Int, Lesser ghaele powers at will, Ghaele powers 1/day or 3/day, immunities (electricity, petrification)
9th7d8+7/+2+5+5+5--+2 Wis, DR 5/evil or cold iron, protective aura (minor globe of invulnerability), gaze (15 ft., 3 HD)
10th8d8+8/+3+6+6+68 + Int mod+2 Str, +2 Int, Light rays 2d8, Ghaele powers 1/day or at will
11th8d8+8/+3+6+6+6--+2 Str, +2 Cha, Resistances (fire 10, cold 10), gaze (30 ft., 5 HD), Greater ghaele powers 1/day
12th9d8+9/+4+6+6+68 + Int modFeat, +2 Str, +2 Wis, Light rays 2d12, gaze (60 ft., 5 HD)
13th9d8+9/+4+6+6+6--+2 Con, greater ghaele powers 1/day or 3/day
14th10d8+10/+5+7+7+78 + Int mod+2 Str, +2 Cha, DR 10/evil and cold iron
15th10d8+10/+5+7+7+7--+2 Str, +2 Con, greater ghaele powers 1/day or at will, spell resistance (13+level), SLA caster level +2
  • Proficiencies: Ghaeles are proficient with all simple and martial weapons, but not with armor or shields.
  • Feats: All characters gain a feat at first level and every three hit dice thereafter. A ghaele with no class levels will gain these feats at 1st, 3rd, 7th, and 12th levels.
  • Lesser Ghaele Powers (Sp): A ghaele can use the following spell-like abilities once per day each: aidalter selfcolor spraycomprehend languagescontinual flamecure light woundsdancing lightsdetect evildetect thoughts, and see invisibility. At fifth level he can use them three times per day, and at eighth level he can use them at will. The ghaele's caster level for these SLAs is equal to his Racial Hit Dice (i.e., HD from ghaele levels), plus an additional increase of +2 at 15th level. Save DC 10 + spell level + Cha modifier.
  • Spells: Beginning at 2nd level, a ghaele in humanoid form casts spells as a cleric of his ghaele level minus 1 (so cleric casting is progressed at every level other than 1st). A ghaele has access to any two of the following domains: Air, Animal, Chaos, Good, or Plant (plus any others from its deity).
  • Natural Armor (Ex): Beginning at second level, a ghaele has natural armor equal to his ghaele level minus one.
  • Spell Resistance (Ex): At third level, a ghaele gains spell resistance equal to ghaele levels plus 8. At fifteenth level, this increases by 5, to ghaele levels plus 13.
  • Tongues (Su): Beginning at fourth level, a ghaele can speak with any creature that has a language. The ghaele's caster level for this effect is his ghaele level minus one. This ability is always active.
  • Resistance (Ex): At fifth level, a ghaele gains resistance 5 to cold, fire, and electricity. At eighth level, he gains immunity to electricity and petrification. At eleventh level, his resistances to cold and fire increase to 10.
  • Ghaele Powers (Sp): Beginning at sixth level, a ghaele can use the following spell-like abilities once per day: chain lightningcharm monsterdispel magichold monsterimproved invisibility (self only), major image, and wall of force. At eighth level he can use any of these except chain lightning and wall of force three times per day, and at tenth level he can use any of them except chain lightning and wall of force at will. The ghaele's caster level for these SLAs is equal to his Racial Hit Dice (i.e., HD from ghaele levels), plus an additional increase of +2 at 15th level. Save DC 10 + spell level + Cha modifier.
  • Protective Aura (Su): Starting at 6th level, as a free action a ghaele can surround himself with a nimbus of light having a radius of 20 feet. This light acts as a magic circle against evil (but providing +4 bonuses instead of +2 bonuses). At ninth level, the protective aura also functions as a lesser globe of invulnerability. The ghaele's caster level for these effects is his Racial Hit Dice (i.e., HD from ghaele levels). The aura can be dispelled, but the ghaele can create it again as a free action on his next turn.
  • Alternate Form (Su): Upon reaching 7th level, as a standard action a ghaele can assume the form of an incorporeal globe of color 5 feet in diameter. In humanoid form, he cannot fly or use his light rays, but he can use his gaze attack and spell-like abilities, make physical attacks, and cast spells. In globe form, he can fly (at a speed of 150 feet with perfect maneuverability), use his light rays, and use spell-like abilities, but he cannot cast spells or use his gaze attack. The globe form is incorporeal, and the ghaele has no Strength score while in that form. The ghaele remains in one form until it chooses to assume a new one. A change in form cannot be dispelled, nor does the ghaele revert to any particular form when killed. A true seeing spell or ability used to view a ghaele with this ability, however, reveals both forms simultaneously.
  • Light Ray (Ex): A ghaele in globe form can project two light rays per round with a range of 300 feet, dealing 2d6 damage at seventh level, 2d8 damage at tenth level, or 2d12 damage at twelfth level.
  • Gaze (Su): At seventh level, a ghaele gains a gaze attack in his humanoid form that can kill or cause fear. The range of the attack and the maximum HD of creatures it can affect increases as the ghaele attains higher levels. Evil creatures of the indicated HD or less must succeed on a Will save (DC 10 + 1/2 ghaele's RHD + ghaele's Cha modifier) or die instantly. Those that succeed are affected as though by a fear spell for 2d10 rounds. Nonevil creatures of the indicated HD or less and evil creatures with more than the indicated HD must succeed on a Will save or suffer the fear effect.
  • Damage Reduction (Ex): Beginning at 9th level, a ghaele gains DR 5/evil or cold iron. At fourteenth level, this improves to DR 10/evil and cold iron.
  • Greater Ghaele Powers (Sp): Beginning at eleventh level, a ghaele can use prismatic spray and greater teleport (self plus 50 pounds of objects only) once per day each. At thirteenth level, he can use greater teleport three times per day, and at fifteenth level he can use greater teleport at will. The ghaele's caster level for these SLAs is equal to his Racial Hit Dice (i.e., HD from ghaele levels), plus an additional increase of +2 at 15th level. Save DC 10 + spell level + Cha modifier.

Succubus Racial Traits

As in Monster Manual I/the SRD, or:

  • Racial Traits:
    • Starting Ability Score Adjustments: +2 Dex, +6 Cha
    • Speed: Succubus land speed is 30 feet.
    • A succubus has the Chaotic and Evil subtypes.
    • Poison Immunity: Succubi are native to a plane where poison is omnipresent.
    • Skills: +8 racial bonus on Listen and Spot checks
    • Favored Class: Whatever class you take for your first base class level.
  • Outsider Traits:
    • Darkvision: Succubi can see in the dark up to 60 feet.
    • Unlike most other living creatures, an outsider does not have a dual nature—its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be.
    • Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Succubi gain satisfaction from using their Energy Drain ability, but not true sustenance.
  • Automatic languages: Abyssal, Celestial, and Draconic. Bonus languages: Any.
  • Class Skills: The succubus's class skills (and the key ability for each skill) are Bluff (Cha), Concentration (Con), Craft (Int), Disguise (Cha), Escape Artist (Dex), Hide (Dex), Knowledge (any 1, chosen at 1st level)(Int), Listen (Wis), Move Silently (Dex), Profession (Wis), Ride (Dex), Search (Int), and Spot (Wis).
LevelHDBABFortRefWillSkill PointsSpecial
1st1d8+1+2+2+2(8 + Int mod) x 4Feat, 2 claws 1d3, change shape (1), natural armor, resistances (acid 5, cold 5, electricity 5, fire 5), tongues, spell resistance (6+RHD)
2nd2d8+2+3+3+38 + Int mod+2 Int, lesser succubus powers 1/day, telepathy 100 ft
3rd2d8+2+3+3+3--+2 Cha, fly 50 ft. (average), change shape (3)
4th3d8+3+3+3+38 + Int modFeat, +2 Con, +2 Int, lesser succubus powers 3/day
5th4d8+4+4+4+48 + Int mod+2 Cha, energy drain 1/day, change shape (any humanoid)
6th5d8+5+4+4+48 + Int mod+2 Wis, +2 Int, lesser succubus powers at will, resistances (acid 10, cold 10, electricity 10, fire 10)
7th5d8+5+4+4+4--+2 Wis, +2 Cha, succubus powers 1/day, spell resistance (12+RHD)
8th6d8+6/+1+5+5+58 + Int modFeat, +2 Cha succubus powers 3/day, electricity immunity
9th6d8+6/+1+5+5+5--+2 Str, +2 Cha, energy drain at will, succubus powers at will, DR 10/cold iron or good, summon vrock (30%)
  • Proficiencies: Succubi are proficient with all simple and martial weapons but not with armor or shields.
  • Feats: All characters gain a feat at first level and every three hit dice thereafter. A succubus with no class levels will gain these feats at 1st, 4th, and 8th levels.
  • Claws: A succubus has two claw attacks that are natural weapons dealing the indicated damage plus Strength bonus.
  • Tongues (Su): A succubus can speak with any creature that has a language. The succubus's caster level for this effect is her Racial Hit Dice (i.e., Hit Dice from succubus levels) x 2. This ability is always active unless the succubus chooses to disable it as a free action. The effect can be dispelled, but the succubus can create it again on her next turn as a free action.
  • Spell Resistance (Ex): A succubus has spell resistance equal to 6 + her Racial Hit Dice (i.e., Hit Dice from succubus levels). At 7th level, this increases to 12 + Racial Hit Dice.
  • Change Shape (Su): At first level, a succubus chooses one Small or Medium humanoid form, and can use the Change Shape ability to assume this form at will. At third level, the succubus chooses two additional forms, and can change between these forms at will. At fifth level, the succubus can assume the form of any Small or Medium humanoid at will.
  • Resistances (Ex): At first level, a succubus has resistance 5 to acid, cold, electricity, and fire. At sixth level, this resistance increases to 10.
  • Natural Armor (Ex): A succubus has natural armor equal to her succubus level.
  • Telepathy (Su): At second level, a succubus gains telepathy. She may communicate telepathically with any creature within 100 feet that has a language.
  • Lesser Succubus Powers (Sp): At second level, a succubus can use the following spell-like abilities once per day each: detect gooddetect thoughts, and suggestion. At fourth level she can use them three times per day, and at sixth level and higher she can use them at will. A succubus's caster level for all spell-like abilities is equal to her succubus level.
  • Flight (Ex): At third level, a succubus gains a fly speed of 50 with average maneuverability.
  • Energy Drain (Su): A succubus drains energy from a mortal it lures into some act of passion, or by simply planting a kiss on the victim. If the target is not willing to be kissed, the succubus must start a grapple, which provokes an attack of opportunity. The succubus’s kiss or embrace bestows one negative level. The kiss also has the effect of a suggestion spell, asking the victim to accept another kiss from the succubus. The Will DC to negate the effect of the suggestion and the Fortitude DC to remove the negative level is 10 + 1/2 the succubus's RHD (i.e. HD from succubus levels) + the succubus's Charisma modifier. The succubus can use this ability once per day at fifth level, at will at ninth level.
  • Succubus Powers (Sp): Beginning at seventh level, a succubus can use charm monsterethereal jaunt (self plus 50 pounds of objects only), and greater teleport (self plus 50 pounds of objects only) once per day each. At eighth level, she can use these abilities three times per day, and at ninth level, she can use them at will. A succubus's caster level for all spell-like abilities is equal to her succubus level.
  • Electricity Immunity (Ex): At eighth level, a succubus is immune to electricity.
  • Damage Reduction (Ex): At ninth level, a succubus gains DR 10/cold iron or good.
  • Summon Vrock (Su): At ninth level, once per day a succubus can attempt to summon 1 vrock with a 30% chance of success. This ability is the equivalent of a 3rd-level spell.

Sunday, May 20, 2012

Potential Alternative To Savage Progression?

So, I kind of like my solution to the problem of how annoying negative levels are to to be inflicted with:

But I also kind of like an idea that I came across where, instead of using savage progressions (or for characters where a savage progression is inappropriate), you can start out as a monster with all the relevant abilities and powers, but you have enough negative level adjustments (similar to, but not actually, negative levels) to bring you down to effective level 1. Every time you level up, instead of leveling, you lose a negative level adjustment, until you don't have any more negative level adjustments.

---


First, let's analyze the idea of using negative level adjustments, or even just negative levels, instead of savage progressions to see to what extent it has merit.

A normal negative level gives:

  • -1 on all skill checks, ability checks, attack rolls, and saving throws
  • -5 hit points
  • -1 effective level
  • -1 highest level available spell slot


The suggested negative LA drops the -5 hp, the lost spell slots, and the reduced effective level, but adds the following:

  • -1 DC for all abilities which call for a saving throw
  • -1 to any constant Armor Class bonus granted by race
  • Level adjustment is reduced by 1

I kind of want to test each. And I kind of want to see if it could work at all for creatures that do have racial hit dice, which would normally be the domain of savage progressions. (You see, I'd be okay with doing away with savage progressions altogether, if there's a simpler replacement system available. (I actually very much doubt that this will work out so nicely, but let's give it a try.)) So we'll test traditional negative levels and fancy negative levels on, oh, let's say a drow and a drider.

A drow with 2 traditional levels, enough to bring it down to ECL1, gets:


  • +2 Dexterity, -2 Constitution, +2 Intelligence, +2 Charisma
  • Land speed 30 feet.
  • Darkvision 120 feet.
  • Spell resistance 11.
  • +2 racial bonus on Will saves against spells and spell-like abilities.
  • Dancing Lights, Darkness, Faerie Fire 1/day, CL1.
  • Weapon Proficiency: hand crossbow, rapier, short sword.
  • Light blindness
  • Miscellaneous elf traits
  • -2 to all skill checks, ability checks, attack rolls, and saving throws
  • -10 hp
  • -1 highest level available spell slot
  • ECL 1
That's, um... A barbarian (or knight or warblade) will have 2+con HP. A fighter needs to have at least 16 constitution before racial modifier to have more than 1 HP. Any class with a d8, d6, or d4 hit die will always have 1 HP. Super-fragile.

Aside from that, not too awful, could be balanced.

The variant negative LA leaves the character with their full normal hp, but otherwise the same. Again, could be balanced.

Let's see a drider with 9 traditional negative levels:
  • Large (Space/Reach 10'/5')
  • 6 Aberration hit dice, but loses 45 HP, leaving him probably close to 1 HP
  • +4 Strength, +4 Dexterity, +6 Constitution, +4 Intelligence, +6 Wisdom, +6 Charisma
  • Land speed 30 feet, climb speed 15 feet
  • Darkvision 60
  • +6 natural armor
  • Poison DC 10 + con
  • Spell Resistance 17
  • Casts as a 6th-level cleric, wizard, or sorcerer, but loses 9 spell slots.
  • 1/day: dancing lights (DC 10+cha), clairaudience/clairvoyance, darkness, detect good, detect law, detect magic, dispel magic, faerie fire, levitate, suggestion (DC 13+cha)
  • +4 Hide and Move Silently. +8 Climb, can always take 10 on Climb checks.
  • -9 on all skill checks, ability checks, attack rolls, and saving throws
  • -9 effective levels
As a sorcerer, he could cast 6 cantrips and 5 1st-level spells/day, but he only knows 5 cantrips. As a cleric, he can cast 5 orisons and 2 1st-level spells/day. As a wizard, he can cast 3 cantrips/day.

Contrariwise, the negative LA system would let him keep all his spells and spell slots (and all his HP), but the DC of any spell that has a save (and the two such SLAs) is reduced by 9, and he loses his natural armor. He regains the 1/2 his racial HD to his poison's save DC, but then loses 9, for a total DC of 4 + con.

---

In conclusion, this system was, for very good reason, not intended for use with creatures that have racial hit dice and high LAs, and cannot reasonably be adapted to their use.

But even when applied properly, to creatures with 1 class level and a level adjustment, both versions of the system are only so-so. I don't anticipate incorporating either into my game.

Tuesday, July 12, 2011

Monster PCs in the Open Game Table

So it was established that the best way to handle experience in the open gaming table is to just start everybody off at 0 and go from there, it sorts itself out.

But, I fool that I am, thought to myself, "But this kind of makes players unable to play characters with level adjustments or racial hit dice." Sure, there are various monster class progressions (and if you want to play a character that doesn't have a published monster class progression, I can just make one). But what of +1LA or +2LA? It would be awfully silly to make a one-level 0HD class progression, I'm not even sure how it would work (start with a racial hit die and then once you've completed the monster class progression you can switch it out for a class level? Inelegant).

And it's not great to just say you can start at 0XP with +1 or +2LA, because then you're stronger than the other characters for free and there's no reason not to do that, unless you don't want to deal with LA later on.

So I decided on this compromise: if you've got a character to level n, you may make a new character at 0XP but at level n, as long as n-1 of those levels are racial hit dice or level adjustment.

Sounds reasonable, right? Nope! Of the two players who have decided to take advantage of this offer so far, neither got it right. One missed the second part and made a character with two class levels (which I provisionally allowed because they were cleric and barbarian, so the character wasn't really actually much stronger than a level 1 character). The other made a character with a monster class level and a regular class level (which I'm allowing, as long as your monster levels are equal to or greater than your class levels, until you finish the monster progression), but didn't actually have a level 2 character in the first place (which I allowed, but the character conveniently died and was resurrected in the first session in which he was played). This is, uh, not auspicious. I'm going to call this policy a failed experiment and do away with it.

What to replace it with? Maybe nothing. Or maybe I'll do what Vaxia did (with pretty much great success) and say that, if you choose to permanently retire a character (e.g., if the character dies, or you grow so bored of them you know you'll never play them again) you can transfer 75% of their experience to a brand-new character. (In Vaxia, you could also transfer the experience to an existing character, but only in the form of banked XP that you had to work off through RP in order to earn. D&D doesn't really have a mechanic like that, so I'd just say brand-new characters only.)

Saturday, June 4, 2011

Updated Myconid Monster Class

So, looking back on my myconid monster class, it really looks like the level adjustment given by WotC is preposterously high. Let's recalculate it from scratch and come up with a new, more reasonable monster class.

Consider this ECL calculator. It seems acceptable, so let's use it.

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I don't know if this calculator automatically applies Type traits, but as it asks for Type, we can only assume it does. Except it pretty clearly doesn't. Plant traits are pretty awesome, and it only partially accounts for that when it takes into account how much a plant HD is worth. You get awesome immunities for being a plant even if you don't have any plant HD. But then, their immunities aren't really much more than warforged get at (the high end of) +0LA, so maybe it's cool anyway.

I count two minor weaknesses common to all myconids - inability to speak without rapport spores or Drow Sign Language, and weird body shape that makes armor more expensive.

The only special good things myconids get are their various spores and the Sovereign's potion making:

Distress and reproduction spores effectively do nothing for a PC, and should have no effect on ECL.

Rapport spores are a telepathy effect as a single target ranged touch or area effect. Expanded Psionics Handbook offers the level 1 power mindlink, which is similar but single-target only and unlimited in range. Call it the equivalent of a minor spell-like ability.

Pacification spores are a single-target ranged touch slightly-less-bad-than-dazed for 10 rounds. daze, daze monster, and psionic daze are level 0 and 2 spells and a level 1 power, respectively, but only last for 1 round. Call this the equivalent of a level 2 spell-like ability, so medium.

Hallucination spores are a single-target ranged touch confusion spell for 1 hour. Confusion is a level 3 or 4 spell, which lasts for 1 round/level. Hallucination spores last an order of magnitude longer than confusion does, so let's call that the equivalent of at least a level 5 spell-like ability, qualifying as a major power.

Animation spores are a free zombie-only animate dead (a level 3 spell) which takes 1d4 days to take effect, and the zombies last only 1d6 weeks, but with no limit to creatures commanded. Let's call it roughly equivalent to animate dead. The sovereign already gets the hallucination spores, though, so it still has major powers.

Potion making is a little weird. I'm not sure why I counted it as "not a bonus feat" the first time 'round, given that a 6HD creature gets 3 feats, the Myconid Sovereign has 4, and "Brew Potion" clearly has a (B) next to it. This is obviously a bonus feat, so we should count it as such.

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So, plugging in the numbers, we get the following results:

Myconid : ECL : LA
Junior Worker : 1.1 : +0.1
Average Worker : 1.4 : -0.6
Elder Worker : 2.2 : -0.8
Guard : 3.3 : -0.7
Circle Leader : 5.4 : +0.4
Sovereign : 6.4 : +0.4

Which is to say, for most of its progression, the myconid is slightly weaker than a creature with class levels instead of racial hit dice, and even those levels where it's stronger, it's only very slightly stronger. Myconids are weak enough that they should have no level adjustment at all. Yes, even at level 6, with a combined +30 to stats.

...huh. I find this peculiar, and this estimate is probably low by a level or two. But I'll go with it anyway.

A pretty good stepping-stone into any melee class, particularly a tanky one: 6 levels for +8 str, +2 dex, +6 con, 2 slam attacks, and Large size. Not as good a stepping-stone into cleric, druid, or sorcerer, sacrificing 6 caster levels for a mere +6 wis and cha. A terrible stepping-stone into wizard, sacrificing 6 caster levels for +2 int.

I'm okay with that.

So let's monster class up the joint.

This is actually really easy. There are no more empty LA-levels. Each level of the myconid monster class simply advances you to the next kind of myconid.

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Level BAB Fort Save Ref Save Will Save Age Range Special
             
1 0 2 0 0 4-8 tiny, slam 1d3, distress spores
             
2 1 3 0 0 8-12 +2 str, +2 con, +2 int, small, slam 1d4, reproduction spores
             
3 2 3 1 1 12-16 +2 str, -2 dex, +2 wis, +2 cha, +1 natural armor, medium, slam 1d6, rapport spores
             
4 3 4 1 1 16-20 +2 str, +2 con, pacification spores
             
5 3 4 1 1 20-24 +2 str, +2 con, +2 wis, natural armor +2, large, slam 1d6, hallucination spores
             
6 4 5 2 2 24+ +2 str, +2 int, +2 cha, animation spores, potion making

HD: d8
Skill Points: 2+INT (x4 at first level)
Class Skills: Diplomacy, Intimidate, Knowledge (nature), Listen, Move Silently, Profession (farmer), Profession (herbalist), Sense Motive, Spot, Survival.

Racial Traits:
Tiny Plant
Land speed 20 feet.

Plant Traits:
Low-Light vision.
Immunity to all mand-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Not subject to critical hits.
Plants breathe and eat, but do not sleep.

Proficiencies: Myconids are proficient with their slam attack only. They are not proficient with any armor (and armor they wear is more expensive due to their unusual shape - a myconid is nonhumanoid).

Ability Scores: A myconid begins with racial ability modifiers of -2 Str, +4 Dex, -2 Int, +2 Wis, and +2 Cha.
A myconid's strength increases by +2 at level 2, 3, 4, 5, and 6.
Its dexterity is reduced by -2 at level 3.
Its constitution increases by +2 at levels 2, 4, and 5.
Its wisdom increases by +2 at levels 3 and 5.
Its charisma increases by +2 at levels 3 and 6.

Slam Attack: At 1st level, a myconid has two slam attacks which deal 1d3 damage. This damage increases to 1d4 at 2nd level, 1d6 at 3rd level, and 1d8 at 5th level.

Size: At 1st level, a myconid is Tiny, with a space/reach of 2.5/2.5, a size bonus of +2 to attacks and AC, a size bonus of +8 to Hide checks, and a penalty of -8 to bull rush, grapple, overrun, and trip attempts.
At 2nd level, the myconid grows to Small. Its space/reach increases to 5/5, its size bonus to attacks and AC drops to +1, its size bonus to Hide checks drops to +4, and its penalty to bull rush, grapple, overrun, and trip attempts drops to -4.
At 3rd level, the myconid grows to Medium. Its size bonuses to attacks and AC, Hide checks, and penalty to bull rush, grapple, overrun, and trip attempts are all reduced to 0.
At 5th level, the myconid grows to Large. Its space/reach increases to 10/10, it gains a size bonus of +4 to bull rush, grapple, overrun, and trip attempts, a penalty of -1 to attack and AC, and a penalty of -4 to Hide checks.

Natural Armor: A myconid gains a +1 natural armor bonus to AC at level 3. This bonus increases to +2 at level 5.

Spores: As a standard action, a myconid of 2nd level or higher can release a cloud of spores. Every level, a myconid gains a new variety of spore but does not lose access to the previous varieties. Each type of spore can be used a number of times per day equal to the myconid’s total Hit Dice (including class levels). A level 6 myconid, for example, has the first three spores (distress, reproduction, and rapport), and it can use each variety three times per day. The DC for saves to resist the effect of spores is equal to 10 + the myconid’s wisdom modifier.
Spores can be released either in a 120-foot spread or as a 40-foot ranged touch attack against a single target, as noted in the individual descriptions.
Distress: These spores alert all other myconids within the area that danger is near. They are released in a 120-foot spread.
Reproduction: These spores eventually germinate into new infant myconids. They are released as a 120-foot spread and have no detrimental effects on nonmyconids. A dying myconid of 2nd level or higher will automatically release reproduction spores.
Rapport: Myconids do not speak, but these spores enable them to establish telepathic communication with each other and with outsiders. A successful Fortitude saving throw negates the effect, but it is harmless. Rapport last for 30 to 60 minutes with outsiders, but for 8 hours with other myconids. Rapport spores can be released as either a 120-foot spread or a 40-foot ranged touch attack. Regardless of the release area, communication range is 120 feet once rapport is established.
Pacification: These spores are released as a 40-foot ranged touch attack. The target must make a Fortitude saving throw or become passive for 1 minute. Being passive is similar to being dazed, except that the target can take partial actions that don’t involve attacking. This is a mind-affecting compulsion effect.
Hallucination: These spores are released as a 40-foot ray. The target must make a Fortitude saving throw or suffer powerful hallucinations that duplicate the effects of a confusion spell for 1 hour.
Animation: When released over a dead body, animation spores begin a process that covers the corpse with purple fungus. After 1d4 days, the corpse reanimates as a servant under the control of the myconid. A servant has all the characteristics of a zombie of the same size, except that it retains its previous creature type and it cannot be turned or otherwise affected as an undead. Over the course of 1d6 weeks a myconid-animated corpse slowly decays. At the end of that period it simply disintegrates into dust.

Potion Making: A myconid of 6th level gains Brew Potion as a bonus feat. It can duplicate the following effects as a cleric or druid once per day (but only for the purpose of brewing potions): bull’s strength, cure light wounds, cure moderate wounds, cure serious wounds, delay poison, endurance, endure elements, greater magic fang, invisibility to animals, lesser restoration, magic fang, negative energy protection, neutralize poison, protection from elements, remove blindness/deafness, remove disease, remove paralysis, resist elements.

Age Range: Myconids are unlike other monster classes in that they advance through hit dice by age.
If a character’s age is below the lower age limit for a level in the myconid monster class, they may not take that level, and must take a player class level instead.
If a character’s age is over the upper age limit for their current myconid level, they may not take levels in any class other than the myconid class.

Automatic languages: none.
Bonus languages: common, terran, undercommon, drow sign language.
Myconids communicate with one another using rapport spores. They have no mouths and so cannot speak any language that requires speech, but they can understand, read, and write any language they know. Some take the time to learn drow sign language, to communicate with outsiders without using rapport spores.

Friday, May 20, 2011

Bloodlines, Monster Classes, and Level Adjustment

As mentioned in earlier posts, I sometimes use the bloodline levels from Unearthed Arcana. I also disapprove of too much unnecessary cruft dragging characters down. Particularly in the case of the nearly-useless minor bloodlines - the only good reason to take them is RP.

So I use them slightly differently. In my game, each bloodline level isn't a level so much as it is a level adjustment. At certain intervals, instead of taking a bloodline level, you increase your level adjustment by one. It doesn't count as a class level for any purpose. However, because this is level adjustment, it can be reduced like any level adjustment.

Say you have a minor bloodline. When you ding 12th level, you need to increase your level adjustment instead of gaining a class level. But, since minor bloodlines count as a +1 LA, you may then spend 3,000, 6,000, or 11,000 experience (depending which LA reduction system you're using) to pay it off.

If you have an intermediate bloodline, then when you ding 6th and 12th levels, you need to take a level adjustment. At any time, you may reduce these level adjustments as if you were an LA+2 creature. Same goes for major bloodlines, except you gain LA at 3rd, 6th, and 12th level, and you may reduce them as if you were an LA+3 creature.

You may not, however, ever reduce your LA below +0.

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I also allow monster classes, as from Savage Species, Libris Mortis, and some of the Races of books.

Monster classes for creatures that have level adjustment include empty levels, where your effective character level increases and you gain some powers, but you gain no hit dice or skill points. HeroForge even represents these empty levels straightforwardly as level adjustment.

I allow these, too, to be reduced as level adjustment. The experience cost is determined by the total number of empty levels of the monster class, which is to say, the total LA of the final creature.

For example, take the myconid monster class I posted some time ago. The full progression includes 6 HD and 6 empty levels. Put another way, a full-power myconid sovereign has 6 HD and +6 LA. At any point, a myconid character may pay off its empty levels, reducing its ECL but losing no abilities, as if it were already a +6 LA creature.

Again, you may never reduce your LA below +0.

Wednesday, April 20, 2011

Myconid Monster Class

The first few times I came across the myconids in Monster Manual II, I dismissed them as silly. Recently, I saw them again, and decided these mushroom-people were actually a little neat, and that I might want to include them as major players in my campaign, and possibly allow people to play them.

So I searched for a myconid monster class, and it seems that nobody has even attempted such a thing. Indeed, the reaction to the idea of a myconid player character tends to be "Why would anybody ever play a character that can't speak?"

To which I say: An inability to speak is not such an all-destroying handicap. For one thing, there's nothing that says myconids can't understand as many languages as they have INT bonus for. For another, I've had characters who had absolutely nothing wrong with their ability to speak, and yet went entire sessions, sometimes entire campaigns, saying nary a thing. And if it's that terrible and you absolutely cannot wait for rapport spores (which admittedly come fairly late), there's always Drow Sign Language, usable by anything with hands.

Another complaint is that myconids only live to 24 years old. To which I say: not so! A myconid has a life span of about 24 years. Notice that a myconid sovereign is "usually at least twenty-four years old". There's no well-defined upper limit. Though I suppose, say, 50 would be pushing it. Even so, a campaign usually doesn't last 20+ years anyway, even in-game.

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So how do we make a myconid monster class? First, we need to come up with level adjustments for each level of myconid. Luckily, in the update from 3.0 to 3.5e, WotC provided LAs. Each kind of myconid has a LA equal to its HD, so any myconid monster class will gain HD every other level.

The second concern we need to conceptually deal with before starting to lay out a monster class is this: like true dragons, the standard myconid advances by age, not by experience. I'm inclined to solve this by saying that the character's current age puts a lower and upper limit on its myconid levels. If its current age is lower than the age range for its myconid level, then it must take class levels instead, as if it were done with its monster class progression, until its age increases. If its current age is higher than the age range for its myconid level, then it must take myconid levels.

The existence of various stages of myconid growth is both convenient and restrictive for a monster class. It's restrictive in the sense that each two-level pair has specific pre-defined abilities it needs to grant. It's convenient in the sense that it means for less thinking when determining what order to grant abilities.

Now it's a simple matter of plugging the six monsters into the monster class progression guidelines...

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Racial Traits:
Tiny Plant
-2 Str, +2 Dex, -2 Int, +2 Wis.
Land speed 20 feet.

Plant Traits:
Low-light vision.
Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
Immunity to poison, sleep effects, paralysis, polymorph, and stunning.
Not subject to critical hits.
Plants breathe and eat, but do not sleep.

Automatic languages: none. Bonus languages: common, terran, undercommon, drow sign language. Myconids have no mouths and so cannot speak any language that requires speech, but they can understand, read, and write any language they know. Some take the time to learn drow sign language, to communicate with outsiders without using rapport spores.

HD: d8
Class Skills: Diplomacy, Intimidate, Knowledge (nature), Listen, Move Silently, Profession (farmer), Profession (herbalist), Sense Motive, Spot, Survival.
 
Level HD BAB Fort Ref Will Skill Points Age Range Special
1st 1d8 0 2 0 0 (2+INT)x4 4-8 Feat, slam 1d3, Tiny
2nd 1d8 0 2 0 0 - 4-8 +2 Dex, +2 Cha, distress spores
3rd 2d8 1 3 0 0 (2+INT) 8-12 +2 Con, +1 natural armor, slam 1d4, Small
4th 2d8 1 3 0 0 - 8-12 +2 Str, +2 Int, reproduction spores
5th 3d8 2 3 1 1 (2+INT) 12-16 Feat, +2 Str, -2 Dex, slam 1d6, Medium
6th 3d8 2 3 1 1 - 12-16 +2 Cha, +2 Wis, rapport spores
7th 4d8 3 4 1 1 (2+INT) 16-20 +2 Str
8th 4d8 3 4 1 1 - 16-20 +2 Con, pacification spores
9th 5d8 3 4 1 1 (2+INT) 20-24 +2 Str, +2 natural armor, slam 1d8, Large
10th 5d8 3 4 1 1 - 20-24 +2 Con, +2 Wis, hallucination spores
11th 6d8 4 5 2 2 (2+INT) 24+ Feat, +2 Str, Potion Making
12th 6d8 4 5 2 2 - 24+ +2 Int, +2 Cha, animation spores

Proficiencies: Slam attack only. Not proficient with any armor.
Feats: All characters gain a feat at first level and every three hit dice thereafter. A myconid with no class levels will gain these feats at 1st, 5th, and 11th levels.
Age Range: Myconids are unlike other monster classes in that they advance through hit dice by age.
            If a character’s age is below the lower age limit for a level in the myconid monster class, they may not take that level, and must take a player class level instead.
            If a character’s age is over the upper age limit for their current myconid level, they may not take levels in any class other than the myconid class.
Slam Attack: At 1st level, a myconid has a slam attack which does 1d3 damage. The damage for this slam attack increases as indicated at levels 3, 5, and 9.
Size Change: At 1st level, a myconid is Tiny, with a space/reach of 2.5/2.5, a size bonus of +2 to attacks and AC, a size bonus of +8 to Hide checks, and a penalty of -8 to bull rush, grapple, overrun, and trip attempts.
            At 3rd level, the myconid grows to Small. Its space/reach increases to 5/5, its size bonus to attacks and AC drops to +1, its size bonus to Hide checks drops to +4, and its penalty to bull rush, grapple, overrun, and trip attempts drops to -4.
            At 5th level, the myconid grows to Medium. Its size bonuses to attacks and AC, Hide checks, and penalty to bull rush, grapple, overrun, and trip attempts are all reduced to 0.
            At 9th level, the myconid grows to Large. It gains a size bonus of +4 to bull rush, grapple, overrun, and trip attempts, a penalty of -1 to attack and AC, and a penalty of -4 to Hide checks.
Spores: As a standard action, a myconid of 2nd level or higher can release a cloud of spores. Every even-numbered level, a myconid gains a new variety of spore but does not lose access to the previous varieties. Each type of spore can be used a number of times per day equal to the myconid’s total Hit Dice (including class levels). A level 6 myconid, for example, has the first three spores (distress, reproduction, and rapport), and it can use each variety three times per day. The DC for saves to resist the effect of spores is equal to 10 + the myconid’s wisdom modifier.
Spores can be released either in a 120-foot spread or as a 40-foot ranged touch attack against a single target, as noted in the individual descriptions.
Distress: These spores alert all other myconids within the area that danger is near. They are released in a 120-foot spread.
Reproduction: These spores eventually germinate into new infant myconids. They are released as a 120-foot spread and have no detrimental effects on nonmyconids. A dying myconid of 4th level or higher will automatically release reproduction spores.
Rapport: Myconids do not speak, but these spores enable them to establish telepathic communication with each other and with outsiders. A successful Fortitude saving throw negates the effect, but it is harmless. Rapport last for 30 to 60 minutes with outsiders, but for 8 hours with other myconids. Rapport spores can be released as either a 120-foot spread or a 40-foot ranged touch attack. Regardless of the release area, communication range is 120 feet once rapport is established.
Pacification: These spores are released as a 40-foot ranged touch attack. The target must make a Fortitude saving throw or become passive for 1 minute. Being passive is similar to being dazed, except that the target can take partial actions that don’t involve attacking. This is a mind-affecting compulsion effect.
Hallucination: These spores are released as a 40-foot ray. The target must make a Fortitude saving throw or suffer powerful hallucinations that duplicate the effects of a confusion spell for 1 hour.
Animation: When released over a dead body, animation spores begin a process that covers the corpse with purple fungus. After 1d4 days, the corpse reanimates as a servant under the control of the myconid. A servant has all the characteristics of a zombie of the same size, except that it retains its previous creature type and it cannot be turned or otherwise affected as an undead. Over the course of 1d6 weeks a myconid-animated corpse slowly decays. At the end of that period it simply disintegrates into dust.
Potion Making: A myconid of 11th level or higher may choose the Brew Potion feat, even if it is not a caster (this is not a bonus feat). It can duplicate the following effects as a cleric or druid once per day (but only for the purpose of brewing potions): bull’s strength, cure light wounds, cure moderate wounds, cure serious wounds, delay poison, endurance, endure elements, greater magic fang, invisibility to animals, lesser restoration, magic fang, negative energy protection, neutralize poison, protection from elements, remove blindness/deafness, remove disease, remove paralysis, resist elements.

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MMII does specify that "occasionally, an individual with more than two arms or legs pops up." That's interesting, not least because the randomly asymmetrical nature of myconids allows for odd numbers of arms and legs.

After it reaches adulthood and becomes mobile, "its appearance changes very little as it ages". That would seem to indicate that possession of extra arms and legs should be set at 1st level and never changed. However, I can easily imagine an errant sword chopping a myconid's limb near in two, and then the limb simply becomes two limbs. Moreover, myconids advance steadily in size through their lifetimes, so I'm inclined to write that line off as a generalization and allow extra limbs to sprout at any time in a myconid's life.

How do we represent it? Well, there are precedents. Most notably, the difference between a two-armed sahuagin and a four-armed sahuagin is a matter of +1 LA. I'm inclined to give myconids only one extra arm at a time, and I'm inclined to give it to them as a feat. Which means a myconid could spend two feats to get two extra arms, the same thing a sahuagin can get for an extra +1 LA. Is a level worth two feats? Let's ask the friendly neighborhood fighter: aside from your BaB and Fort saves, what kind of class powers do you get? A feat every two levels, you say? Let's call that an even trade, then. (Especially if we're using the level adjustment rules that make LA a more temporary thing than feat expenditure.)

Arms seems simple, but isn't: if you have an extra arm, you can wield an extra shield or one-handed weapon, a two-handed weapon and a shield, or simply have a hand free while carrying a one-handed weapon and a shield. But myconids get 2 slam attacks, one for each arm! Should we give them that, too? Well, consider the four-armed mutant sahuagin: it gets 2 extra claw attacks with its bonus arms.

I'm inclined to say "No, a character could just buy five extra arms and get five extra slam attacks." But that objection makes no sense, it could just buy five extra arms and five extra swords, and get five extra sword attacks, stronger than the slam attacks. Can a creature slam attack with a hand it's holding something with? Which is to say, could it buy five extra arms and five extra swords, then make five sword attacks and five slam attacks? Apparently, "a frost giant carrying a heavy weight in both arms doesn’t have a free hand to use for a slam attack. He’d have to drop the object (a free action) before making a slam attack." So the answer is no.

Plus warforged, for example, have two fists but only one slam attack. So I'm going to say no, the myconid doesn't get any additional slam attacks, though it can get additional weapon attacks if it uses additional weapons, though it may want to spend the buttload of feats it needs to do effective multiweapon fighting.

Legs seems a little more complicated, but isn't. I'm inclined to give a three-legged myconid quadruped status. On the one hand, the Monster Manual says "Any creature with four or more motive limbs can carry a load as a quadruped". On the other hand, Deities and Demigods says "any form with three or more legs" is affected by loads like quadrupeds are. The wording of the MM entry doesn't exclude the possibility that the D&D entry is true, so let's go with that. A third leg turns a myconid into a quadruped.

So let's write up some feats.

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Extra Arm [Racial]
Prerequisite: Myconid race
Benefit: You have an extra arm.
Special: You may take this feat more than once. Each time you do, you sprout an extra arm.

Extra Leg [Racial]
Prerequisite: Myconid race
Benefit: You have an extra leg. You can carry loads as a quadruped.
Special: You may take this feat more than once. Each time you do, you sprout an extra leg. You never gain the benefits of being a quadruped more than once. However, if you should happen to lose one of your legs, you still count as a quadruped as long as you have at least three legs.