Fatigue Spores

Price: 12,000 gp; Slot: Body; Type: Plant; Weight: 2 lb; Install DC: 23; Implantation Value: 2

Aura: Moderate Transmutation; CL: 9th;

Special Notes / Rules: Implants

Source: MoE, pg. 135

Description: By replacing your skin with the fungus-riddled tissue, you are able to generate a cloud of spores that causes anyone near you that needs to be breathe to become fatigued. Using this implant is a standard action that does not provoke. Anyone within 15 feet of you must make a Fortitude save (DC 10 + 1/2 your Hit Dice + your Constitution modifier). If the save is successful, the person is immune to your spores for 24 hours. If the save fails, they become fatigued until they are able to rest for 1 hour. During this time, any effect that would cause them to become fatigued, except that from Fatigue Spores, causes them to become exhausted instead. This is considered a poison effect for the purposes of immunities and resistances.

You can use your spores as often per day as desired, but if you are set on fire, you cannot use your spores until you put yourself out, plus 1 hour of rest. Likewise, you cannot use your spores if you are underwater or in a vacuum. The spore cloud is stopped by any protection that prevents gas attacks. Lastly, you gain a +1 circumstance bonus to saves versus mind-affecting effects. This bonus stacks with other plant implants.

Construction:

Craft DC: 22; Cost: 3,000 gp

Requirements: Craft Implant (plant), Waves of Fatigue

Donor Requirement: A large sample of fungus from fungus or mushroom based plant creature.