

Super Metroid Walkthrough - Super Metroid 2Ĭeres Station is the laboratory you see in the title screen. Super Metroid's story is told mainly through the player's actions, and this cutscene is the only time anyone speaks in the entire game. Savour the introductory cutscene, 'cause it's pretty much the only plot exposition you're going to get. Super Metroid Walkthrough - Super Metroid 1 It's widely considered to be one of the best 2D video games ever made, if not one of the best games period. Beginning to Bomb Torizo Super Metroid Walkthrough - Super Metroid 0 It's for a friend, I don't want her to feel screwed, so I may not change things for her character.You can jump to nearby pages of the game using the links above. I would love to hear what you all think about this modification. Haven't looked at the future abilities of the class much, just up to 8th level. You can only have a certain number of spore zombies at one time, equal to your WIS modifier (minimum of 1).ĭefinitely more powerful then the standard subclass given, but I thought it needed something to make it more useful.

It remains animate for 1 hour, after which time it collapses and dies. It obeys your mental commands, and the only action it can take is the Attack action, making one melee attack. In combat, its turn is immediately after yours. It has hit points equal to half your druid level. As a reaction you can reanimate a Small or Medium sized humanoid or beast within 10', the creature rises as a zombie at the end of your turn. These benefits last for 10 minutes or until you use your Wild Shape again.Īt 6th level, your spores gain the ability to infest a humanoid corpse and animate it. When you hit with your Halo of Spores attack, roll a second damage die.Īny melee attacks deal extra poison damage, equal to your druid level, to any target they hit. When you do so, you gain 3 temporary hit points per level you have in this class. As an action, use your Wild Shape feature to awaken those spores, rather than transforming. This damage increases to 1d6 at 6th level, 1d8+1 at 10th level, and 1d10+2 at 14th.Īt 2nd level, you gain the ability to channel magic into the spores that infuse you.

Use a bonus action on your turn, pick a creature within 10' of you, they must make a CON save, on a failed save deal 1d4 necrotic damage. Starting at 2nd level, you can launch toxic spores at other creatures. This is all theoretical and untested so please criticize fully. So I kind of kitbashed some stuff and changed some things. Told her she could keep some of her higher CR wild shapes, but she must still abide by the standard Wild Shape rules from now on.Īnyway I was looking at the Spore Druid from the UA and from the Ravnica guide, felt like neither one really worked all that well. She is now a Spore Drow and a lvl 8 Spore Druid, instead of a Moon druid. Her character will now come back as a kind of Plant/Humanoid hybrid. However I then realized that myconids can reanimate the dead! So there the idea was spawned. They brought her body to a bunch of myconids so that she could be recycled.

It was a tough fight and she still had alot of fun. I've never played Moon Druid either.) and ended up dying at the last possible moment to the boss.
#Spore game rolling static how to#
Didn't know how to use her character (Not her fault, she only played once before and not as a Druid. Girlfriend and I invited her friend to our game. Monstrous Compendium Volume One: Spelljammer Creatures
