Possibly something people already know, but:
If you see anyone in the heathen-related tags posting something and putting 14 or 88 or 1488 in the post somewhere, go ahead and block them. Both of those are code numbers for white supremacy/separatism. 14 stands for David Lane’s 14 words, 88 is a repetition of the eighth letter of the English alphabet, which stands for a certain exclamation used to hail the leader of the 3rd Reich. (Or David Lane’s 88 precepts, but bad news either way.)
These are not friends. They’re not co-religionists. They’re neonazis taking the Norse Mythology aesthetic and hiding behind it.
going to start an initiatory practicing group for the far north of ATL crowd focused solely on the local environment and the spirits of it
thinking about calling it the Mountain Cultus (for obvs. reasons)
Mushroom People (Combined traits for all three size groups)
- Plants have the low-light vision trait.
- Plants are immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms).
- Plants are immune to paralysis, poison, polymorph, sleep effects, and stunning.
- Plants breathe and eat, but do not sleep, unless they want to gain some beneficial effect from this activity. This means that sleep is not required to survive or stay in good health.
Treespeech (2 RP): Prerequisite: Plant type; Benefit: Members of this race have the ability to converse with tree as if subject to a continual speak with plants spell.
Toxic (1 RP): Benefit: Members of this race gain the following extraordinary ability: A number of times per day equal to its Constitution modifier (minimum 1/day), a member of this race can envenom a weapon that it wields with its toxic secretions. Applying venom in this way is a swift action. When you take this trait, choose one of the following venoms.
Kneecapper (1 RP): Prerequisite: Small; Benefit: Members of this race gain a +4 racial bonus on combat maneuver checks to trip an opponent.
Life-Stealing Venom: Injury; save Fort DC 10 + 1/2 the user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1 Con;cure 1 save.
Paralytic Venom: Injury; save Fort DC 10 + the 1/2 user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Dex;cure 1 save.Weakening Venom: Injury; save Fort DC 10 + 1/2 the user’s Hit Dice + the user’s Constitution modifier; frequency 1/round for 6 rounds; effect 1d2 Str;cure 1 save.