Darl Quethos

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Hi Folks,
 
We will be launching our Storm Riders Kickstarter (Dungeon Crawler) September 7th!
 
Six of the sculpts and renders have been shown off already.  We're finalizing the finishing steps on our first DCM Kickstarter, but we stuck with it and will persevere!  We believe we've ironed out the kinks in our production process, and as this will be our second project with the same factory, we should be able to excel on delivery.
 
The behemoth stands on a monstrous 8" diameter base to rival our Kraken.
 
Our Storm Riders have a great feature where the mounts and riders are interchangeable whose usefulness only grows as new mounts and riders are added to the series!


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What about a Star Wars Trandoshan Scavenger?

http://www.plasticrypt.com/swm_cw/39_Trandoshan_Scavenger.jpg


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*like*

Pendin, I lol'd.


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A player of mine wants to extract poison from the kills they make during adventuring. We found some loose rules and modified them, but couldn't find anything official. I was looking for feedback and figured this would be the place to get that.

RULES FOR EXTRACTING POISONS & PATHFINDER

EXTRACTION:
1st - The size of creature determines how many doses are possible to extract; tiny 1, small 1d2, medium 1d4, large 2d4, +1d4 per additional size category.

2nd - Roll the correct Knowledge Nature check for the beast with the poison DC 10 + HD of creature to locate the poison sack. Fail increases step 3's DC by 5. This can be done as a Full Round Action.

3rd - Roll a Survival check DC 15 + HD of creature with the sack you are trying to extract. On a natural 1 you accidentally poison yourself and half the doses are spoiled. On failed check, half the doses rounded down are spoiled. This can be done within 5 minutes per HD of creature -1 minute per level of the extractor, to a minimum of 1 minute.
Character’s with “Poison Use” never poison themselves while extracting the sack.

*If a dose is sealed in a container it will last indefinitely until applied.

APPLYING POISON:
For each dose being applied to a weapon, role a Craft-Alchemy check. DC = poison save DC. On failed check, that dose of poison is spoiled. On a natural 1 you poison yourself. Applying Poison to a weapon requires a Full Round Action and either a Concentration check as though casting a spell or the extractor’s full attention.
Character’s with “Poison Use” never poison themselves on a natural 1.

*The dose remains active on a weapon until used on a fleshy or watery target (ground/dirt, water/mud, trees, zombies, humanoids, dragons) or evaporates/rubs off over a 2d4-1 day period once applied to a weapon. You could have a special sheath crafted that will make a seal, but this will be expensive and may get damaged in travel/combat.

DANGERS:
Those characters carrying poisonous weapons without “Poison Use” must make a reflex save DC20 to avoid poisoning themselves in combat when rolling a natural “1” or when wielding the item and making any Dexterity based Skill checks.

Carrying poisons is punishable by execution in most civilized (and some not so civilized) locations. The bearer will be dubbed as an assassin and possibly tried and executed.

If a PC attempts an extraction in a lab (not just using a field kit), that it could cut down on the time by 5mins, and gives a +2 bonus to all of the DC checks required. Characters require a field kit or cauldron to do extractions at all (Assassins would probably buy the stuff, not procure it themselves, but if they want to they can do it in a lab or get an alchemy kit).

Characters can take the stinger, head or try to remove the sacks (or stuff a tiny spider in a jar) and procure it later on, but the Knowledge Nature check will determine the success (so it's a good idea to do this on the spot, failure might mean not having the body later on). If the Character does not take the time to do the Knowledge check or does not know from experience, then they have a greater chance of messing it up. The creature's poison sack is located elsewhere, the poison turns gaseous in a dead critter after so many hours, that kind of thing is determined by the rolls.

"I've harvest thousands of these spiders why do I still need to make a Knowledge Nature check?" - once a Character has succeeded on harvesting a creature of a specific type, they do not need to make the Knowledge Nature check again on that exact type (read as monster entry). This must be tracked by the Player, basically write down what it was, where it was extracted and if the extraction or Knowledge check was successful.

Sample; in the case of a medium scorpion. HD5.

Gain 1d4 doses by doing the following:
Roll a Knowledge Nature check DC15 to find the venom sacks.
- Succeed, move to next step.
- Fail, +5 to the DC of next step.
Roll a Survival check DC20 or DC25 to safely extract the venom sacks.
- Succeed, move to next step.
- Fail, poison self and/or lose half of doses, rounded down.
Applying Poison to weapon DCX (DC of poison).
- Succeed, weapon is poisonous until discharged or wears off.
- Fail, poison self and/or dose is lost.