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I'm curious about the Prana Ghost's alignment... and if we'll ever get non-evil undead, especially a non-evil undead PC race (no, not dhampir).


In the back of the book, in the "Random Faction" table, there is no entry for 61-65%... it jumps from "52-60 Mendevian Crusaders" to "66-70 Ninth Battalion"


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"We loot the bodies -- any treasure?"

This is all well and good for creatures carrying weapons and gold, but what about all the beasts that don't? Sure, you get XP, and clear an obstacle, but so many times I've had folks upset that they don't GET anything tangible from an encounter.

With crafting skills, and alchemy, it seems like there could be other options. While it might seem similar to "vendor trash" in an MMORPG, it would be nice if you could "harvest" materials from beasts.

Let's say your party kills a dire bear. Obviously it's not carrying money. But what about it's fur? Isn't that worth something? Your ranger might have Profession: Skinning or Tanning. Bearskin leather armor/cloak (complete with headpiece) would be great to wear into battle -- the bandits might think twice about messing with a guy who brought down a dire bear.

Those claws and teeth did a number on your squishy wizard. Why not reuse them? Dire bear claws would make for a wicked dagger or something. There are material listings for dragonscale and angel skin, but what about all the other beasties in the land?

Does "dire" necessarily mean "infected"? I mean, if you're low on rations, smoking up some bear jerky over the campfire would keep you going on your trek for quite a while.

And what about those crazy innards? If bear bile is used in traditional Chinese medicine, surely your Alchemist can find SOMETHING among the entrails that would be useful down the line - grab that gall bladder while you're in there.

Some of this comes down to GM control, of course, but it sure would be great to have a listing for the monsters with no treasure that a knowledge, crafting or profession check would help them find something a simple perception roll might not.


zergtitan wrote:
Giorgo wrote:

Does this book cover rules for gathering raw materials needed to craft Alchemy items with the Craft (Alchemy) or Profession (Herbalist) skills?

My players are in a town with no Alchemy items available, but the skills to make their own , and around the town there are plains, forest and mountains they can search for raw material/components.

It does give you recipes and the cost of the raw materials + time. but you might have to GM how to get the raw materials yourself.

Yeah, I was so hoping for at least one table for "Random Alchemical Materials". Ideally there would be a few, such as Forest, Subterranean, Freshwater, Saltwater, etc... so many times there's a "Is there any useful components among these mushrooms?" and it would be great to be able to roll on a table and say "yes, you find 1d4 wartroots" and have a listing for what wartroots can be used in. All the alchemical ingredients within are great, but I kinda wish there was a big list of them, be it plants, fungus, animal parts, minerals, etc.

Actually, that would be fun, too -- a bestiary add-on including useful parts of the things you kill. Which ones are edible, which ones make good potions, crafting armor and weapons from them (thinking of the scene in Aliens vs Predator with the spear and shield made from the Xenomorph...). Maybe it's too much like MMO vender trash, but it would be nice to give the players SOMETHING when they kill a monster that doesn't carry treasure... skins, meat, components, etc.


If two summoned creatures survive on the material plane long enough to mate and produce offspring (or at least lay eggs) do those offspring remain indefinitely after the parents unsummon? What if they are the product of a union between a summoned and non-summoned creature.