Ultimate Wilderness

Statboy

Resident Cueball
So bunches of changes and new stuff with this book. Some stuff we will be adding is, guidelines on extracting venom/ poisons from a dead creature, milking venom, overhaul to animal companion tricks, overhaul to animals companion archetypes, fording a river, and allowing the new spells/feats/items to be available.

Extracting Venom Poisons: The harvester must succeed at a Survival check (DC = 15 + the dead creature’s CR) in order to successfully harvest poison. On a success, the harvester acquires a single dose of the creature’s venom, plus 1 additional dose for every 5 by which the result of this check exceeded the DC (to a maximum number of doses equal to the creature’s Constitution modifier, minimum 1). Failing the check causes all of the venom to be lost. Failure by 5 or more exposes the harvester to 1d3 doses of the creature’s venom unless she has the poison use class feature. You can use any light slashing weapon to perform this but receive a -2 penalty if not using Surgeons Tools.

Milking Venom: Basically you'll get bit unless its an animal companion or familiar, so just kill it and extract the venom from its dead corpse.

Animal Companion Tricks: I'll just make a handout in roll20 with the new list I guess, seems easiest. Moon Moon will probably have to redo his list.

Fording a River: Table 4–6: Fording a River, strength check based on river speed and depth of water
Condition-Strength Check DC
Water is knee deep- DC 5
Water is waist deep- DC 10
Water is chest deep- DC 15
Water is deeper than creature is tall- DC 20
Per 10 feet/round of current’s speed +2 to DC

New Spells: Ates can replace one current spell known with a new one of the same level, as if he knew the spell all along. Here is one that stood out.
Iron Stake; Conjuration; Ranger 2/Wizard3: Create a 1ft Cold Iron stake that you fling as a ranged touch attack dealing 1d6 per 2 caster levels of damage. If it hits a creature with DR/Cold iron, the creature is sickened for 1 rnd and must make a Fort Save if it fails it must make a concentration check (DC 15 +spell level*2) to perform any spell or sla it has for a number of rnds equal to your caster level.

Items:
Backpack, Hyrdation: 40gp, 4lbs. Its a backpack with a camel pack that holds 1 gallon of water
Companion Cold Weather Outfit: 15gp, 6lbs. I guess for non fury animal companions?
Field Survival Guide: 20gp, 1lb. Can make survival checks untrained to do specific tasks
Stretch Cords: 5sp, 1/2lb. Its those bungees you use to tie your trunk down when you have a couch in the back of your hatchback (seriously we've all done that at least once).
Silent Piton: 5sp, 1/2lb. Can be hammered in place and sound doesn't travel 10ft from point of impact
Trekking Pole: 15gp, 2lbs. While traveling overland in areas of impaired movment (such as snow) travel 25% faster
Adhesive Strip: 5gp, 1/2lb. Its 3ft of duct tape
Waist Pouch: 5sp, 1/2lb. Its a fanny pack

Magic Item Abilities:
Shield; Jawbreaker; +2 enhancement- attacking the wielder with a bite attack provokes an AOO, the wielder must use Shield Bash, this does not make the wielder forfeit his shields AC bonus. On a confirmed crit the enemies jaw is injured. -2 penalty on all bite attacks and damage, and abilities that use the jaw such as breath weapon.

Ranged Weapon; Plummeting; +1 enhancement- a flying creature hit with a plummeting ranged weapon must make a DC 20+ twice the weapons enhancement bonus to avoid falling. If it fails, it loses 10 ft of altitude, on a confirmed crit it drops 10ft on a succesful fly check, and loses 1d4*10ft if it fails.

Magic Plants:
A lemon tree that grows acid grenade lemons, cause...
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Funding Progress To Date

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