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Herbalism

Herbalism(Priest, 1)
Ability: Wisdom
Modifier: ‐2
Those with herbalist knowledge can identify plants and fungus and prepare non‐magical potions, poultices, powders, balms, salves, ointments, infusions, and plasters for medical and pseudo‐medical purposes. They can also prepare natural plant poisons and purgatives. The DM must decide the exact strength of such poisons based on the poison rules in the DMG. A character with both herbalism and healing proficiencies gains bonuses when using his healing talent. In addition, a +1 bonus is gained when using the botany proficiency as well, if both are possessed.To be able to cure poison and diseases, the PC must collect various herbs while travelling and make them into small salves. This is due to the fact that most poisons are fast acting, and the PC wouldn’t be able to make up a salve and find the components ineight of all these herbs and salves is 5 pounds. To cure the poison or disease, the PC must make anumber of proficiency checks. These are:
 
    • A proficiency check to see if he possesses the knowledge to deal with that particular toxin or disease
    • A proficiency check made against half his normal skill roll to determine if he neutralizes that particular agent.
    • If the poison/disease is from a monster, and there is any chance of curing the malady, the skill roll is at ¼ the normalproficiency roll. If the poison or disease is magical in nature, then no mundane cure will work.
On any given day in the wilderness, the PC may also be able to find some particularly helpful herbs in use against injury gainedby an individual. These herbs can only be used within 7 days of them being found to be of any use (unless the PC also has thebotany, in which case he may preserve these herbs for a maximum of 1 month, before they lose their effect). The chance to findthese herbs is equal to ¼ their normal proficiency check if the character is ‘just looking out for them while travelling’, and halfnormalcheck if actively searching (half normal movement rate for that day). The number of herbs that will be found is equal tothe number of successful proficiency checks rolled consecutively. So if the first roll for the day fails, then none will be found thatday (although the PC still searches, and movement will be ½ normal for the rest of the day if actively searching).

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