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:
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.
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