Forage Herbs
In the wild, you can forage for herbs, spending 1 hour to search in a 2km radius.. Based on abundance of resource and proficiency you must make a herbalism check. You then collect resources, below is the stated DC to collect herbs. Herbs forages sell for only 10-25% of their value in most markets
Herbs Worth
Trained | Expert | Master | Legendary | |
CS | 50 | 100 | 250 | 500 |
S | 5 | 50 | 100 | 250 |
F | 1 | 5 | 10 | 100 |
CF | 0 | 1 | 5 | 10 |
DC | |
Rich | 10 |
Fertile | 14 |
Normal | 18 |
Harsh | 25 |
Barren | 35 |
Herb Remedy
You administer a herb remedy, spending 1 hour to brew it with 5 gold worth of herb materials.
This can be administered against a willing creature who is sick or diseased from a non-magical effect and you make a contested check vs the DC of the illness
Critical Success You grant the creature a +4 bonus to its next saving throw against the disease.
Success You grant the creature a +2 bonus to its next saving throw against the disease.
Critical Failure Your efforts cause the creature to take a –2 penalty to its next save against the disease.
Herb Salve
You spend 5 gold worth of herb materials and 2 hours to make a single herb salve. You can then spend 10 minutes to apply the salve to heal a willing creature who is not wearing armor. Once this is done, they cannot be affected by this salve again.
Proficiency DC Success Healing Critical Healing
Trained 15 2d6 4d6
Expert* 20 2d6+10 4d6+10
Master* 30 2d6+30 4d6 +30
Legendary* 40 2d6+50 4d6+50
Draw Poison
You use 10 gold worth of herbs and 30 minutes on a willing patient. Then make a contested check vs the poison
CS/S: The poison is removed
CF/F: N/A