Grogg of the North
Adventurer
In the 3.5 game I'm playing in, magic has recently been cursed and healing items (potions, wands, etc) are in short supply. To help the party recover from repeated axe blows to the head, the DM has offered up the idea that the more nature-y characters might be able to find herbs to create healing salves. The idea is that this will be a way for us to supplement our limited magical healing. The following is what the DM is proposing and she would like some feedback on it.
****************
Healing Herbs can be made with one of the following skill checks:
Knowledge Nature
Survival
Heal
Craft Natural Remedy
Profession Herbalist
5 or more ranks in any of the other skills provides a +2 synergy bonus.
If you fail by 5 or more, you make poisonous herbs instead of healing herbs and don't notice. For every 4 points you beat the DC you make one extra dose.
DC 20 Herbs heal 1d4 points of damage.
DC 25 Herbs heal 1d6 points of damage.
DC 30 Herbs heal 1d2 points of ability damage.
DC 35 Herbs heal 1d2 points of ability drain.
This process takes a full day in the wilderness, though some areas may be short of herbs. Increasing the DC by 5 will allow you to make herbs while traveling.
Applying herbs is a full round action that provokes.
Poisonous Herbs Possible Effects:
1-50: Effect is damage instead of healing
51-75: Effect is double damage instead of healing.
76-80: 1d4 points of ability damage*
81-85: 2d4 points of ability damage*
86-90: Fort save vs coma for 1d4 days
91-95: Will save vs spend the next 2d4 hours staring at pretty colors.
96-98: Will save vs spend the next 2d4 hours believing snakes and spiders are crawling through your skin. You deal 1 point of damage to yourself every round trying to remove the snakes/spiders unless restrained.
99: Fort vs Death
100: Roll twice (re-roll subsequent roll twice).
Save DCs are the craft DC for the herb that you tried to make.
*Roll die six to determine which ability is damaged:
1 = Str, 2 = Dex, 3 = Con, 4 = Int, 5 = Wis, 6 =Cha
Take 10: Yes
Take 20: No
Aid Another: Yes
****************
Healing Herbs can be made with one of the following skill checks:
Knowledge Nature
Survival
Heal
Craft Natural Remedy
Profession Herbalist
5 or more ranks in any of the other skills provides a +2 synergy bonus.
If you fail by 5 or more, you make poisonous herbs instead of healing herbs and don't notice. For every 4 points you beat the DC you make one extra dose.
DC 20 Herbs heal 1d4 points of damage.
DC 25 Herbs heal 1d6 points of damage.
DC 30 Herbs heal 1d2 points of ability damage.
DC 35 Herbs heal 1d2 points of ability drain.
This process takes a full day in the wilderness, though some areas may be short of herbs. Increasing the DC by 5 will allow you to make herbs while traveling.
Applying herbs is a full round action that provokes.
Poisonous Herbs Possible Effects:
1-50: Effect is damage instead of healing
51-75: Effect is double damage instead of healing.
76-80: 1d4 points of ability damage*
81-85: 2d4 points of ability damage*
86-90: Fort save vs coma for 1d4 days
91-95: Will save vs spend the next 2d4 hours staring at pretty colors.
96-98: Will save vs spend the next 2d4 hours believing snakes and spiders are crawling through your skin. You deal 1 point of damage to yourself every round trying to remove the snakes/spiders unless restrained.
99: Fort vs Death
100: Roll twice (re-roll subsequent roll twice).
Save DCs are the craft DC for the herb that you tried to make.
*Roll die six to determine which ability is damaged:
1 = Str, 2 = Dex, 3 = Con, 4 = Int, 5 = Wis, 6 =Cha
Take 10: Yes
Take 20: No
Aid Another: Yes