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*Pathfinder & Starfinder
Herbalism [low magic] [long]
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<blockquote data-quote="gpetruc" data-source="post: 705027" data-attributes="member: 2255"><p>Here is a simple herbalism system I created (possibly to use it in a very low magic setting).</p><p></p><p><strong>General ideas</strong></p><p>- This system is designed for low-magical worlds, where healing</p><p>through divine magic is rare.</p><p>- It allows a small amount of healing through natural means (herbs).</p><p>- It is good for rangers and other wilderness classes, and also for</p><p>NPC experts.</p><p>- It uses skills checks</p><p></p><p>All checks are Profession:Herbalist checks unless stated otherwise</p><p>5 ranks in Knowledge:Nature give a +2 synergy bonus to</p><p>Profession:Herbalis</p><p></p><p>To be able to use this skill a character must have an herb of the appropriate type and power level:</p><p><strong>Herb types</strong></p><p>- hp healing</p><p>- ability damage healing (one type for each ability score)</p><p>- poison healing</p><p>- disease healing</p><p></p><p><strong>Difficulty</strong> (just the definitions):</p><p> VE: Very Easy (15)</p><p> E: Easy (20)</p><p> M: Moderate (25)</p><p> D: Difficult (30)</p><p> VD: Very Difficult (35)</p><p></p><p><strong>Healing HP</strong> </p><p><em>(no more that 3/day, and no more that 1/hour)</em></p><p> VE: 1d4</p><p> E: 2d4</p><p> M: 4d4</p><p> D: 6d4</p><p> VD: 6d6</p><p></p><p><strong>Healing disease ability damage</strong> </p><p><em>(no more that 1/day)</em></p><p> E: 1 point</p><p> M: 1d4 points</p><p> D: 2d4 points</p><p> VD: 2d6 points</p><p></p><p><strong>Healing poison damage</strong> </p><p><em>(no more than once/poison)</em></p><p> E: 1d2 points</p><p> M: 1d4+1 points</p><p> D: 2d4+2 points</p><p> VD: 3d4+3 points</p><p></p><p><strong>Healing ability damage from other sources</strong> </p><p><em>(no more than 1/day)</em></p><p> M: 1 point</p><p> D: 1d4 points</p><p> VD: 2d4 points</p><p></p><p><strong>Poison</strong>: </p><p><em>(only once/poison)</em></p><p> poison DC - 10: delay for 1 hour</p><p> poison DC - 5: delay for 1 hour, halve secondary damage</p><p> poison DC: prevent secondary damage</p><p></p><p><strong>Diseases</strong></p><p><em>(only once/day)</em></p><p>- Disease DC - 10: halve disease damage for 1 day</p><p>- Disease DC - 5: prevent damage for 1 day</p><p>- Disease DC: heal disease</p><p></p><p><strong>Herbalist feat</strong></p><p>This feat allows:</p><p>1) to perform Difficult and Very Difficult tasks (all those</p><p>with DC > 20)</p><p>2) to take 10 in the checks</p><p>3) to prepare herbal brews and ointments</p><p></p><p><strong>Herb price (raw):</strong></p><p> Very Easy: 1 gp</p><p> Easy: 5 gp</p><p> Moderate: 20 gp</p><p> Difficult: 50 gp</p><p> Very Difficult: 100 gp</p><p>these herbs last for 1 week</p><p>note that more powerful herbs may be rare</p><p></p><p><strong>Finding an herb:</strong></p><p> DC equal to the herb power</p><p> +2 to check if in good season/place</p><p> -2 to check in winter/underground/wasteland</p><p> Search time: 30 min</p><p> Every time you find 1d4 dozes of the herb</p><p> the herb lasts for 1 week</p><p></p><p><strong>Identify (Knowledge: Nature)</strong></p><p>- a healing herb: DC equal to the herb DC; if fail by less than 5 you</p><p>can still find out what kind of healing produces; no retry</p><p>- a brew: DC equal to the DC of the herb contained; no retry</p><p>- a disease/poison: DC equal to the poison DC; gives general</p><p>information about the strength, ability affected & so on. It allows</p><p>to prepare an antidote </p><p></p><p><strong>Brews:</strong></p><p><em>1) Time:</em></p><p> - Easy or less: 15 min</p><p> - Moderate: 30 min</p><p> - Difficult: 1 hour</p><p> - Very difficult: 2 hours</p><p> (simply: every difficulty increment is x2 time)</p><p><em>2) DC:</em></p><p> - the same DC as for the normal check</p><p><em>3) Duration:</em></p><p> - brews last 1 month</p><p> (can be made last for 1 year if the check is made against DC + 5)</p><p><em>4) Cost:</em></p><p> - Very Easy: 20 gp</p><p> - Easy: 50 gp</p><p> - Moderate: 100 gp</p><p> - Difficult: 200 gp</p><p> - Very Difficult: 500 gp</p><p> - x2 for every other additional +5 DC</p><p><em>5) Effect:</em></p><p> - the same as the herb used for the brew</p><p> - the ability score to be healed, or the type of disease/poison must be specified at brewing time.</p><p></p><p><strong>Antidotes: </strong></p><p>an antidote for one kind of poison/disease has the following effects:</p><p> - it heals the one who uses it from the specified poison/disease</p><p> - it prevents that poison/disease to affect the character for 2 hours</p><p> rules are the same as brewing rules</p><p> DC is as the poison/disease DC + 5</p><p></p><p><em>Edit: fixed formatting</em></p></blockquote><p></p>
[QUOTE="gpetruc, post: 705027, member: 2255"] Here is a simple herbalism system I created (possibly to use it in a very low magic setting). [b]General ideas[/b] - This system is designed for low-magical worlds, where healing through divine magic is rare. - It allows a small amount of healing through natural means (herbs). - It is good for rangers and other wilderness classes, and also for NPC experts. - It uses skills checks All checks are Profession:Herbalist checks unless stated otherwise 5 ranks in Knowledge:Nature give a +2 synergy bonus to Profession:Herbalis To be able to use this skill a character must have an herb of the appropriate type and power level: [B]Herb types[/B] - hp healing - ability damage healing (one type for each ability score) - poison healing - disease healing [B]Difficulty[/B] (just the definitions): VE: Very Easy (15) E: Easy (20) M: Moderate (25) D: Difficult (30) VD: Very Difficult (35) [B]Healing HP[/B] [i](no more that 3/day, and no more that 1/hour)[/i] VE: 1d4 E: 2d4 M: 4d4 D: 6d4 VD: 6d6 [B]Healing disease ability damage[/B] [i](no more that 1/day)[/i] E: 1 point M: 1d4 points D: 2d4 points VD: 2d6 points [B]Healing poison damage[/B] [i](no more than once/poison)[/i] E: 1d2 points M: 1d4+1 points D: 2d4+2 points VD: 3d4+3 points [B]Healing ability damage from other sources[/B] [i](no more than 1/day)[/i] M: 1 point D: 1d4 points VD: 2d4 points [B]Poison[/B]: [i](only once/poison)[/i] poison DC - 10: delay for 1 hour poison DC - 5: delay for 1 hour, halve secondary damage poison DC: prevent secondary damage [B]Diseases[/B] [i](only once/day)[/i] - Disease DC - 10: halve disease damage for 1 day - Disease DC - 5: prevent damage for 1 day - Disease DC: heal disease [B]Herbalist feat[/B] This feat allows: 1) to perform Difficult and Very Difficult tasks (all those with DC > 20) 2) to take 10 in the checks 3) to prepare herbal brews and ointments [B]Herb price (raw):[/B] Very Easy: 1 gp Easy: 5 gp Moderate: 20 gp Difficult: 50 gp Very Difficult: 100 gp these herbs last for 1 week note that more powerful herbs may be rare [B]Finding an herb:[/B] DC equal to the herb power +2 to check if in good season/place -2 to check in winter/underground/wasteland Search time: 30 min Every time you find 1d4 dozes of the herb the herb lasts for 1 week [B]Identify (Knowledge: Nature)[/B] - a healing herb: DC equal to the herb DC; if fail by less than 5 you can still find out what kind of healing produces; no retry - a brew: DC equal to the DC of the herb contained; no retry - a disease/poison: DC equal to the poison DC; gives general information about the strength, ability affected & so on. It allows to prepare an antidote [B]Brews:[/B] [i]1) Time:[/i] - Easy or less: 15 min - Moderate: 30 min - Difficult: 1 hour - Very difficult: 2 hours (simply: every difficulty increment is x2 time) [i]2) DC:[/i] - the same DC as for the normal check [i]3) Duration:[/i] - brews last 1 month (can be made last for 1 year if the check is made against DC + 5) [i]4) Cost:[/i] - Very Easy: 20 gp - Easy: 50 gp - Moderate: 100 gp - Difficult: 200 gp - Very Difficult: 500 gp - x2 for every other additional +5 DC [i]5) Effect:[/i] - the same as the herb used for the brew - the ability score to be healed, or the type of disease/poison must be specified at brewing time. [B]Antidotes: [/B] an antidote for one kind of poison/disease has the following effects: - it heals the one who uses it from the specified poison/disease - it prevents that poison/disease to affect the character for 2 hours rules are the same as brewing rules DC is as the poison/disease DC + 5 [i]Edit: fixed formatting[/i] [/QUOTE]
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