Category:Herbalist: Difference between revisions

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Raw ingredients for a given treatment, drug or poison cost a fraction of the market price: 1/6 if very common; 1/3 if common; and 3/4 if rare. Herbal treatments, drugs and mild poisons usually have very common raw materials. Raw materials that are common in [[Borca]] or [[Forlorn]] tend to be rare elsewhere. Most poisons have raw materials that are rare. Very rare raw materials must be found rather than bought.
Raw ingredients for a given treatment, drug or poison cost a fraction of the market price: 1/6 if very common; 1/3 if common; and 3/4 if rare. Herbal treatments, drugs and mild poisons usually have very common raw materials. Raw materials that are common in [[Borca]] or [[Forlorn]] tend to be rare elsewhere. Most poisons have raw materials that are rare. Very rare raw materials must be found rather than bought.


Failing a crafting check by 4 or less results in no progress being made for the week. Failing a crafting check by 5 or more results in no progress being made for the week and the destruction of half the raw materials which must be replaced. Additionally, should a failure occur while crafting a poison, a successful DC 15 Reflex save is required to avoid poisoning oneself. Individuals with the poison use ability are exempt, principally [[assassins]], [[blackguards]], and [[Court Poisoner|court poisoners]]. The undead, druids of at least the 9th level, and monks of at least the 11th level likewise run no risk of poisoning themselves.   
Failing a crafting check by 4 or less results in no progress being made for the week. Failing a crafting check by 5 or more results in no progress being made for the week and the destruction of half the raw materials which must be replaced. Additionally, should a failure occur while crafting a poison, a successful DC 15 Reflex save is required to avoid poisoning oneself. Individuals with the poison use ability are exempt, principally [[assassins]], [[blackguards]], and [[Court Poisoner|court poisoners]]. The [[The Undead|undead]], [[druids]] of at least the 9th level, and [[monk|monks]] of at least the 11th level likewise run no risk of poisoning themselves.   


[[Category:Profession]][[Category:Herbalism]]
[[Category:Profession]][[Category:Herbalism]]

Revision as of 15:54, 31 October 2011

A herbalist is presumed to have ranks in the Profession (herbalist) skill. Using this skill herbalists may locate herbs in the wild and prepare herbal treatments, formulate drugs and make poisons that are flora-based (fungi & plants). A substance lacking an active flora ingredient or with several non-flora active ingredients cannot be crafted by a herbalist. A herbalist can formulate opium and even blistercap poison, but not silver-mercurium.

Raw ingredients for a given treatment, drug or poison cost a fraction of the market price: 1/6 if very common; 1/3 if common; and 3/4 if rare. Herbal treatments, drugs and mild poisons usually have very common raw materials. Raw materials that are common in Borca or Forlorn tend to be rare elsewhere. Most poisons have raw materials that are rare. Very rare raw materials must be found rather than bought.

Failing a crafting check by 4 or less results in no progress being made for the week. Failing a crafting check by 5 or more results in no progress being made for the week and the destruction of half the raw materials which must be replaced. Additionally, should a failure occur while crafting a poison, a successful DC 15 Reflex save is required to avoid poisoning oneself. Individuals with the poison use ability are exempt, principally assassins, blackguards, and court poisoners. The undead, druids of at least the 9th level, and monks of at least the 11th level likewise run no risk of poisoning themselves.