Category:Herbalist: Difference between revisions

From Mistipedia
Jump to navigationJump to search
Cure (talk | contribs)
No edit summary
Cure (talk | contribs)
No edit summary
Line 3: Line 3:
The cost of raw material for herbal treatments, drugs or poisons is function of the former's rarity and the latter's market price: 1/6 if a very common; 1/3 if common; and 3/4 if rare. Raw material that is very rare must be found rather than bought. The raw material of most poisons is rare. Raw material that is common in [[Borca]] or [[Forlorn]] is rare or nonexistent elsewhere. The raw material of herbal treatments, most drugs, and a few mild poisons is very common.
The cost of raw material for herbal treatments, drugs or poisons is function of the former's rarity and the latter's market price: 1/6 if a very common; 1/3 if common; and 3/4 if rare. Raw material that is very rare must be found rather than bought. The raw material of most poisons is rare. Raw material that is common in [[Borca]] or [[Forlorn]] is rare or nonexistent elsewhere. The raw material of herbal treatments, most drugs, and a few mild poisons is very common.


The rate at which herbal treatments, drugs and poisons can be made differs from that established by standard crafting rules in that gold rather than silver pieces is used in the calculation.
The rate at which herbal treatments, drugs and poisons can be made differs from that established by standard crafting rules in that gold rather than silver pieces is used in the calculation. For example, [[cyanide] has a market price of 120 gp, requires a DC 15 check to make, and has very common plant-based raw ingredients. The cost of making one does is 20 gp. An individual with Profession (herbalist) +15 can produce at a minimum of 2 doses and an average of 3 doses per week.
 
 
 
 
Amount: To fi gure out how much poison you are able to
create in a week, make a Craft (poisonmaking) check at the
end of the week. If the check is successful, multiply the
check result by the DC for the check. That result is how
many gp worth of poison you created that week. When
your total gp created equals or exceeds the market price
of one dose of the poison, that dose is fi nished. (You may
sometimes be able to create more than one dose in a week,
depending on your check result and the market price of
the poison.) If you fail the check by 4 or less, you make no
progress that week. If you fail the check by 5 or more, you
ruin half the raw materials and have to buy them again.


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.
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]][[Category:Poison Maker]]

Revision as of 02:05, 1 November 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.

The cost of raw material for herbal treatments, drugs or poisons is function of the former's rarity and the latter's market price: 1/6 if a very common; 1/3 if common; and 3/4 if rare. Raw material that is very rare must be found rather than bought. The raw material of most poisons is rare. Raw material that is common in Borca or Forlorn is rare or nonexistent elsewhere. The raw material of herbal treatments, most drugs, and a few mild poisons is very common.

The rate at which herbal treatments, drugs and poisons can be made differs from that established by standard crafting rules in that gold rather than silver pieces is used in the calculation. For example, [[cyanide] has a market price of 120 gp, requires a DC 15 check to make, and has very common plant-based raw ingredients. The cost of making one does is 20 gp. An individual with Profession (herbalist) +15 can produce at a minimum of 2 doses and an average of 3 doses per week.

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.