Greenfaun
2005-09-02, 11:32 AM
Herbal Medicine
Description:The character has knowledge of the medicinal properties of common plants and can use them to aid her healing.
Prereq's: Knowledge(Nature): 5 ranks and Heal: 5 ranks.
Herbal Medicine gives three benefits:
1) Herbgathering: The character may make a DC 20 Survival check to gather sufficient herbs to create an herbal Healer's Kit. The kit functions exactly as a normal Healer's kit (+2 circumstance bonus to heal checks) but only for someone with the Herbal Medicine feat. Gathering the herbs takes 1d3 hours.
2)Herbal Antidote: A healer with the Herbal Medicine feat and a Herbal Healer's Kit can make a Knowledge(Nature) check to cure a disease or remove a poison with the correct herb. The DC for the check is the same as the poison's or disease's save DC, but supernatural poisons and diseases cannot be cured this way. Even if the check is successful, the herbal treatment takes (1d6 x 8 ) hours to restore the afflicted character, but the character suffers no further ill effects during that time.
3)Skill synergies: A character with this feat gains new skill synergies. Knowledge(Nature) at 5 ranks grants +2 synergy bonuses to Heal and Craft: Poison.
So there it is. I figure it's mostly flavor, since anyone in need of real healing goes to a cleric or chugs a potion, but I wanted some sort of bonus for the "wise woman in the woods" type, and it could make a ranger or druid feel a little more useful.
What do y'all think?
Description:The character has knowledge of the medicinal properties of common plants and can use them to aid her healing.
Prereq's: Knowledge(Nature): 5 ranks and Heal: 5 ranks.
Herbal Medicine gives three benefits:
1) Herbgathering: The character may make a DC 20 Survival check to gather sufficient herbs to create an herbal Healer's Kit. The kit functions exactly as a normal Healer's kit (+2 circumstance bonus to heal checks) but only for someone with the Herbal Medicine feat. Gathering the herbs takes 1d3 hours.
2)Herbal Antidote: A healer with the Herbal Medicine feat and a Herbal Healer's Kit can make a Knowledge(Nature) check to cure a disease or remove a poison with the correct herb. The DC for the check is the same as the poison's or disease's save DC, but supernatural poisons and diseases cannot be cured this way. Even if the check is successful, the herbal treatment takes (1d6 x 8 ) hours to restore the afflicted character, but the character suffers no further ill effects during that time.
3)Skill synergies: A character with this feat gains new skill synergies. Knowledge(Nature) at 5 ranks grants +2 synergy bonuses to Heal and Craft: Poison.
So there it is. I figure it's mostly flavor, since anyone in need of real healing goes to a cleric or chugs a potion, but I wanted some sort of bonus for the "wise woman in the woods" type, and it could make a ranger or druid feel a little more useful.
What do y'all think?