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Machete
2007-10-22, 01:02 AM
For all your money tight and low magic campaign needs.


HERBAL ITEMS

Mercy Salve: Made from rare plants and distilled oils suspended in the rendered fat of a creature with Fast Healing or Regeneration, mercy salve is a blessing inside an anti-magic field. One application to an injured character changes Half the HD of Patient(rounded up to the nearest whole) hitpoints of damage from lethal to nonlethal. It also protects wounds against infection. One jar contains 2 applications.
Cost 75 gp per jar; Alchemy or Profession: (Herbalist) check DC 25 to create, Weight .5 lb.

Specific Antidote: A specific antidote is an herbal mix along with the blood of a creature that has survived repeat exposure to a poison that has been painstakingly formulated to counter a certain poison. Taking a dose of specific antidote orally renders the imbiber immune to the effects of the poison it is formulated to counteract 1 minute later and lasts for 3 minutes. The use of Antitoxin immediately ends the duration of specific antidote due to its absorbent properties.
Profession (herbalist) check DC 30 to create. Market Price: half the cost of one dose of the poison being guarded against Weight: .1 lb. per vial.

Razormove Incense: Used by guards to increase awareness and reaction time, a stick of razormove incense burns for two hours, creating an invisible scent cloud 4 squares large. While breathing this incense, a character has the benefit of a +1 competence bonus to Initiative checks after leaving the area the incense is burning in for double the time spent within its fumes. This bonus does not stack with other competence bonuses from any source.
Alchemy or Profession (herbalist) check DC 16 to create. Market Price: 15 gp per stick. Weight: .1 lb. per stick.

Plaguebane Pellets: This mixture of herbs formed into a series of pellets kept in a bag can be taken once and then when a dose taken again 20-28 hours later begins to give the user a +2 circumstance bonus on all saving throws against disease. The base for these pellets is the heartine plant. This bonus is maintained as long as the plaguebane pellets are taken every 20-28 hours but a skipped dose means the effect is gone and the next dose will need to begin as if none was ever taken. Each bag contains 5 doses.
Profession (herbalist) or Profession (apothecary) check DC 15 to create. Market Price: 50 gp. Weight: .5 lb. per pouch of pellets(5 doses).

Red Stypte: This red powder mixture is a fairly simple mix of cayenne pepper and a few other powdered herbs such as plantain to make a styptic mixture that when applied liberally to wounds helps to greatly stop bleeding. This gives a +5 circumstance bonus to Heal checks for stabilizing dying characters and stopping any form of bleeding.
Profession (herbalist) or Profession (apothecary) check DC 15 to create. Market Price: 5 gp. Weight: .5 lb. per pouch



[A Note on Teas: They intentionally take time, water, and a heat source to produce as they are not meant to be a cure-all, instant use effect like potions but more as a way for poorer parties, commoners, and those in fairly safe surroundings to heal without taking days to sleep things off, casting spells, or drinking a potion.
In some instances, when an effect is foreseeable in the very near future, teas can be brewed and kept on hand for use.
many are limited in how many times per day they are useful to further prevent abuse and make their power more mundane.]

TEAS

Teas take two cups of water per cup of hot water needed heated by a flame equivalent to 4 torches or more in a kettle(steel, weighing in at 4 lb. costing 30 gp), a spoon to stir the bag(steel, weighing in at .1 lb. and costing 2 sp) and a cup to brew the tea in(wood, weighing in at .5 lb. and costing 1 sp). Heating a teakettle nonmagically (without heat metal or burning hands) generally takes 5 minutes. Brewing takes another 5 minutes if magic is not used although the force action of a prestidigitation spell could quicken it to a minute and cool it enough to be drinkable. Pouring water from the kettle into a single cup takes a move action. Tea takes a minimum of 2 full round actions to drink.
Prepared tea loses its potency and medicinal properties if not consumed within 30 minutes of the end of its brewing.
Tea usually is stored in a small cedar box with silver hinges, waxed seals, and a handle on a hinge weighing in at 1 lb. that holds up to 3 lb. of tea. The box is waterproof and air tight.


Medicinal Cure Tea: This tea is actually many different teas formulated for different sicknesses. It does often include the heartine plant, which is used in Plaguebane pellets. Imbibers gain an immediate save to cure a Disease at a -5 penalty. (2/day max attempts). Must be formulated for the specific sickness it is helping to cure.
Profession (herbalist) or Profession (apothecary) check DC 25 to create. Market Price: 50 gp + the Save DC of the Disease in gp. Weight: .1 lb. per pouch

Rioton Tea: Made famous for its use by up risers and revolutionaries of many sorts as well as criminals and cage fighters fighting in boxing matches. Imbibers gain Resistance 1 to nonlethal damage for two hours and take 2 WIS damage at duration end [reducing WIS to a minimum of 1 and never 0] (Fort Save 15 to negate this side-effect).
Profession (herbalist) or Profession (apothecary) check DC 25 to create. Market Price: 5 gp. Weight: .1 lb. per pouch

Wormwaud Tea: This tea contains a mild poison from the wormwaud plant that has been baked and is commonly used to treat Guardia and Tapeworms which are usually caught by drinking lake or river water that hasn’t been boiled or otherwise purified or drinking water from a contaminated well. Expels digestive tract parasites over 24 hours through digestive system. Poison deal 1 CON damage and then another 1 CON damage a minute later, Fort Save DC 2 to negate. This tea is only effective once every 24 hours.
Profession (herbalist) or Profession (apothecary) check DC 10 to create. Market Price: 5 gp. Weight: .1 lb. per pouch

Diver Tea: This tea comes from the leaves of a once rare tree native to a lost tropical island and opens up the nasal passages and clears lungs of gunk. For 20 minutes after drinking this tea, the user can hold their breath one more time per point of CON. This tea is only effective four times every 24 hours.
Profession (herbalist) or Profession (apothecary) check DC 15 to create. Market Price: 15 gp. Weight: .1 lb. per pouch

Tummycalm Tea: This tea is an old remedy often kept aboard expensive sailing vessels to treat seasickness. The imbiber gains a 3-in-20 + their CON modifier (minimum 1) chance of removing the Nauseated condition although further doses after the 3rd in an hour are ineffective. To determine success add 3 + the imbiber’s current CON modifier and subtract it from 20. A d20 roll must beat that number for the tea to be effective in treating that condition.
Profession (herbalist) or Profession (apothecary) check DC 10 to create. Market Price: 5 gp. Weight: .1 lb. per pouch

Syble Tea: This sweet tea was created by an herbalist trying to aid in the eradication of a group of ghouls that had been menacing his town. Its special blend of potent herbs give the imbiber a 3-in-20 + CON modifier (minimum 1) chance of removing the Sickened condition (max attempts 3/hour). To determine success add 3 + the imbiber’s current CON modifier and subtract it from 20. A d20 roll must beat that number for the tea to be effective in treating that condition. This tea is only effective three times every 24 hours.
Profession (herbalist) or Profession (apothecary) check DC 15 to create. Market Price: 5 gp. Weight: .1 lb. per pouch

Heartine Tea: This tea is made from certain herbs from carnivorous plants that rarely get big enough to attack even rats with their razor sharp leaves. The imbiber of this tea heals 2 CON Damage instead of 1 in a day the next time they heal a point naturally. This tea is only effective once every 24 hours.
Profession (herbalist) or Profession (apothecary) check DC 25 to create. Market Price: 30 gp. Weight: .1 lb. per pouch

Sensitizing Tea: This tea is made from an herb also used in common perfume and the smell of the tea is overwhelmingly strong. Creatures with Scent have a hard time drinking this tea. The imbiber of this tea heals 2 WIS Damage instead of 1 in a day the next time they heal a point naturally. This tea is only effective once every 24 hours.
Profession (herbalist) or Profession (apothecary) check DC 25 to create. Market Price: 35 gp. Weight: .1 lb. per pouch

Limberheal Tea: Heal 2 DEX Damage instead of 1 in a day the next time they heal a point naturally. The imbiber gains a 2-in-20 + their CON modifier (minimum 1) chance of suppressing the Paralyzed condition if the cause was nonmagical for 1d4+1 hours. (max attempts 3/hour) To determine success add 2 + the imbiber’s current CON modifier and subtract it from 20. A d20 roll must beat that number for the tea to be effective in treating that condition. This tea is only effective once every 24 hours.
Profession (herbalist) or Profession (apothecary) check DC 30 to create. Market Price: 50 gp. Weight: .1 lb. per pouch

Braveheart Tea: When a character drinks this soothing liquid it gives him or her a +1 circumstance bonus to resist fear effects for 1 hour. If the character is already under the effects of fear, drinking this liquid gives him or her a 5% chance to come out of it for the duration of the draught’s effects (1 hour). This tea is only effective once every 24 hours.
Alchemy or Profession (herbalist) or Profession (apothecary) check DC 15 to create. Market Price: 15 gp. Weight: .1 lb. per pouch

Deepsleep Tea: This pleasantly-scented liquid is quaffed by a character immediately before going to sleep. It allows her to get eight hours worth of sleep in a time span of only six hours of otherwise normal sleep and imposes a -2 penalty on all WISDOM based skill checks for those six hours(Fort Save DC 15 negates the side effect).
A wizard character still needs to get 8 hours of rest before she can prepare spells, but this does not need to be 8 hours of actual sleep. Somnolence draught has no effect on elves, who “trance” for four hours in place of sleep.
Profession (herbalist) or Profession (apothecary) check DC 15 to create. Market Price: 10 gp. Weight: .1 lb. per pouch

Vivaci Tea: One cup of this sweet refreshing solution removes the fatigue condition from any source except ones resulting from magical or supernatural effects or lack of sleep. The draught does not affect a character’s need for sleep. The benefit of vitality draught cannot be gained more than twice per 24 hour period and trying to do so only makes the receiving character jittery, taking a -1 circumstance penalty to all DEXTERITY based skills for an hour after the excess draught is consumed. This penalty doesn’t stack with itself.
Profession (herbalist) or Profession (apothecary) check DC 15 to create. Market Price: 10 gp. Weight: .1 lb. per pouch


MAGIC ITEMS

Balanced and cheap magic items for brewing-

Lesser Ignus Kettle: This finely wrought steel kettle instantly boils a gallon of water poured inside with a command word 5/day.
Faint Evocation ; CL 1st ; Craft Wondrous Item ; Produce Flame ; Market Price: 75 gp Weight: 2 lb.

Greater Ignus Kettle: This finely wrought steel kettle instantly fills with a gallon of water and boils the water inside with a command word 5/day.
Faint Evocation ; CL 1st ; Craft Wondrous Item ; Create Water and Produce Flame; Market Price: 200 gp Weight: 2 lb.

Cup of Extraction: This wooden cup features carvings of ivy along its borders and healers tending to wounded and brews tea in two rounds instead of 5 minutes with a command word 5/day. In the first round it extracts the tea essence with magical agitation and in the second round it cools the tea to a drinkable temperature on the third round it is ready to drink.
Faint Universal ; CL 1st ; Craft Wondrous Item ; Presdigitation; Market Price 40 gp Weight -