Metastachydium
2023-05-18, 02:07 PM
Fair warning: the plural in the thread title might prove to be a lie on the long run, but I don't want to wake up with the need to add an "and Other Stuff" clause to it later (again), so here we are. What is this about? Well, that's simple enough. Although the notion comes up in official material here and there (some famous examples are notably found in FRCS (or PGtF, I never know which, but I'm pretty sure everyone gets what I'm talking about here)), strange herbal brews concocted by quasi-trained semi-professionals who are neither spellcasters, nor trying to kill someone remains, for the largest part, a ground untouched and unthreaded. Enter the brand new Craft (herbal remedy) skill! (By me.)
Now, this newcomer is supposed to work the same way any other Craft skill would. In a pinch, I would allow for Craft (poisonmaking) and/or Craft (alchemy) stand in for it, even, perhaps, however, only for characters trained in Profession (herbalism). And the spellcasting prerequisite of Alchemy? Shouldn't figure into this at all. This comes with an important side effect, of course: since this is not a magical effect, simply the Extraordinary interplay between a chemical agent and an organism, herbal remedies shouldn't work on anything that cannot metabolize them, which is to say, this is for living creatures only.
This is, naturally, at this stage not quite as a broad concept, let alone project, as I make it out to be. The above (again, naturally) is more a long-winded way to frame my firing up (for now!) a singular tiny little idea, the
Quickseed
Quickseed (or, colloquially, tree-of-life) is a nondescript, evergreen tall bush or low tree, not uncommon on the coastal hillside scrub of many a temperate region. It has a smooth, thin gray bark and pointed, oblong leaves symmetrically arranged along the thin branches. Although many of its parts are oftentimes ascribed medicinal properties, its main claim to fame is its fruit, or, rather, the seeds. Button-shaped and rarely larger than the nail on a human's ring finger, these come in long, flat pods that hold up to eight, if usually no more than five of them. They ripen mid-autumn. Once the pod turns black-brown and dry, it is fit for picking.
The dry seeds, when chewed, are known to produce an effect that might not truly rival the effect of magical healing and is known to induce a certain dizziness, but which, even so, is a strong simulant that also thickens the flowing blood and can keep a wounded warrior fighting just as a potion would. Experienced herbalists, moreover, found ways to further refine this substance. The powder of the seeds is variously brewed into a syrupy draught that is easy to swallow and while not particularly potent, mitigates the lightness of head; or mixed with the resin of firs to make square, sticky slabs for chewing these, in turn, bolster the beneficial properties of the seeds, while offering the same ease on the mind (if not the same ease of use) as the draught.
Pricing&Specifics:
Effect1
Save DC
Adverse Effect1
Craft DC
Price
Seeds (5)
1d8 temporary hit points
14
Initial damage: 1 Wis; secondary damage: 1d2 Wis
15 gp
Quickseed Draught
1d8 temporary hit points
12
Initial damage: 1 Wis; secondary damage:
15
25 gp
Quickseed Pastille, average
1d8 temporary hit points
12
Initial damage: 1 Wis; secondary damage:
15
25 gp
Quickseed Pastille, refined
2d8 temporary hit points
12
Initial damage: 1 Wis; secondary damage:
20
150 gp
Quickseed Pastille, potent
4d8 temporary hit points
12
Initial damage: 1 Wis; secondary damage:
25
500 gp
1Cumulative per dose ingested.
Now, this newcomer is supposed to work the same way any other Craft skill would. In a pinch, I would allow for Craft (poisonmaking) and/or Craft (alchemy) stand in for it, even, perhaps, however, only for characters trained in Profession (herbalism). And the spellcasting prerequisite of Alchemy? Shouldn't figure into this at all. This comes with an important side effect, of course: since this is not a magical effect, simply the Extraordinary interplay between a chemical agent and an organism, herbal remedies shouldn't work on anything that cannot metabolize them, which is to say, this is for living creatures only.
This is, naturally, at this stage not quite as a broad concept, let alone project, as I make it out to be. The above (again, naturally) is more a long-winded way to frame my firing up (for now!) a singular tiny little idea, the
Quickseed
Quickseed (or, colloquially, tree-of-life) is a nondescript, evergreen tall bush or low tree, not uncommon on the coastal hillside scrub of many a temperate region. It has a smooth, thin gray bark and pointed, oblong leaves symmetrically arranged along the thin branches. Although many of its parts are oftentimes ascribed medicinal properties, its main claim to fame is its fruit, or, rather, the seeds. Button-shaped and rarely larger than the nail on a human's ring finger, these come in long, flat pods that hold up to eight, if usually no more than five of them. They ripen mid-autumn. Once the pod turns black-brown and dry, it is fit for picking.
The dry seeds, when chewed, are known to produce an effect that might not truly rival the effect of magical healing and is known to induce a certain dizziness, but which, even so, is a strong simulant that also thickens the flowing blood and can keep a wounded warrior fighting just as a potion would. Experienced herbalists, moreover, found ways to further refine this substance. The powder of the seeds is variously brewed into a syrupy draught that is easy to swallow and while not particularly potent, mitigates the lightness of head; or mixed with the resin of firs to make square, sticky slabs for chewing these, in turn, bolster the beneficial properties of the seeds, while offering the same ease on the mind (if not the same ease of use) as the draught.
Pricing&Specifics:
Effect1
Save DC
Adverse Effect1
Craft DC
Price
Seeds (5)
1d8 temporary hit points
14
Initial damage: 1 Wis; secondary damage: 1d2 Wis
15 gp
Quickseed Draught
1d8 temporary hit points
12
Initial damage: 1 Wis; secondary damage:
15
25 gp
Quickseed Pastille, average
1d8 temporary hit points
12
Initial damage: 1 Wis; secondary damage:
15
25 gp
Quickseed Pastille, refined
2d8 temporary hit points
12
Initial damage: 1 Wis; secondary damage:
20
150 gp
Quickseed Pastille, potent
4d8 temporary hit points
12
Initial damage: 1 Wis; secondary damage:
25
500 gp
1Cumulative per dose ingested.