Herb Mixer (3.5e Feat)
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Herb Mixer [Skill]
With a lot of green herbs and a slight bit of red herb you can make those sword wounds go like it was nothing.Prerequisites: Craft (Alchemy) 4 Ranks, Survival 4 Ranks
Benefits: This is a skill feat that scales with your ranks in Heal.
- 0 ranks: You can prepare special medicinal herbs at the start of each day, up to a number of doses equal to half your ranks in Survival + your Intelligence or Wisdom modifier (whichever is higher). The doses of prepared herb stay potent for 24 hours, then become inert and useless. The herbs can be applied as part of a Heal check, granting a +8 bonus on the check.
- 4 ranks: You may mix two doses of herbs, creating a special medicinal extract. This medicinal extra heal 1d8 + your ranks in heal when applied as a standard action. You may apply the extract over the course of a minute, making a heal check and healing 1d8 + the result of the check.
- 9 ranks: You may use a single dose of herb to replicate the effect of delay poison or an extract to replicate the effect of neutralize poison.
- 14 ranks: You may combine two extract together, then infuse them with 150 gp worth of diamond powder top create a super extract. When this extract is applied it replicate the effect of the restoration spell and heal twice as much as normal extract. If used on a corpse, the super extract act as the revivifySpC.
- 19 ranks: Once per month, by mixing very rare herbs worth 5,000 GP you may create a medicinal Philosopher's Stone. These stone scannot be used to transmute lead into gold, but can be turned into an oil of life normally. They otherwise behave as normal Philosopher's Stone.
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Facts about "Herb Mixer (3.5e Feat)"
Author | Leziad + |
Identifier | 3.5e Feat + |
Prerequisite | Craft (Alchemy) 4 Ranks + and Survival 4 Ranks + |
Rating | Undiscussed + |
Skill | Heal + |
Summary | With a lot of green herbs and a slight bit of red herb you can make those sword wounds go like it was nothing. + |
Title | Herb Mixer + |
Type | Skill + |