Item Changes: Difference between revisions

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Gives the user sixty (60) minutes worth of bonus hide and move silently (+5 to each)
Gives the user sixty (60) minutes worth of bonus hide and move silently (+5 to each)


==Other==
===Medicinal Herbs===
Herbs will heal 1 hp/round based on the result of a Heal check. Skill Focus: Heal adds an additional 1hp/round. The Rogue Perk "Physician" adds an additional 1hp/round.
* The total amount healed is the difference between your Heal check and the DC.
* While out of combat, using a Medicinal Herb will roll 1d20+Heal vs DC 11 to determine the amount healed.
* While in combat, using a Medicinal Herb will roll 1d20+Heal vs DC 16 to determine the amount healed.
* Higher quality herbs may add bonuses to the check. This will be visible in the log if so.
* Herbs will not stop applying their regeneration effect once the target reaches Uninjured, and can be used to add a short duration Regeneration effect.
===Healer's Kit===
Medicinal herbs can be added to a Healer's Kit item. Adding herbs to a kit is an excellent way to manage inventory weight and help keep healing resources organized in one place, but it is important to know that "higher quality herbs" will lose their bonus when added to a kit.
===Antitoxin===
This item neutralizes poisons with a successful Heal check of 1d20 + Heal vs DC.
* While out of combat, using Antitoxin will roll vs DC 15 to determine whether or not the poison is treated.
* While in combat, using Antitoxin will roll vs DC 30 to determine whether or not the poison is treated.
* In all cases, using Antitoxin will roll vs DC 20 to determine whether Ironguts is cast on the target.
* In all cases, using Antitoxin will roll vs DC 30 to determine whether Lesser Restoration is cast on the target.


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