1.2 KiB
Executable file
1.2 KiB
Executable file
| title | noteType | aliases | foundryId | tags | |
|---|---|---|---|---|---|
| Endemic Herbs | 🧳 | Endemic Herbs | Item.Pma51r2yHJlEojFC |
|
Endemic Herbs
During your daily preparations, you find medicinal plants endemic to your location. Until your next preparations, you can spend an additional batch of herbs to add a benefit to an item you create with your herbalism.
The benefit of the special herbs affects the creature that the item is applied to; if the benefit is not immediate, it lasts for 1 minute unless otherwise stated. This adjustment counts as an additive, so you can't include another additive without spoiling the item.
- Aquatic Gain a +1 circumstance bonus to Fortitude saves.
- Arctic For 1 hour, treat environmental cold effects as if they were one step less severe.
- Desert For 1 hour, treat environmental heat effects as if they were one step less severe.
- Forest Gain a +2 circumstance bonus to saves against disease and poison effects.
- Mountain Gain a +1 circumstance bonus to Reflex saves.
- Plains Gain a +1 circumstance bonus to Will saves.
- Swamp Remove one source of persistent bleed damage.
- Underground Gain a +1 circumstance bonus to Perception.