Herbalism, putting it to use
Posted: Sun May 04, 2008 3:39 pm
I seem to recall there actually being a game mechanic related to the Profession (herbalism) skill (perhaps affording a bonus on heal checks) but I can find no trace of it and I wonder whether I am recalling something from edition 1 or 2.
There is this very limited use of herbs from the SRD:
"An afflicted character who eats a sprig of belladonna (also called wolfsbane) within 1 hour of a lycanthrope’s attack can attempt a DC 20 Fortitude save to shake off the affliction. If a healer administers the herb, use the character’s save bonus or the healer’s Heal modifier, whichever is higher. The character gets only one chance, no matter how much belladonna is consumed. The belladonna must be reasonably fresh (picked within the last week)."
It seems a pity to me, given the lore in and out of Ravenloft concerning herbalism, that herbalism has no significant effects within the rules aside from paying the bills.
Some points where it should come into play include:
-a replacement for Knowledge (nature) when making Lore Checks involving plants;
-a bonus for heal checks (some or all but in any case those involving plant based poisons and probably diseases);
-a bonus for craft (poison) when using plants;
-a bonus for survival checks involving foraging;
Profession (herbalism) DC 20 check & 12 hours in Falkovnia's forests the herbs, salves, and poultices of a healer's kit may be replendished. (Gaz II, p. 90)
Profession (herbalsim) DC 16 detect Dapplewort in food. (Gaz III, Dementlieu, p. 13)
Others?
Thoughts?
There is this very limited use of herbs from the SRD:
"An afflicted character who eats a sprig of belladonna (also called wolfsbane) within 1 hour of a lycanthrope’s attack can attempt a DC 20 Fortitude save to shake off the affliction. If a healer administers the herb, use the character’s save bonus or the healer’s Heal modifier, whichever is higher. The character gets only one chance, no matter how much belladonna is consumed. The belladonna must be reasonably fresh (picked within the last week)."
It seems a pity to me, given the lore in and out of Ravenloft concerning herbalism, that herbalism has no significant effects within the rules aside from paying the bills.
Some points where it should come into play include:
-a replacement for Knowledge (nature) when making Lore Checks involving plants;
-a bonus for heal checks (some or all but in any case those involving plant based poisons and probably diseases);
-a bonus for craft (poison) when using plants;
-a bonus for survival checks involving foraging;
Profession (herbalism) DC 20 check & 12 hours in Falkovnia's forests the herbs, salves, and poultices of a healer's kit may be replendished. (Gaz II, p. 90)
Profession (herbalsim) DC 16 detect Dapplewort in food. (Gaz III, Dementlieu, p. 13)
Others?
Thoughts?