
Herbalism
#1
Posted 14 April 2004 - 10:14 PM
Crawlbane
Effects: This ointment strongly repels insects. Anyone covered head to foot in it remains unaffected by normal insects, even those summoned by spells such as creeping doom and insect plague. Giant insects still may attack the character, but do so at a -3 penalty, due to their revulsion.
Save: None
Darkweed
Effects: A character who smears this ointment over both eyes becomes blind within two rounds. However, the character can see invisible, astral, ethereal, or illusory objects as if they were real and fully visible.
Save: Neg. if save vs. spell
Ghostroot
Effects: This mixture?s luminous vapors repel undead. Any undead attempting to draw near must save vs. spell. Failure prevents them from approaching within 10 feet of the steaming brew. Success allows them to ignore its effects; once they save, they remain immune to the brew for the rest of the day. The vapors last for one turn.
Save: Neg. if save vs. spell
Anitdote
Effects: If applied to a living snake-bite victim, this poultice neutralizes the poison.
Save: None
Wintersalve
Effects: This ointment, when smeared over exposed body parts, provides the same protection against cold that a heavy fur coat would, but without the encumbrance. Combined with winter clothing, it allows for survival below zero and gives a +1 bonus to saving throws against cold-based attacks.
Save: None
Other 'druidish' potions could be included on this list.
PnP Celestials
Geomantic Sorcerer Kit
#2
Posted 14 April 2004 - 10:38 PM
Wintersalve would be nice in an ongoing, cold-weather PnP campaign but there's not much it would help with in ToB. +1 save and 10% resistance at least, maybe. Corresponding salves vs. other elemental attacks might also be considered.
Ghostroot either shouldn't be there at all (because druids have no power over Undead) or it should be more useful; a -2 to Undead saves and a +2 to recipient's saves when allowed.
Few things on the PMP are more unnatural or unbalancing than demons, devas and other outer planar types. Maybe an oil that when placed on a weapon gives it bonuses like the Equalizer for a couple of rounds vs. other-worldly creatures.
#3
Posted 14 April 2004 - 11:37 PM
Ghostroot, or something like it actually makes sense for druids. Druids are quite anti-undead in beliefs, but do not get any powers to fight the undead like clerics. A herbilistic solution would make sense.
Something acts against outer planar creatures sounds appropriate.
Keep the brainstorm coming. Feel free to criticise the examples I put out there and suggest revisions/replacements.
PnP Celestials
Geomantic Sorcerer Kit
#4
Posted 15 April 2004 - 12:52 AM
So let the druid choose which potion to make with the ability. If you did that, you could increase the total number of potions offered and include potions that enhance stats, for instance.
#5
Posted 15 April 2004 - 03:59 AM
darkweed with no save is better, so you dispel any illusions and ghostroot with a better save.
#6
Posted 15 April 2004 - 04:01 AM
As for the random nature of Scribe Scrolls, etc. Don't forget that the character might be at the mercy of outside factors.
"What do you mean that you don't have silver ink! Damn! I can't script Timestop without it! Grumble, grumble. OK, I'll try to substitute mercury, but I don't think it will work ... but that would make for a nice Improved Haste scroll...."
Something like Herbalism could be even more dependant on what the character could find that day....
Even the guys who settle down can't always find everything they need in their own tower or grove or whatever.
#7
Posted 15 April 2004 - 04:08 AM
#8
Posted 15 April 2004 - 08:55 AM
PnP Celestials
Geomantic Sorcerer Kit
#9
-Ashara-
Posted 15 April 2004 - 11:39 AM


As for the brews, yep, they so far lack ToB mighty feel to them. How about something more flashy, akin to powerful drugs, that increase strength/dex or allow druid's mind venture to another plane and summon mists and ghosts. Heavy duty regeneration can be nice.
#10
Posted 15 April 2004 - 12:23 PM
Hmm, summoning mists might work. The strong druidic elemental affinity is also an area to be considered.
@Domi: I've seen you post AD&D herbal info before. Would you mind telling me your source so I can see if I can dig up anything else that might work and is fully kosher?
PnP Celestials
Geomantic Sorcerer Kit
#11
-Ashara-
Posted 15 April 2004 - 12:55 PM

http://r4bid.net/Lor.../Herbalist.html
http://imperium.free.....ige Class.htm
#12
Posted 15 April 2004 - 01:02 PM
The ingedients idea begs the question, if anything is available in most game areas.

Free your mind
#13
Posted 15 April 2004 - 01:22 PM
The examples I posted actually had a list of ingredients and the environments in which they could be found. For a HLA, needing to get the ingredients seems rather pointless, especially since the number of regions you are restricted to in ToB would make certain ingredients impossible to collect.
PnP Celestials
Geomantic Sorcerer Kit
#14
-Ashara-
Posted 15 April 2004 - 01:45 PM

#15
Posted 15 April 2004 - 04:43 PM
Or rather, imagine this:
New potions become available as level increases, using the innate skill set. This allows you to start with the weak ones, and bring in the big cheese for later in SoA and through ToB.
#16
Posted 15 April 2004 - 05:04 PM
PnP Celestials
Geomantic Sorcerer Kit
#17
-Ashara-
Posted 15 April 2004 - 05:46 PM
As for the salvas the only one that comes to my tired mind right now is some sort of Amber Trap that is a much stronger version of entangle/web stuff and will be effective against high dice monsters?

#18
Posted 15 April 2004 - 09:05 PM
PnP Celestials
Geomantic Sorcerer Kit
#19
Posted 16 April 2004 - 05:17 AM
#20
-Ashara-
Posted 16 April 2004 - 12:37 PM
