Skills: Difference between revisions

794 bytes added ,  17 January 2024
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(adding alchemy skill description. Still need the table)
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<u>Alchemy</u>: '''INT''', '''Crafting'''; You may use this skill when trying to recall intellectual information about the practice of alchemy, and doing so does not require any tools. If you have the appropriate tools, you can attempt to brew
<u>Alchemy</u>: '''INT''', '''Crafting'''; You may use this skill when trying to recall intellectual information about the practice of alchemy, and doing so does not require any tools. <blockquote>'''Brewing Potions'''


potions. Potion creation takes 2 hours of uninterrupted work, which can be a part of a Rest. Healing potion creation DCs are cumulative. For example, if you have the materials for a Greater Healing Elixir and roll a 15 on your Alchemy check, the potion is half completed, and you can expend another 2 hours to roll again. Once you have reached a cumulative 30 in Alchemy checks, the potion is ready for use. If you ever roll a 1 on your Alchemy or Medicine check, the time and materials are wasted, and the creation is a failure. All healing potions share a common ingredient derived from the Embercap mushroom. This can be foraged in woodland areas. For each hour spent foraging, make a DC 10 LUCK/Fortuity check. If you pass, make an AWR/Foraging check and gain alchemy materials equal to your Foraging roll. If you crit on either roll, you can roll your Foraging check again and gain the value of both. If you are obtaining raw materials from a vendor use the “Materials Cost” column to determine the typical cost. Healing potions are considered magical, and appear as [[Primal]] Alchemy magic to any magical abilities that can detect an item’s Source or Function. Unconscious or Helpless creatures cannot be administered potions.  
If you have the appropriate tools, you can attempt to brew potions.  


Potion creation takes 2 hours of uninterrupted work, which can be a part of a Rest. Healing potion creation DCs are cumulative.
For example, if you have the materials for a Greater Healing Elixir and roll a 15 on your Alchemy check, the potion is half completed, and you can expend another 2 hours to roll again. Once you have reached a cumulative 30 in Alchemy checks, the potion is ready for use. If you ever roll a 1 on your Alchemy or Medicine check, the time and materials are wasted, and the creation is a failure.
All healing potions share a common ingredient derived from the Embercap mushroom. This can be foraged in woodland areas. For each hour spent foraging, make a DC 10 LUCK/Fortuity check. If you pass, make an AWR/Foraging check and gain alchemy materials equal to your Foraging roll. If you crit on either roll, you can roll your Foraging check again and gain the value of both.
If you are obtaining raw materials from a vendor use the “Materials Cost” column to determine the typical cost.
Healing potions are considered magical, and appear as [[Primal]] Alchemy magic to any magical abilities that can detect an item’s Source or Function.
Unconscious or Helpless creatures cannot be administered potions.</blockquote>
{| class="wikitable"
|+Healing Potion Table
!Name
!Cost
!Material Cost
!Creation DC
!Effect
!Expiration
|-
|'''Herbal Potion'''
|25 sc
|15 sc
|Medicine 10
|(1/Rest) The imbiber gains HP equal to 1 + the potion creator's Medicine skill.
|12 hours
|-
|'''Healing Vial'''
|50 sc
|40 sc
|Alchemy 15
| +1d4 HP
|7 days
|-
|'''Healing Potion'''
|250 sc
|200 sc
|Alchemy 20
| +2d4+2 HP
|7 days
|-
|'''Healing Elixir'''
|500 sc
|400 sc
|Alchemy 25
| +4d4+4 HP
|7 days
|-
|'''Greater Healing Elixir'''
|1500 sc
|1250 sc
|Alchemy 30
| +8d4+8 HP
|7 days
|-
|'''Grand Healing Elixir'''
|3000 sc
|2500 sc
|Alchemy 45
|Heals its imbiber completely, but the imbiber becomes intoxicated gaining the Shaken condition until they Take a Rest.
|7 days
|}
<u>Animal Handling</u>: '''AWR''', '''Survival'''; You might use this skill when riding a mount (see mounted) or when trying to train an animal that views you as a friendly creature.
<u>Animal Handling</u>: '''AWR''', '''Survival'''; You might use this skill when riding a mount (see mounted) or when trying to train an animal that views you as a friendly creature.