Herbalist

The Herbalist discipline is a practice that combines first aid and survival developed by Spriggan healers. Unlike Homyn medical practices that rely on laboratory-created potions, the herbalists utilize nature and ecological observation to craft healing salves on the spot. A journeyman herbalist, using plants and insects around him, can rival the healing capacity of any field medic without needing to use a first aid kit. At higher levels of mastery, their salves can even surpass the effectiveness of healing alchemy.   A Spriggan hermit named Master Enoki taught would-be herbalists his craft at the Herbalist's Tree House on Spring. However, the White Lion Armada held him prisoner when he refused to share his techniques with them. The Party freed him from his imprisonment and he has since joined their crew to share the secrets of herbalism.  
Requirements: First Aid, Survival
1d4 The Herbalist’s Mindset (Active Ability Gained Upon Activation).
When the user is in an outdoor environment, as a standard action, they may roll their discipline die to create a salve. They add the result to a cumulative test. When the value of those rolls reaches 15, the user creates a healing salve. The salve acts as a one-use first aid kit that, when applied using a successful First Aid Test, can cure a negative status effect or stabilize a character who is bleeding out.

  1d6 Swift Fingers (Active)
The herbalist is practiced at plucking herbs and leaves from his surroundings. The user may make a test with his discipline die using a movement, rather than a standard action.

  1d8 Potent Salves (Passive)
When herbalists reach a certain level of proficiency, they can make salves capable of curing more substantial injuries, such as large gashes or sprained limbs. The herbalist’s salves–in addition to all other effects–now heal one wound when applied using a successful First Aid Test and one wound per raise. The herbalist subtracts the number of wounds that the subject has on his First Aid Test when using a salve to heal wounds.

  1d10 Compact Salves (Passive)
The herbalist has learned to make salves sturdy and compact enough for long-term storage. When the herbalist is carrying a First Aid Kit, he may store up to two salves inside. These stored salves can be used by anyone carrying the kit in any environment.

  1d12 Full-Bodied Salves (Passive)
A master herbalist mixes in herbs that not only cure bodily injuries but calm the subject’s mind in the heat of battle. The herbalist’s salves—in addition to all other effects—now cure the subject from being Shaken when applied using successful First Aid Test. The herbalist subtracts the number of wounds that the subject has from his First Aid Test when using a salve to heal wounds.

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