Herbalism Kit?

The place for discussion of Cubicle 7 and Sophisticated Games' "Adventures in Middle-earth" OGL setting.
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zedturtle
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Re: Herbalism Kit?

Post by zedturtle » Wed May 31, 2017 10:06 pm

Here's an analogy that might help out. If you're watching TV and you see a character with a white coat and a stethoscope around their neck, you're pretty much being told that you're looking at a medical professional.

Now, I could buy a stethoscope and lab coat and put them on. But I'm not going to be able to use that stethoscope like a medical professional can. And there's an entire panoply of things that the medical professional, in the process of learning how to use that stethoscope, knows that I don't know... about stethoscopes and a whole bunch of other, only vaguely related things.

The medical professional is proficient in the stethoscope. I am not. What does being proficient in a tool imply that might not directly involve that tool or the kit?
Jacob Rodgers, occasional nitwit.

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monje29
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Joined: Wed Jan 03, 2018 11:20 am

Re: Herbalism Kit?

Post by monje29 » Sat Jan 06, 2018 4:07 pm

Herbalism Kit(5e PHB p.154)
This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions.
1- Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to identify or apply herbs.
So, if you find some herbs(Take a look at Foraging rules in the DMG p.111), you can use the proficiency bonus in the kit (and suitable stat, probably INT) to determine what the herbs are(Identify) and/or apply(Probably WIS check) any beneficial herb.

2-Also, proficiency with this kit is required to create antitoxin
This allows the character to create a natural remedy to counteract the effects of poison, given the appropriate time and ingredients to do so.

The PHB provides further info on creating an antitoxin (cost 25 gp and 10 days of time). This is half the purchase price of an antitoxin, which is normally 50 gp.
See "Crafting" (D&D PHB 5e p.187)

Otaku-sempai
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Location: Lackawanna, NY

Re: Herbalism Kit?

Post by Otaku-sempai » Sat Jan 06, 2018 4:48 pm

monje29 wrote:
Sat Jan 06, 2018 4:07 pm
The PHB provides further info on creating an antitoxin (cost 25 gp and 10 days of time). This is half the purchase price of an antitoxin, which is normally 50 gp.
See "Crafting" (D&D PHB 5e p.187)
Those prices, though are for D&D 5e. For AiMe, they might be reduced so that 1 gp = 1s (assuming that a LM wants to allow a standard antitoxin at all).
"Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not. They are older than he."

Katowice
Posts: 35
Joined: Thu May 11, 2017 12:23 am

Re: Herbalism Kit?

Post by Katowice » Sat Jan 06, 2018 5:10 pm

D&D 5E Xanathar's Guide to Everything has a whole chapter on tool proficiencies with some more detailed options on how to use tool kits. The basic rule is that if you can use a tool kit to assist a skill check, you gain advantage.

monje29
Posts: 11
Joined: Wed Jan 03, 2018 11:20 am

Re: Herbalism Kit?

Post by monje29 » Sat Jan 06, 2018 5:28 pm

Otaku-sempai wrote:
Sat Jan 06, 2018 4:48 pm
monje29 wrote:
Sat Jan 06, 2018 4:07 pm
The PHB provides further info on creating an antitoxin (cost 25 gp and 10 days of time). This is half the purchase price of an antitoxin, which is normally 50 gp.
See "Crafting" (D&D PHB 5e p.187)
Those prices, though are for D&D 5e. For AiMe, they might be reduced so that 1 gp = 1s (assuming that a LM wants to allow a standard antitoxin at all).
Indeed :twisted:

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