Endemic Herbs Feat 6
Source Pathfinder Advanced Player's Guide
Prerequisites Herbalist Dedication, trained in Survival
During your daily preparations, you find medicinal plants endemic to your location. Until your next preparations, you can spend an additional batch of herbs to add a benefit to an item you create with your herbalism.
The benefit of the special herbs affects the creature that the item is applied to; if the benefit is not immediate, it lasts for 1 minute unless otherwise stated. This adjustment counts as an additive, so you can't include another additive without spoiling the item.
- Aquatic Gain a +1 circumstance bonus to Fortitude saves.
- Arctic For 1 hour, treat environmental cold effects as if they were one step less severe.
- Desert For 1 hour, treat environmental heat effects as if they were one step less severe.
- Forest Gain a +2 circumstance bonus to saves against disease and poison effects.
- Mountain Gain a +1 circumstance bonus to Reflex saves.
- Plains Gain a +1 circumstance bonus to Will saves.
- Swamp Remove one source of persistent bleed damage.
- Underground Gain a +1 circumstance bonus to Perception.
Effect: Aquatic Endemic Herbs
Effect: Arctic Endemic Herb
Effect: Desert Endemic Herbs
Effect: Forest Endemic Herbs
Effect: Mountain Endemic Herbs
Effect: Plains Endemic Herbs
Effect: Underground Endemic Herbs
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
ArchetypeThis feat belongs to an archetype.