Alternate Healing
Sept 4, 2014 18:50:14 GMT
Post by Tel Vinrae on Sept 4, 2014 18:50:14 GMT
Over the last hundred years, the need for Alchemical Supplements to a healers abilities have become a primary focus of many laboratories throughout Mileria. Implementations of naturally occurring herbs and medicines have taken a great leap forwards in treating the most severe situations a healer might be faced with. These advancements have made even the most simple of warriors with no medical training capable of saving comrades on the field of battle and recover from life-threatening wounds in much shorter times, keeping armies ready to fight even when on the defensive, and preventing hundreds of lives from being lost. Nothing can compare to the potency of the faith a cleric can bestow upon an injured warrior, but the following Alchemical supplements can improve the chances a person is alive long enough for a devoted cleric to reach them, or for a person not blessed by the divine to run an effective triage.
Arnica Salve
Market Price: 50gp
Craft Skills: Craft Alchemy DC 20
Uses: 10 Charges
Effect: Derived from the Sunflower, Arnica is a beautiful yellow bloom that when used in alchemy, can produce near-instant and astounding healing properties. When placed onto a wound, the Arnica Salve stops bleeding instantly. Application of Salve is a Standard Action, and instantly Stabilises or stops Bleeding Damage of the Targeted Creature.
Yarrow Tincture
Market Price: 100gp
Craft Skills: Craft Alchemy DC 25
Uses: 10 Charges
Effect: The Yarrow Tincture is an herbal mixture, usually put in teas or water with a bitter and generally foul taste. However, its properties cannot be denied as beneficial to the bodies natural healing process. When ingested, the Yarrow Tincture speeds up the natural healing process of the body, doubling any HP and Ability Points recovered due to rest. It can be used multiple days in a row but its effects can only benefit a character once per day. After a minimum 8 hour rest (regardless of race) the characters healing is doubled. The effects mirror and stack with a heal check for Long Term Care.
Sal Ammoniac
Market Price: 10gp
Crafting Skill: Craft Alchemy DC 18
Uses: 1 Charge
Effect: Crafted by combining several various chemicals and, stones, and toxic herbs. This potent crystal, when crushed, provides a strong aroma that arouses an Unconscious Victem. As a Full Round Action, the Sal Ammoniac can be crushed and placed under a Target's nose to awaken them if Target has been rendered unconscious by Non-Lethal means. When the action is completed, the Target is considered Disabled until at least end of that round.
Arnica Salve
Market Price: 50gp
Craft Skills: Craft Alchemy DC 20
Uses: 10 Charges
Effect: Derived from the Sunflower, Arnica is a beautiful yellow bloom that when used in alchemy, can produce near-instant and astounding healing properties. When placed onto a wound, the Arnica Salve stops bleeding instantly. Application of Salve is a Standard Action, and instantly Stabilises or stops Bleeding Damage of the Targeted Creature.
Yarrow Tincture
Market Price: 100gp
Craft Skills: Craft Alchemy DC 25
Uses: 10 Charges
Effect: The Yarrow Tincture is an herbal mixture, usually put in teas or water with a bitter and generally foul taste. However, its properties cannot be denied as beneficial to the bodies natural healing process. When ingested, the Yarrow Tincture speeds up the natural healing process of the body, doubling any HP and Ability Points recovered due to rest. It can be used multiple days in a row but its effects can only benefit a character once per day. After a minimum 8 hour rest (regardless of race) the characters healing is doubled. The effects mirror and stack with a heal check for Long Term Care.
Sal Ammoniac
Market Price: 10gp
Crafting Skill: Craft Alchemy DC 18
Uses: 1 Charge
Effect: Crafted by combining several various chemicals and, stones, and toxic herbs. This potent crystal, when crushed, provides a strong aroma that arouses an Unconscious Victem. As a Full Round Action, the Sal Ammoniac can be crushed and placed under a Target's nose to awaken them if Target has been rendered unconscious by Non-Lethal means. When the action is completed, the Target is considered Disabled until at least end of that round.