One of the largest problems when we promote a new book here on the website is that not everyone has bought the book yet. Some people, sadly, never will. This means that for a few of our readers, the support material is of very limited use. Of course, there are previews which allow characters some ability to use our new stuff, but that just isn’t good enough all the time. This week, we are celebrating the release of our newest book: A Necromancer’s Grimoire: Herbs of the Jungle. This poses a unique challenge in that we don’t have a good article to simply showcase a lot of different material from the book. Thus we’re going to try to intersperse previews throughout the week, while providing material useful for everyone. Check out these feats to see what I mean.
You are well-versed in the art of using herbs both as a healing aid and to create powerful alchemical substances. Your expertise allows you to use herbs more efficiently for a variety of purposes.
Benefit: You gain a +1 bonus on Heal and Knowledge (nature) skill checks. This bonus stacks with the Skill Focus feat and similar effects. Additionally, whenever you harvest an herb, increase the number of doses yielded by +1.
Your study in the venerated art of alchemy has made you an expert at tapping the latent power of living and nonliving matter.
Benefit: You gain a +2 bonus on Craft (Alchemy) skill checks. This bonus stacks with the Skill Focus feat and similar effects. Additionally, the number of doses of a particular herb required to create a special substance is reduced by 1 (to a minimum of 1). For more information on special substances made from herbs, see A Necromancer’s Grimoire: Secrets of the Herb or A Necromancer’s Grimoire: Herbs of the Jungle.
You have long used herbs to create and enhance poisons, and have become a master at both resisting their harmful effects and increasing their deadly potential.
Benefit: You gain a +2 bonus on all Fortitude saves against poisons. Additionally, whenever you create a poison from one or more herbs, increase the saving throw DC of that poison by +1. These bonuses stack with all other bonuses.
You are an expert in the plant life of the natural world, allowing you to better survive in the wilderness and forage exceptionally well for food and profit.
Benefit: You gain a +2 bonus on all Survival checks, except those made to find and follow tracks. Additionally, the time required to forage for herbs is reduced by ½ for each forage attempt, to a minimum of 1 hour.
You are well versed in both the offensive and defensive applications of grenades and similar splash weapons.
Benefit: You gain a +2 bonus on all saving throws against grenade-like weapons, splash weapons, and alchemist bombs. Additionally, the saving throw DC of any alchemical item, including herb-based special substances and specific applications, alchemist bombs, and any item created using Craft (Alchemy), is increased by +1.