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Feats

Endemic Herbs

Herbal remedies shift to match the terrain where they're brewed, arming allies against whatever that environment throws at them.

commonArchetype

The herbal items you create use medicinal plants endemic to your location. When a creature consumes one of your herbal items, that creature gains the benefit matching the location where you created that item. If the benefit is not immediate, it lasts for 1 minute unless otherwise stated.

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.

Level 6 · Type Archetype

Prerequisites Herbalist Dedication; trained in Survival