Prepare Elemental Medicine Feat 1Uncommon Exploration General Manipulate Secret Skill Source Tian Xia Character Guide pg. 106Access Tian Xia origin
You diagnose your patient, then prepare and administer a dose of elemental medicine to a creature. Healer’s tools contain basic ingredients for crafting elemental medicine, though you might also need to gather more potent ingredients from your environment. The medicine’s effects last 24 hours, and no character can benefit from more than one elemental medicine at a time. Attempt a
Crafting, Herbalism
Lore, or
Medicine check against a standard DC of the recipient’s level (in the case of especially wellknown or obscure afflictions, the GM should apply an adjustment to lower or increase the DC, respectively). As the minute qualities of the patient’s condition can change on a day-to-day basis, you must attempt a new check to prepare elemental medicine each day you treat a patient, even if the affliction you’re treating doesn’t change. You can diagnose and treat up to 6 creatures during your daily preparations, making a separate check for each patient.
Critical Success You accurately diagnose your patient. The GM decides the elemental imbalance causing the patient’s symptoms (which elements, as well as whether it’s in excess or deficiency) and then, using the information from the Pei Zing Elemental Associations table, notifies you what element of medicine is needed to remedy it. With this information, you then accurately identify the elemental property of a given ingredient, and then use it to prepare an excellent elemental medicine that grants the recipient a +2 circumstance bonus to saves against the affliction.
Success As critical success, but the bonus is +1.
Failure You fail to diagnose your patient. The GM doesn’t tell you what elemental imbalance is causing the patient’s symptoms, and therefore, you can’t prepare an elemental medicine.
Critical Failure You misdiagnose your patient. The GM decides the elemental imbalance causing the patient’s symptoms and then tells you a different, false diagnosis or notifies you that the elemental ingredient you’re attempting to treat the symptoms with is actually incorrect. Either way, your mistaken treatment imposes a –1 circumstance penalty to saves against the affliction.
In addition, characters who have access to Prepare Elemental Medicine also have the ability to use Crafting, Herbalism Lore, or Medicine to Recall Knowledge about elemental afflictions and associations generally, which they can do even if untrained, as with other uses of
Recall Knowledge.
Pei Zing Elemental Associations
| Wood | Fire | Earth | Metal | Water |
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Season | Spring | Early summer | Late summer | Fall | Winter |
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Taste | Sour | Bitter | Sweet | Pngent | Salty |
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Vector | Wind | Heat | Damp | Dry | Cold |
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Color | Green | Red | Yellow | White | Black |
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Dragon | Forest | Underworld | Sovereign | Sky | Sea |
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Emotion | Anger | Exuberance | Anxiety | Grief | Fear |
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Organs | Eyes, liver, gallbladder | Tongue, Heart, small intestines | Mouth, spleen, stomach | Nose, lungs, large intestines | Ear, kidney, bladder |
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Elements to Treat Excess | Fire, earth, metal | Earth, metal, water | Metal, water, wood | Water, wood, fire | Wood, fire, earth |
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Elements to Treat Deficiency | Water, wood | Wood, fire | Fire, earth | Earth, metal | Metal, water |
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Traits
Exploration: An activity with this trait takes more than a turn to use, and can usually be used only during exploration mode.
General: A type of feat that any character can select, regardless of ancestry and class, as long as they meet the prerequisites. You can select a feat with this trait when your class grants a general feat.
Manipulate: You must physically manipulate an item or make gestures to use an action with this trait. Creatures without a suitable appendage can’t perform actions with this trait. Manipulate actions often trigger reactions.
Secret: The GM rolls the check for this ability in secret.
Skill: A general feat with the skill trait improves your skills and their actions or gives you new actions for a skill. A feat with this trait can be selected when a class grants a skill feat or general feat. Archetype feats with the skill trait can be selected in place of a skill feat if you have that archetype’s dedication feat.
Uncommon: Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone. Less is known about uncommon creatures than common creatures. They typically can't be summoned. The DC of Recall Knowledge checks related to these creature is increased by 2.