<div class="floatleft">(https://elliquiy.com/elluiki/images/2/29/Guardian_Druidess.png)</div><hr/><span class="bbc_font" style="font-family: impact;"><strong><span class="bbc_size" style="font-size: 24pt;">Shara, the Bog-Druid (https://elliquiy.com/forums/index.php?topic=332178.msg15843903#msg15843903)</span></strong></span><br/><hr/><em>Lvl 5 Human Female Druid</em><br/><strong>HP:</strong>50<br/><strong>AC:</strong>16<br/><strong>Standard Perception:</strong>+13, Low Light Vision<hr/>Shara had displayed unlooked-for skills as the party had travelled north.  As the party of House Nox had departed the (relatively) civilized environs of Tide Pool, Shara had become less ... servile.  As long as nobody had any interest in what she did, she roamed the edge of camp very nearly as unseen as Ithika, had stayed on the leading edge of the scouting group, and hadn't shied away from fighting the beasts that had plagued the travel of the party - and if it seemed that wild animals seemed to appear to help fight the great beasts that had plagued their travels.<br/><br/>So, unasked and undirected, Shara began to follow Ithika at a distance of thirty or forty feet.  Hoisting her staff enough that it wouldn't clatter, she simply padded forward on her softsoled shoes, quietly following the drow agent of the House.<br/><br/><hr/>GM note:<br/>Follow and attempt to back up Ithika, unless otherwise instructed by the House.  If it becomes dark enough that lowlight vision is insufficient, place Light cantrips behind objects -doors, nooks, corners whatever - that I am passing at ~40' intervals while staying 50+' from Ithika, so that neither Shara nor Ithika are backlit.<br/><br/>Stealth roll: At 2021-06-19 09:08:48, Shara (uid: 57335) rolls: 1d20a13 Result: 32 (https://elliquiy.com/forums/dicebot.php?r=153929)<br/><br/>Relevant skills: Stealth mod +13, perception mod +13, Survival +15, Disable Device +13 (With Trapfinder)<br/><br/><strong>GM note:</strong>Herbalism production for one week appended.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Mechanics and calculations</div><div class="spoiler_body"><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">References:</div><div class="spoiler_body">Brew Potion feat (https://www.d20pfsrd.com/feats/item-creation-feats/brew-potion-item-creation/)<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">text herein</div><div class="spoiler_body">Brew Potion (Item Creation)<br/>You can create magic potions.<br/><br/>Prerequisite: Caster level 3rd.<br/><br/>Benefit: You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.<br/><br/>When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell and spells with a range of personal cannot be made into potions.<br/><br/>See magic item creation rules for more information.</div></div><br/><br/>Druid Herbalism Nature Bond (https://www.d20pfsrd.com/classes/core-classes/DRUID/#TOC-Nature-Bond-Ex-)<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Text herein</div><div class="spoiler_body">Druidic Herbalism Nature Bond Variant (Optional)<br/>Source PZO9446<br/><br/>Druidic herbalism is a nature bond option that can be taken by any druid at 1st level except those with archetypes or alternate class features that alter or replace nature bond or mandate a specific nature bond choice.<br/><br/>Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism.<br/><br/>A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested retain those effects as well as the appropriate spell effect.<br/><br/>A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).<br/><br/>At 4th level, a druid’s increasing skill with herbalism means that she can disguise the effects of her herbal concoctions. When a creature attempts a Perception or Spellcraft check to identify one of the druid’s concoctions, the concoction appears to be a different herbal concoction of the druid’s choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that the druid tried to fool it.<br/><br/>Additionally, at 4th level, when the druid creates additional concoctions, she need pay only half the normal cost to create them. It takes her only half the normal time to create her concoctions, and she can create concoctions of spells from any spell list, as long as she can cast the spell.<br/><br/>At 7th level, when the druid creates concoctions with potential false identification results, a creature attempting to identify the concoction must exceed the identification DC by 10 or more to determine the concoction’s true identity.<br/><br/>Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.</div></div><br/><br/>Magic Item Creation general rules (https://www.d20pfsrd.com/magic-items/magic-item-creation/)<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Text herein, bold emphasis mine</div><div class="spoiler_body">To create magic items, spellcasters use special feats which allow them to invest time and money in an item’s creation. At the end of this process, the spellcaster must make a single skill check (usually Spellcraft, but sometimes another skill) to finish the item. If an item type has multiple possible skills, you choose which skill to make the check with. The DC to create a magic item is 5 + the caster level for the item. Failing this check means that the item does not function and the materials and time are wasted. Failing this check by 5 or more results in a cursed item.<br/><br/>Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item’s creator (although access through another magic item or spellcaster is allowed). The DC to create a magic item increases by 5 for each prerequisite the caster does not meet. The only exception to this is the requisite item creation feat, which is mandatory. In addition, you cannot create potions, spell-trigger, or spell-completion magic items without meeting its prerequisites.<br/><br/>While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.<br/><br/>Magic supplies for items are always half of the base price in gp. For many items, the market price equals the base price. Armor, shields, weapons, and items with value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies), but it does increase the final market price.<br/><br/>In addition, some items cast or replicate spells with costly material components. For these items, the market price equals the base price plus an extra price for the spell component costs. The cost to create these items is the magic supplies cost plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.<br/><br/>The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item’s base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item’s base price (or fraction thereof) by increasing the DC to create the item by 5.<br/><br/>The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours’ worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).<br/><br/>A character can work on only one item at a time. If a character starts work on a new item, all materials used on the under-construction item are wasted.</div></div><br/><br/>Ring of Sustenance (https://www.d20pfsrd.com/magic-items/rings/ring-of-sustenance/)<br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Text herein</div><div class="spoiler_body">Ring of Sustenance<br/><br/>Aura faint conjuration; CL 5th; Slot ring; Price 2,500 gp; Weight —<br/><br/>DESCRIPTION<br/><br/>This ring continually provides its wearer with life-sustaining nourishment. The ring also refreshes the body and mind; its wearer needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. This allows a spellcaster that requires rest to prepare spells to do so after only 2 hours, but this does not allow a spellcaster to prepare spells more than once per day. The ring must be worn for a full week before it begins to work. If it is removed, the owner must wear it for another week to reattune it to himself.<br/><br/>CONSTRUCTION REQUIREMENTS<br/><br/>Feats Forge Ring; Spells create food and water; Cost 1,250 gp</div></div></div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Production time:</div><div class="spoiler_body"><div class="quoteheader"><div class="topslice_quote">Quote from: Magic Item Creation last paragraph</div></div><blockquote class="bbc_standard_quote">The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours’ worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. <strong>If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks.</strong> This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>Per above quote, 2hrs effective production over the course of day and while on watch.<br/><br/>While additionally awake and not on watch due to Ring of Sustenance, (6 hours of sleep saved), can dedicate one 4 hour block to creation, allowing an additional 4hrs production.<br/><br/>Total production: 6hrs effective work per adventuring day.  All days assumed to be adventuring days.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Production rate:</div><div class="spoiler_body"><div class="quoteheader"><div class="topslice_quote">Quote from: Brew Potion Feat first paragraph</div></div><blockquote class="bbc_standard_quote">Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><div class="quoteheader"><div class="topslice_quote">Quote from: Druidic Herbalism fourth paragraph</div></div><blockquote class="bbc_standard_quote">A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><div class="quoteheader"><div class="topslice_quote">Quote from: Druidic Herbalism sixth paragraph</div></div><blockquote class="bbc_standard_quote">It takes her only half the normal time to create her concoctions, and she can create concoctions of spells from any spell list, as long as she can cast the spell.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div>It takes 1 hr of production to produce a potion of 250gp or less, 4hr production to produce a potion of 1000gp or less.  Potions cost 50 x Spell Level x Caster level in GP - so at CL4, level 1 potions cost 200gp, level 2 potions cost 400gp - so able to produce 1 spell level 1 potion per hour, 1 spell level 2 potion per four hours, at a limit of 5 (Shara's wisdom modifier) potions per day.</div></div><br/><br/>All potions made during this period are assumed to be made while Shara is 4th level.</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Produced potions:</div><div class="spoiler_body">Day 1:<br/>2x Cure Light Wounds, CL4, 1d8+4<br/>1x Cat's Grace, CL4, 4min<br/><br/>Day 2:<br/>2x Cure Light Wounds, CL4, 1d8+4<br/>1x Restoration, Lesser, CL4 <br/><br/>Day 3:<br/>2x Cure Light Wounds, CL4, 1d8+4<br/>1x Restoration, Lesser, CL4<br/><br/>Day 4,<br/>2x Cure Light Wounds, CL4, 1d8+4<br/>1x Soothing Word, CL4<br/><br/>Day 5,<br/>2x Cure Light Wounds, CL4, 1d8+4<br/>1x Spider Climb, CL4<br/><br/>Day 6,<br/>1x Endure Elements, CL4<br/>1x Longstrider, CL4, 4hr<br/>1x Ant Haul, CL4, 8hrs<br/>1x Keen Senses, CL4, 4min +2Perception, gain Lowlight or double Lowlight vision distance<br/>1x Touch of the Sea, CL4, 4min Swim 30'<br/><br/>Day 7,<br/>1x Pass Without Trace, CL4, 4hr<br/>1x Shillalagh, CL4, 4min 2d6+1<br/>1x Soften Earth and Stone, CL4, 4x10' square<br/><br/>23 empty vials deducted from sheet.</div></div>