Sweat lodge - Barbarian


Rules Questions


We are doing a reign of winter AP, and I'm brewing up a barbarian I'm joining in level 6. Are there any cults in the game that one could compare to "the others" on lost, when they first hear about them, and are afraid of them? But more importantly I am trying to come up with an answer for my GM. If I built a Sweatlodge, (craft sweatlodge why not) and I wanted to role play my character taking some kind of medicine to help him have a vision on what to do. Would it be survival, herbalism, or heal?


If the vision is to have any actual degree of accuracy, you probably need the help of someone with magic, like a shaman, to "guide' you through the process, rules-wise. If your GM wants to rule that it's a cool thing and he wants you to just be able to do it without the magic? Herbalism if you're using a substance to help achieve the "vision state," Heal to do it safely if it's induced through some sort of bodily process (sweat lodge...) or exhaustion. Of course, even if your GM doesn't rule that such things work, you would be able to push yourself to the edge/drug yourself into having "visions." They probably won't be useful in terms of giving you new information, but they may be meaningful to your Barbarian, imbuing him with resolve or helping him reconnect to his culture- but this is all RP stuff, so not exactly a rules question.

Anyway, it's a GM call about the visions you have. Craft: carpentry would let you craft the building better, but heal or herbalism to actually induce visions through physiological means.

Community / Forums / Pathfinder / Pathfinder First Edition / Rules Questions / Sweat lodge - Barbarian All Messageboards

Want to post a reply? Sign in.