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I am a sad tengu right now


i correct myself, i forgot the max crit damage part


fretgod99 wrote:
Sindalla wrote:
That's a good question. I'm pretty sure it would stack with spirited charge. Why would it include the increase from Spirited Charge if you don't pick up Spirited Charge?

A Gendarme has to have Spirited Charge once it is 20th level (they get 7 bonus feats to pick from a list of 7 feats). The language stating that it already includes the increase from spirited charge and attacking with a lance means it doesn't stack because then you'd be adding spirited charge in twice.

It's already been included in the 3x (4x with lance) damage.

then this is pretty bad ability compared to a normal cavalier supreme charge


next question

Transfixing Charge (Ex)

At 20th level, a gendarme represents the epitome of Mounted Combat. Whenever he makes a charge attack while mounted, he deals triple the normal damage (quadruple if using a lance); this damage includes all increases from the Spirited Charge feat and from the use of a lance. In addition, if the gendarme confirms a critical hit on a charge attack while mounted, the attack deals maximum damage for the weapon wielded. Additional damage from weapon properties, magic effects, precision-based bonuses, or other increases are rolled normally.

This ability replaces supreme charge.

is this saying that it already factors in the spirited charge or it stacks with spirited charge?


StreamOfTheSky wrote:

Yes, they stack. Pathfinder has rules for stacking multipliers. Basically, for all multipliers after the first one, you subtract 1 from the multiplier and add it to the base one. No matter what order you do it in, it will come out the same, as long as all multipliers are greater than 1, as they should be....

Example: Multipliers of 1.5x, 2x, and 3x all apply to your damage roll.

1.5 +1 (2-1) +2 (3-1) = 4.5x
0.5 (1.5-1) +2 + 2 (3-1) = 4.5x
0.5 (1.5-1) +1 (2-1) + 3 = 4.5x

No matter how you do it, it comes out to 4.5x damage.

thank you. it seems i may be a cavalier in Wrath of the Righteous


Supreme Charge (Ex)

At 20th level, whenever the cavalier makes a charge attack while mounted, he deals double the normal amount of damage (or triple if using a lance). In addition, if the cavalier confirms a critical hit on a charge attack while mounted, the target is stunned for 1d4 rounds. A Will save reduces this to staggered for 1d4 rounds. The DC is equal to 10 + the cavalier's base attack bonus.

Spirited Charge (Combat)

Your mounted charge attacks deal a tremendous amount of damage.

Prerequisites: Ride 1 rank, Mounted Combat, Ride-By Attack.

Benefit: When mounted and using the charge action, you deal double damage with a melee weapon (or triple damage with a lance).

do these stack or no?


is it ok to cry?? i have waited so long (pretty much since i started playin PF) to play an AP in Numeria. pretty sure im going human (kellid) titan mauler barbarian for this.


while he answer is not what i had hoped for i do thank you all for your help


alot of sorcerer abilities say d4+1 per every 2 sorcerer levels. does that mean the entire d4+1 goes up or just the +1??


sweeeeeeeeeeet.


what book is the wolfshifter in?? i would looooove to see it


wanting to add a werewolf template to a person but not make them evil. kinda like the underworld where its controllable. is it possible??


i may do a human ranger now.....not sure


Evil Paul wrote:

No probs. I'm working on handouts for the remaining three modules as well (My PCs are half way through Wake of the Watcher). I'll post em here once I have more.

using ur item sheets really added a lv of excitement for my players in book 1. we r starting book 2 in 2 weeks so i will be printing out those as well. how are you comming on the later books? look foreward to them


wish there was an IM feature here where i could talk in real time with people


i was invited by the GM, and was wondering what yall would prefer. in mind i am thinkin a halfling bard, or or if i can (GM willing) maybe a halfling ninja? would that be ok with the current crew?


just wondering if anyone is about to start a PbP and has any more room. if so sent me a message


Ross Byers wrote:
Enlight_Bystand wrote:
If you try to add a case bundle and the rune giant, it doesn't think that you've added a standard case so won't let you complete the order. I was just checking to see the shipping costs, but I'm concerned that as the bundle is what subscribers are going to give it might cause problems when the orders go through...
This bug is being fixed right now. Buying a case bundle or getting one through a subscription qualifies you to buy a Rune Giant.

will a brick or the reg minis qualify us for the rune giant??


this may have been asked before, but can someone tell me the point system the pregens were done on? are they the normal 15pts the APs are??


yeah, but besides that, not sure who else is very helpful. they have a fighter, sorcerer, inquisitor (who i just remembered about.....could use CLW), ranger, and the paladin.....so maybe they r not too bad off.....but i will prolly allow the holy water damage


i was refering to his spells


Biobeast wrote:
I allowed it, I'm not sure if its in the rules or not though, I figured without it the party had no chance.

i need to read the Haunt rules, to see if their sorcerer will be of any use. a friend ran it for a group i was in, he alowed the monk to soak his wraps on his hand in the holy water to be able to deal damage. of course this group im running it for is much more skilled than the group i played it in


my crew will be getting to Harrowstone soonish......they have a paladin with them. my question is "would holy water harm the haunts inside the prison??" if not they may be doomed....


something that may stray from the "evil" is he has a violent hatred for slavers....but being he grew up as one and was also made to witness many vile things, like the murder of his parents, bot sure if his coldness could count either way. but i agree with the fact that he can kill any thing living with out batting an eye, can give a evil alignment. i just dont want the GM im playing under to view me playing a LN guy wrong cuz his inability to care for any he kills for any reason.


Robespierre wrote:
He sounds like he's playing a robot. Neutral.

DOES NOT COMPUTE

ERROR
ERROR


of course the player himself is usually the paladin of the crew. he does not like evil characters. i honestly would like to try one


i agree. he said he will want nothing to do with me if he find out i kill kids and such.......guess if i do he will just never need to find out. it may never come up either. :))


i am a cleric of Cayden Cailean, my buddy a "paladin" of cayden (caviler), we were fighting some demonic creature. i used tough of good on the "paladin" and said "cayden says to smite him", so he threw his shield and double handed his sword and cleaved his head in twain (crit strike!!!) not big in actual combat, but in theatrics.....maaaaaaaaaan


Deadmanwalking wrote:
Why is he doing this? And would he ever disobey, under any circumstances (such as being asked to murder children)? The answers to these questions go a long way towards answering which Alignment he should be.

never disobey, he was originally a slave on a pirates ship and was freed by the leaders late father. he was never able to pay back the man who set him free, so he made an oath to protect the mans son no matter what the cost.. hes cold and calculating. only care is leaders life, even over his own. children are just another target to him. i also believe a death order will never come from the leaders mouth, but more from his "first mate" who is the one who bosses around the crew, like the xo Saul Tigh to the captain Adama in Battlestar Galactia. so i believe that the hits would be from the XO's mouth.


GeraintElberion wrote:
Talon3585 wrote:
im playing a Tengu ranger, who is the leader of the group's "sword"
What does this mean?

i kill for the leader so he does not bloody his hands and can remain in the good graces of others.


ok, so we will be starting a new campaign soon. im playing a Tengu ranger, who is the leader of the group's "sword" he points a finger, they r dead. no questions asked, no tears shed for men, women or children. would this classify as LE or LN?? or any of them. if you need more info on personality/ background story. i be happy to add


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evil is as annoying to me as some peoples ideas of paladins. my friend thought that if anything had evil in the align he had to destroy it right away, no questions asked. not reasoning either. i tried to explain to him that all paladins dont have to be that zealous. but same token, most people ( that i have played with) put evil in their align and automatically act like demonic devils. so as a DM i banned evil. its all according to ur players. look at captain hook. he was evil. but he did it in a more stylish way. a fun evil CAN be done. just depends on whos playing it


also on the headband do the int and cha boost, and with the int part focus it on diplomace yo add another 20.


Kthulhu wrote:
Touch the Starstone, become a god, and invent kender.

thats not even funny man. those little @#%@%#$^#$!!!!!


also i think ill add tiefling beause the whole fiendish element would go well with horror


Erik Freund wrote:
Talon3585 wrote:


ross, would u recommend any other races due to proximity of the start of the quest. any player races in the bestiaries?

Why do you emphasize "proximity to quest-start"? The plot-hook specifically mentions that the PCs could have traveled from extremely far away. This isn't like Curse of the Crimson Throne, Council of Thieves, or Kingmaker where the PCs are supposed to be locals. Proximity is explictly called out to be irrelevant by the Player's Guide.

And, to explicitly answer your question about bestiaries: I would not allow any of them, with the possible exception of Aasimar.

The mood of Carrion Crown is a xenophobic Gothic Horror (read the chapter on Ravengro in book 1, or the mob-justice parts of book 2 for clear examples of this). You are of course allowed to do whatever you want with your homegame, but in my opinion, you ruin the module if you allow "weird" player characters.

u have a strong point sir. i will just go with races in the players guide


Ross Byers wrote:
Talon3585 wrote:


what books are these in?

They're human ethnicities. You can find details in the Inner Sea Primer or the Inner Sea World Guide.

Taldans make up the population of most of the big nations of Avistan (or, at least, the nations that like to think of themselves as important). Taldor, Cheliax, Andoran, and the like.

The Sczarni are the Varisian mafia, basically. (And Varisians are the natives are Varisia - basically Roma/Wanderers/Gypsies.)

Kellids are barbarians, in the mold of Conan.

ross, would u recommend any other races due to proximity of the start of the quest. any player races in the bestiaries?


Erik Freund wrote:


- Taldan
- Sczarni
- Kellid

what books are these in?


well i always allow any core race. im more curious about the ones in the bestiaries


does ur GM have a good sense of humor?? or u looking to derail the campaign?


i have never though of this stuff......but this thread has inspired me to do great things as this......


James Jacobs wrote:
Play a summoner, whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a summoner cohort whose eidolon will eventually take Leadership and gain a really loud and opinionated monk with vow of poverty who refuses to adventure with anyone who doesn't also take a vow of poverty.

holy crud........i did not know that was possible. thats an amazing idea


Dave the Barbarian wrote:

I think those were it. Playing a full blood orc may be difficult given their history in the area. We have a Paladin from Lastwall in our group who has a hatred of orcs so that would have been difficult. The other two would be interesting but none of our players seemed interested in them so we ended up with one Elf, three Humans, and one Halfling. A good mix.

Good luck with CC! It has been enjoyable so far.

i had a friend try to run it in another group. we made it to book 3 and quit. not sure if he ran it properly. im giving it a shot for my new crew. i hope to do better than my other buddy. of course it was his first anything in PF. and he chose to DM. lol


Helaman wrote:
I didnt see Orc added, just Changeling and Dhampir

in the players CC players guide, page 6 under "other races"

Changeling: When hags trick members of other races
into child-bearing unions, changelings are the result.
Always female and often sporting different colored eyes,
changelings are usually raised by unwitting parents
of their father’s race, most unaware of the unnatural
circumstances of their daughters’ birth. Details on this
new race can be found in Pathfinder Adventure Path #43.

Dhampir: Resulting from the unlikely union of a
vampire and a living human, dhampirs are graced with
long life, an elegant appearance, and unnatural ref lexes,
but are cursed with an aversion to bright light and an
aff inity to negative energy. In Ustalav, dhampirs are
more common than nearly anywhere else in the Inner
Sea region, but they are nevertheless seen and treated as
monsters. Dhampir stats can be found on page 89 of the
Bestiary 2.

Orc: While half-orcs are a standard option for PCs,
Ustalav’s proximity to Belkzen opens up full-blooded
orcs as legitimate possibilities for player characters. Of
the non-standard races presented in this section, orcs face
perhaps the largest and most widespread social stigma in
Ustalav and will present serious obstacles for a player of
this race, in both rural and urban environments


ok. last group didnt work out. so i joined a new crew and im running Carrion Crown....i know the players manual adds dhampir, orc and changeling......any others? i promis this is the one i will run. i just really like this these threads. and am assuming responses from at least 2 people who ususaly help me


Purple Fluffy CatBunnyGnome wrote:
Talon3585 wrote:
Daniel Luckett wrote:
Talon3585 wrote:
well i made a thread and no one answered it, then i saw this thread and another one. this not what its for?? if not im sorry.
I think you're fine. If you think that adding Bestiary 3 familiars would help PFS. Then this is the place for that comment, or at least one of the places.
i would defiantly like for the familiars in book 3 to be legal. since i didnt see it on the legal list i assume its not. unless its an accidental over-site. i just want a Faerie Dragon as a familiar. if not Pesudodragon is fine. lol
I'm guessing that as the B3 was just recently released that the legal list hasn't been updated yet with the information. I would give Paizo a bit more time to update if you're willing to be patient and wait for the familar that you really want

makes sense. i forgot that that book hasn't been out very long. thank u


Daniel Luckett wrote:
Talon3585 wrote:
well i made a thread and no one answered it, then i saw this thread and another one. this not what its for?? if not im sorry.
I think you're fine. If you think that adding Bestiary 3 familiars would help PFS. Then this is the place for that comment, or at least one of the places.

i would defiantly like for the familiars in book 3 to be legal. since i didnt see it on the legal list i assume its not. unless its an accidental over-site. i just want a Faerie Dragon as a familiar. if not Pesudodragon is fine. lol


well i made a thread and no one answered it, then i saw this thread and another one. this not what its for?? if not im sorry.


Improved familiar

I see that familiars from bestiaries 1 & 2 are allowed.....but not 3......was this an accidental over site?? I'm looking to have a Faerie Dragon. Any creators please chime in for me.


1 person marked this as a favorite.

Improved familiar

I see that familiars from bestiaries 1 & 2 are allowed.....but not 3......was this an accidental over site?? I'm looking to have a Faerie Dragon. Any creators please chime in for me.

Full Name

"Chance"

Classes/Levels

Male Halfling Oracle (Pei-Zin: Life/Legalistic) 3.0 | HP 27/27 | Move 15 | AC 19 T 13 FF 17 , CMD 13 | F+5 R+5 W+5 | Init +2 Per +2 | Healer's Way 4/5, Level 1 Spells 6/6, Channel Energy 3/5

About "Chance"

Full Character Sheet:

LN Small Halfling Oracle (Pei Zin Practitioner - Life/Legalistic) 3.0
Init +2; Senses Standard ; Perception +2
Defense
AC 19, touch 13, flat-footed 17 (+2 Dex, +6 armor, +1 size)
hp 27 (3d8+6CON+3FCB)
Fort +5, Ref +5, Will +5 ; +1 resistance & +1 racial bonus applied
Special takes an additional point of damage from cold iron weapons
Offense
Speed 15 (20 ft. mod by medium armor)
Melee Small MW Darkwood Longspear +4 (1d6, 20/x3, P, Reach)
Missile hurled flask of acid +5 touch (1d6, 1 pt splash, 10 ft increments)
Statistics
Str 11, Dex 14, Con 14, Int 10, Wis 10, Cha 18
Base Atk +2; CMB +1; CMD 13

Racial Abilities Slow Speed (Halflings have a base speed of 20 feet), Halfling Luck (Halflings receive a +1 racial bonus on all saving throws), Keen Senses (Halflings receive a +2 racial bonus on Perception checks.), Underfoot Dodger (Heroes of the Streets pg. 9 : City-dwelling halflings do not treat crowd squares as difficult terrain and they gain a +5 bonus on Acrobatics checks to move through the spaces of larger foes. This racial trait replaces fearless and weapon familiarity.), Driven Worker (Inner Sea Races pg. 213 : Many halfling families have developed techniques to accomplish work faster and more efficiently, whether to contribute to the community or to please overbearing masters. These halflings gain a +4 racial bonus on checks with one Craft, Perform, or Profession skill. [Profession – Herbalist]. This racial trait replaces sure-footed.)

CLAs Curse (Legalistic), Mystery (Life), Master Herbalist (see below), Healer’s Way (5x/day, _I__, 1d6+1 hp healed, [1d6+3 if self-healing]), Revelations (Life Link [3 targets, _Naevys, Kenza, and Stuinvolk_], Channel Positive Energy [2d6 {+1 if used for healing}, 30 ft burst, DC 15 Will, 5x/day __I_I____])

Traits Helpful (Race, aid another grants +4 bonus instead of +2 bonus, HoG), Blessed Touch (Faith: you heal 1 additional point of damage with healing spells, channels, etc., CoPur)

Feats Extra Revelation, Fey Foundling (gain +2 hp/die from magical healing, takes +1 damage from cold iron weapons)

Skills (12 pts) Climb-1+0 (0r), Diplomacy+10 (3r), Heal+4 (1r), Knowledge (Planes & Religion)+4 (1r ea), Linguistics+1 (1r), Profession (Herbalist)-4 +17 (3r) Perception-2+2 (0r), Sense Motive+4 (1r), Spellcraft+4 (1r), Stealth-1,-3 +6 (0r), Swim-1+0 (0r) ; 1 – armor check penalty of -3 (mw agile breastplate) not yet applied, 2 – +2 racial bonus applied, 3 – +4 size bonus applied, 4 – Pei Zin modifiers,+2 mw tool bonus applied, & +4 racial bonus applied

Languages Common (Taldane), Halfling, Infernal

Spells Per Day (CL 3, Concentration +7, DC 14+ Spell Level ; 1st L – 5+CHA Mod [6])

Spells Known (M=bonus mystery spell gained, C=Cure Spell Automatically gained)
Orisons (5): Create Water, Detect Magic, Light, Stabilize, Virtue
1st Level (3+): Bless, Cure Light Wounds-C, Detect Undead-M, Watchful Eye, Protection from Evil

Equipment mw small agile breastplate ; mw small darkwood longspear, sling, small cold iron spiked gauntlet ; anti-plague, anti-toxin, insect repellent, flask of acid x2 ; small mw herbalist kit, 10 6 pairs earplugs, small smoke goggles, flint & steel, waterskin (empty), small spring-loaded wrist sheath (contains wand of clw),

Scroll of Magic Weapon (CL 1), Oil of Bless Weapon (CL1), Oil of Sanctify Corpse (CL1), Wand of Cure Light Wounds (40 charges, _II_____), lynx eye charm

Mule (CS - “Cabbage-seeker”) with bit, bridle, pack saddle, saddle bags, 10 days feed, 3 days trail rations, bedroll, 50’ silk rope, grappling hook,

Other Wealth 335 gp, 15 sp, 50 cp ; 500gp banked ; 6 pairs of rings (10 gp / pair - focus components for Watchful Eye)

Appearance
3’2” tall. 33 lbs. Platinum blonde hair. Light blue eyes.

HF image

Background
"Chance" recalls very little of youth.

From what he has been able to piece together, he was at one point the property of a Chelish diabolist who had travelled to Irrisen and fell to ill fortune there. As property of that diabolist, he was owned for a short time by a jadwiga youth, who in turn lost him (amongst other things) to a frost fey. He abided in Feyfrost as the property of that fey until his teens, mostly running errands for the fey between Chillblight and Whitethrone while trying not to be eaten by the shapechanging wolves of the Howlings.

When he was 16 a chance encounter with a group of Tien traders forever changed his life. He was able to assist them in navigating the difficulties of Whitethrone and they gave him the encouragement and inspiration to finagle his freedom. With that chance encounter and his "taking a chance" (on a rigged game of chance), he chose "Chance" as his freed-one's name. He traveled for several years with the traders where he learned about healing, his curse, and Pei Zin.

He grew to love travel (and several hard-to-find tien teas), but eventually made his way to Absalom, where he finally found a place that felt like "home". There he found new purpose in the faith of Abadar (to which he had been a follower for some time when amongst the traveling traders). He also discovered Pathfinder Society and was inspired to join them by a drunken conversation with a halfling woman who would rarely stop talking about its history long enough for him to tell her he wasn't interested in her romantically, but would like to know what he needed to join. Despite her discussions about a 3-year training program, he discovered that his mentor in Pei Zin had an influential niece named Amara Li, whom he had met a few times and once assisted as a Pei Zin practitioner who was happy to pen him a letter of introduction.

He has discovered that his philosophy of "healer for profit" works well, especially amongst the members of the Exchange and he is happy that he may finally be able to put down roots in a properly civilized place.

Notes

Favored Class Bonus – Hitpoints
Skills per Level: 4
Religion - Abadar
Faction: Exchange Fame / Prestige: 11/9 – 2 PA spent on Wand of Cure Light Wounds
XP: 6 ; Scenarios Completed: 04-07 (Severing Ties), Master of the Fallen Fortress (GM Credit), 09-10 (Signs in Senghor), 08-22 (Wrath of the Fleshwarped Queen), 07-10 (The Consortium Compact), 10-12 (Breath of the Dragonskull)
Encumbrance (STR 11, Small) Light (23.75) (Light = <29lb ; Medium 29lb – 57lb ; Heavy 58-86lb)

Chance Oracle Notes:

Legalistic Curse
Source Pathfinder Player Companion: Blood of Fiends
Effect

Whenever you break your word (either purposefully or unintentionally), you become sickened for 24 hours or until you meet your obligation, whichever comes first. However, once per day, you can make a vow to yourself that grants a +4 morale bonus on any one roll you make while trying to fulfill a promise made to another individual.

At 5th level, you gain a +3 competence bonus on Diplomacy, Intimidate, and Sense Motive checks while talking to an individual one-on-one.

At 10th level, you can make a new saving throw each minute to resist mind-affecting effects as your subconscious searches for loopholes.

At 15th level, any creature that violates its freely given word to you takes a penalty to AC, to spell resistance, and on saving throws against your attacks and abilities equal to your Charisma modifier (minimum 1) for 24 hours.

Oracle Archtype - Pei Zin Practitioner

Source Healer's Handbook pg. 20
In distant Tian Xia, herbalists practice an obscure alchemical art known as Pei Zin herbalism, which involves medicinal and restorative techniques that are used throughout much of that continent. A few practitioners develop a talent for Pei Zin that transcends ordinary alchemy, allowing them to blur the line between applying alchemical medicine and coaxing divine miracles.
Like other masters of the art, Pei Zin practitioners can use the Profession (herbalist) skill in place of Craft (alchemy) to create alchemical remedies with recipes that include certain plant-derived reagents. More information is on pages 24–25 of Pathfinder Player Companion: Alchemy Manual.

Master Herbalist (Su): A Pei Zin practitioner has mastered countless alchemical techniques that supplement her divine powers and greatly aid her when she heals the sick and wounded. She gains a competence bonus on Profession (herbalist) checks equal to 1/2 her oracle level (minimum 1), and uses her Charisma modifier in place of her Wisdom modifier when attempting Profession (herbalist) checks. Additionally, a Pei Zin practitioner can identify potions as if via detect magic using Profession (herbalist) instead of Spellcraft, and she can attempt such a check after holding a potion for 1 round.

This ability replaces the additional class skills the oracle gains from her mystery.

Healer’s Way (Su): A Pei Zin practitioner combines alchemy, acupuncture, and divine magic to heal wounds by touch. She can use this ability a number of times per day equal to 1 + her Charisma modifier. With one use of this ability, she uses positive energy to heal the target of 1d6 hit points for every 2 oracle levels she has. Using this ability is a standard action unless the oracle targets herself, in which case it is a swift action. Using this ability requires only one free hand. This ability counts as a paladin’s lay on hands ability for the purposes of feats, spells, and effects that work with that class feature when it is used for healing purposes. Unlike lay on hands, this ability cannot be used to harm undead.

This ability replaces the revelation gained at 1st level.

Master Healing Technique (Su): At 7th level, whenever a Pei Zin practitioner heals a living creature with her healer’s way ability, as a free action she can attempt a Profession (herbalist) check to remove a condition from the target, with each condition having an accompanying Profession (herbalist) DC (see the list below). She cannot take 10 or 20 on this check, nor can she receive aid from any creature except another Pei Zin practitioner (though the practitioner need not be an oracle; see pages 24–25 of Pathfinder Player Companion: Alchemy Manual). Failure by 5 or more causes the target to become sickened for 1 round (if the Pei Zin practitioner is attempting to remove the sickened condition, this extends it by 1 round). Similarly, failure by 10 or more instead causes the target to become nauseated for 1 round or to have its existing nauseated condition extended by 1 round. A creature that cannot be sickened or nauseated cannot have conditions removed by this ability.
Minor Conditions (DC 20): Fatigued, shaken, and sickened.
Major Conditions (DC 25): Dazed and staggered.
Severe Conditions (DC 30): Confused, exhausted, frightened, and nauseated.
Dire Conditions (DC 35): Blinded, deafened, paralyzed, and stunned.

This ability replaces the revelation gained at 7th level.