Tea: Commoners and kings alike drink this bitter liquid brewed from crushed and dried leaves. Different cultures have different traditions and methods of preparing tea, and everyone it seems has a different set of ingredients added to the drink. Tea is sold in heavy canvas or cloth bags, and the price given is for one week’s ration.
Tea: Small object, 6 sp, 1 lb.
Strange Teas: The following exotic teas come from distant lands and are prepared according to ancient traditions. A character can benefit from drinking a single kind of tea once per day. Drinking tea requires a standard action, as drinking a potion, and the effects last for 1d4 hours or until the character next sleeps or rests.
Strange Tea | Effect | Price |
Dragon’s Tooth Tea | User can speak and read Draconic | 10 gp |
Harbor Tea | User receives a +2 bonus on Profession (Sailor) and Swim checks | 4 gp |
Giant’s Tea | User does not suffer a Size Penalty to Armor Class, Attack Rolls or Skill checks for the duration | 120 gp |
Last Day Tea | User receives a +1 morale bonus on melee attack and damage rolls, but suffers a -1 penalty on | 65 gp |
Leng Tea | The User’s type changes to Aberration for the duration of the effect, rendering him immune to effects that specifically target humanoids. Do not recalculate HD, | 52 gp |
Merchant’s Sipping Tea | User receives a +2 bonus on Bluff and Sense Motive checks | 12 gp |
Rat Whisker Tea | User receives a +2 bonus on Climb checks and | 125 gp |
Snowcrystal Tea | User gains Cold Resistance equal to 5 + her character level | 10 gp |
Spidersilk Tea | User receives a +3 bonus on | 35 gp |
Wolfsbane Tea | User becomes immune to contracting Lycanthropy for the duration of the effect | 225 gp |
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