Chocobo Greens (3.5e Equipment)
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Greens are the entire nutritional meal of a healthy chocobo. All chocobos are herbivores and all chocobos love greens. Chocobos will eat berries, leaves, grass, and sometimes even bark, but greens have the most nutritional value for a Chocobo, besides being absolutely delicious to them. Most chocobos are caught by offering them greens as a sign of friendship, distracting them long enough for you to move in and surround or lasso them. Being docile, they will easily submit to following someone who is leading them by a rope if they have just been given greens.
There are many kinds of greens, from Gysahl to Sylkis, and all of them have a unique effect on a chocobo that eats them, and only chocobos. In some areas where less common greens grow, stronger chocobos are more frequently. Knowing where to find them in the wild requires a Knowledge: Nature skill check. Finding them in the wild teaks 2 hours of searching and requires a successful Survival Skill check. Haveing 5 ranks in Knowledge: Nature grants a +2 synergy bonus to checks finding or farming chocobo greens. Growing chocobo greens requires a Profession: Farming and the same environment they are found in. They can be grown year round and takes 4 months for them to grow. Each seed grows 1d4+1 greens, and each green can contain 2d4 seeds.
|Green||Availability||Price||Effect||Time to Eat||Description||Location||Location DC||Find DC||Farming DC|
|Gysahl||Very Common||100gp||cures 1d8+5 points of damage and Calms Chocobo||2 rounds||This green is almost ubiquitous any where here are chocobos to be found.||Any Land||5||10||10|
|Krakka||Common||250gp||cures 1d8+5 points of damage, +2 temporary Constitution bonus for 2 hours||3 rounds||Rumored to sharpen a chocobo's senses, this green is widely used.||Any Cold or Temperate Lands||8||14||15|
|Tantal||Common||400gp||+5 ft. base movement speed for 12 hours, cures 1d8+5 points of damage, +2 temporary Constitution bonus for 4 hours||3 rounds||This green is given to chocobos before short-distance races, making them run faster and harder and concentrate better.||Any Warm or Temperate Lands||12||18||20|
|Pahsana||Uncommon||800gp||cures 1d8+5 points of damage, +4 temporary Constitution bonus for 8 hours||3 rounds||This greens often makes chocobos act a little skittish and over-aware for a while.||Any Forests||16||20||25|
|Curiel||Uncommon||1000sp||+5 ft. base movement speed for 24 hours, cures 1d8+5 points of damage, +4 temporary Constitution bonus for 8 hours||4 rounds||Used to feed racing chocobo, this green is difficult to acquire from any place but towns with a chocobo race track.||Any Plains, Hills or Deserts||20||25||35|
|Mimett||Very Uncommon||1500gp||+10 ft. base movement speed for 24 hours, cures 2d8+10 points of damage, +4 temporary Strength, Dexterity and Constitution bonus for 8 hours||5 rounds||This green is detested by most chocobos for its flavor, but a few love it more than candy.||Warm Forest or Marshes||24||30||40|
|Reagan||Rare||3000gp||+15 ft. base movement speed for 24 hours, cures 3d8+15 points of damage, +4 temporary Strength, Dexterity and Constitution bonus for 8 hours||2 rounds||This coveted green is trafficked only amongst the most highbrow and dedicated of breeders and racers. Many country pay fortunes for Reagan-green fed Choco-calvary.||Any Mountains||28||35||45|
|Sylkis||Very Rare||5000gp||+20 ft. base movement speed for 24 hours, heals all damage, +6 temporary Strength, Dexterity and Constitution bonus for 24 hours||1 rounds||A great green, it is difficult to cultivate and often can only be found growing in the wild.||Hot Deserts||35||40||Can't be Farmed|