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.


GreenAvailabilityPriceEffectTime to EatDescriptionLocationLocation DCFind DCFarming DC
GysahlVery Common100gpcures 1d8+5 points of damage and Calms Chocobo2 roundsThis green is almost ubiquitous any where here are chocobos to be found.Any Land51010
KrakkaCommon250gpcures 1d8+5 points of damage, +2 temporary Constitution bonus for 2 hours3 roundsRumored to sharpen a chocobo's senses, this green is widely used.Any Cold or Temperate Lands81415
TantalCommon400gp+5 ft. base movement speed for 12 hours, cures 1d8+5 points of damage, +2 temporary Constitution bonus for 4 hours3 roundsThis green is given to chocobos before short-distance races, making them run faster and harder and concentrate better.Any Warm or Temperate Lands121820
PahsanaUncommon800gpcures 1d8+5 points of damage, +4 temporary Constitution bonus for 8 hours3 roundsThis greens often makes chocobos act a little skittish and over-aware for a while.Any Forests162025
CurielUncommon1000sp+5 ft. base movement speed for 24 hours, cures 1d8+5 points of damage, +4 temporary Constitution bonus for 8 hours4 roundsUsed to feed racing chocobo, this green is difficult to acquire from any place but towns with a chocobo race track.Any Plains, Hills or Deserts202535
MimettVery Uncommon1500gp+10 ft. base movement speed for 24 hours, cures 2d8+10 points of damage, +4 temporary Strength, Dexterity and Constitution bonus for 8 hours5 roundsThis green is detested by most chocobos for its flavor, but a few love it more than candy.Warm Forest or Marshes243040
ReaganRare3000gp+15 ft. base movement speed for 24 hours, cures 3d8+15 points of damage, +4 temporary Strength, Dexterity and Constitution bonus for 8 hours2 roundsThis 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 Mountains283545
SylkisVery Rare5000gp+20 ft. base movement speed for 24 hours, heals all damage, +6 temporary Strength, Dexterity and Constitution bonus for 24 hours1 roundsA great green, it is difficult to cultivate and often can only be found growing in the wild.Hot Deserts3540Can't be Farmed



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