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The Herbalist

Base Class

Interjection

Games

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying

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The Herbalist

1

The Conservationist Archetype

4

The Flowerchild Archetype

6

Biome Find Herbs Tables

7

Herbalist Feats

15

The Herb Log

16

The Recipe Book

31

Biome Summary Tables

35

Custom Biomes

43

Legal

46

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T

HE

H

ERBALIST

While some individuals, the druids and rangers of the world, learn to coexist and be one with nature, other individuals, the alchemists of the world, learn to harness nature and force it to do their bidding. The herbalists of the world take a path between these two extremes. Herbalists see the natural world as a tool to be revered, a cornucopia of plenty that needs to be properly exercised to extract full benefit from it. From the smallest shelf mushroom to the greatest of flora, the herbalist knows the inner secrets of all things that grow upon this earth.

Role: Herbalists seek out the herbs, fruit, and fungi of

the terrain around them and use these finds to support their allies and debilitate their enemies in combat. Specializing in wicked poisons, restorative effects, and the production of supernaturally­charged food and alcohol, the herbalist typically has an answer for a situation.

Alignment: Any neutral. It is said that old married

couples begin to act in a similar fashion. Having been married to nature all their lives, herbalists must be neutral in at least one of the two alignment axes. (Neutral Good, Lawful Neutral, True Neutral, Chaotic Neutral, Neutral Evil)

Hit Die: d8

Starting Wealth: 2d4x10 (average 50 gp.) In addition,

each character begins play with an outfit worth 10gp or less.

Class Skills

The herbalist's class skills are Climb (Str), Craft (alchemy) (Int), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), Swim (Str)

Skill Ranks per Level: 2 + Int modifier Class Features

All of the following are class features of the herbalist.

Weapon Proficiency: Herbalists are proficient with

simple weapons and the scythe.

Armor and Shield Proficiency: Herbalists are

proficient with light armor and shields. An herbalist wearing armor or using a shield with which she is not proficient incurs a percent chance equal to the item's normal arcane spell failure chance for the contents of each of her preservation vessels to lose their potency and become useless overnight.

Compress (Ex): At 1st level, the herbalist learns how to

produce a compress that allows for the fast application of multiple plants with the herb descriptor. As a full­round action, the herbalist can construct and apply a compress to a willing creature, granting the target the effects of all of the herbs used in the compress. At 1st level, a maximum of two herbs can be used in the compress. At 5th level and every 5 levels thereafter, the maximum number of herbs that can be used in a single compress increases by 1, to a maximum of 6 at 20th level. This ability can be used once per day, plus an additional time per day at 3rd level and every 3 levels beyond 3rd, to a maximum of 7 times per day at 18th level.

Earthenware Jars (Su): At 1st level, the herbalist has

acquired a number of earthenware jars for the storage of plant products. There are two types of earthenware jars: cultivation pots and preservation vessels.

Cultivation pots: Cultivation pots are the means by which

an herbalist carries her favorite plants with her no matter where she goes. An herbalist can plant three units of the same plant with the herb descriptor into a cultivation pot, a process that takes 10 minutes. Given the herbalist's connection to nature, nature kicks itself into overdrive and produces a fully grown plant by the next morning. Each day, the herbalist can pick from each of her cultivation pots, gaining one unit of the plant held within. This acquisition of plants is separate from that of the find herbs class feature and need not be done at the same time. At any time, she may empty a cultivation pot to clear it for a new plant. An herbalist begins play with 1 cultivation pot and gains an additional cultivation pot at 3rd level and every 4 levels beyond 3rd to a maximum of 6 cultivation pots at 19th level.

Preservation vessels: Preservation vessels are the means

by which an herbalist preserves her lucky findings, extra plants, and plant products resulting from the execution of a recipe for another day. In short, whatever is placed into a preservation vessel does not decay overnight like everything else an herbalist picks and produces. A single preservation vessel can carry a number of plants or plant products equal to the capacity of that plant or plant product in its entry in the Herb Log or the Recipe Book. To prevent contamination, a preservation vessel can only carry a single kind of plant or plant product; no mixing is permitted. An herbalist begins play with 2 preservation vessels and gains an additional preservation vessel at 5th level and every 5 levels beyond 5th for a total of 6 preservation vessels at 20th level.

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the secret to finding useful plants and unlocking their true potential, wherever she may be. Just as the wizard studies his spellbook, the cleric prays to his deific source of power, and the sorcerer simply thinks highly of himself, the herbalist goes through rituals of her own to acquire power. These rituals typically begin with a lengthy ritual of thanks and recognition to Mother Nature, whose bounty is the means by which all non­autotrophic life is sustained upon this earth. Nature having been praised, the herbalist gets to work picking local flora. To pick plants, the herbalist must first consult her surroundings to determine what "biome" she is in. Biomes, large, naturally occurring communities of flora and fauna occupying a major habitat, are divided into seven standard categories for the purpose of this ability: desert, forest, grassland, mountains, tundra, underground, and wetlands. Other biomes, such as a near­barren wasteland, the jungle, a desert oasis, and the like do exist and special tables can easily be constructed for them using the rules for building custom biome find herbs tables presented in the rear of this supplement. (See section Biome Find Herbs Tables for the find herbs tables, both standard and non­standard, included in this supplement. Also see section Custom Biomes for information on the construction of custom find herbs tables.)

Once the herbalist has determined her biome, she rolls once on that biome's find herbs table plus an additional time for every 2 herbalist levels beyond 1st. She has found the plants listed on that table and can use them in the manner described in the Herb Log. These plants are invested with the blessing of Mother Nature herself; as such, any attempt to use the find herbs class feature a second time in a single day will simply result in the acquisition of nonfunctional plants.

Plants granted the blessing of nature in this fashion tend to decay very rapidly. As such, all plants and plant products not stored in preservation vessels overnight will denature to a useless state.

Recipes (Ex): Recipes are the means by which an

herbalist produces specialized concoctions from the base plants she finds. In doing so, the herbalist can combine and enhance the base effects of various plants, or even come up with something completely unrelated to the individual parts of the concoction, a greater whole whose nature transcends the solitary unit. Given the nature of recipes, they are not something that all herbalists know. As such, recipes become the primary point of differentiation between herbalists, showing their primary focus in terms of philosophy and favored biomes. At 1st level, 2nd level, and every 2 levels beyond 2nd level, the herbalist learns a recipe. (See section The Recipe Book.)

Green Thumb (Su): At 3rd level, the herbalist's

connection with nature grants her the ability to suggest certain courses of action to it. The herbalist's capacity to do so is represented by a green thumb pool, which refreshes every day at dawn and has a maximum capacity of 1/2 the herbalist's class level + her Wisdom modifier, rounded down. The following green thumb abilities are available starting at 3rd level.

unavailable wherever she is, the herbalist may use the entirety of her green thumb pool to produce a vast quantity of plants from her cultivation pots. She produces units of plants equal to twice the maximum capacity of her green thumb pool, distributed however she wishes among her cultivation pots. This process requires one hour. Using this ability forfeits her daily use of the find herbs class feature should foraging for plants become a possibility later in the day.

Extra Cultivation (Su): As a full­round action, the

herbalist coaxes one of the plants present in one of her cultivation pots to grow. She collects one unit of that plant. This ability costs 2 green thumb points.

Potent Poison (Su): As a swift action, the herbalist

focuses upon a single recipe or plant that is treated as though it were a poison or on a weapon that has been treated with a recipe or plant that is treated as though it were a poison. The DC for that poison is increased by +1. This ability persists for 1 minute and costs 1 green thumb point.

At 7th level, the following green thumb ability becomes available.

Focused Foraging (Su): Whenever the herbalist rolls

on a find herbs table for any biome, she may spend 1 green thumb point to reroll. Unlike most rerolls, a reroll made using this ability can itself be rerolled. At 17th level, the following green thumb ability becomes available.

Universal Toxin (Su): As a swift action, the herbalist

focuses upon a single recipe or plant that is treated as though it were a poison or on a weapon that has been treated with a recipe or plant that is treated as though it were a poison. This poison can affect living creatures who are naturally immune to poison, such as high level druids and some outsiders. Creatures who are immune to poison due to spells or magical items maintain their immunity to poison. This ability persists for 1 minute and costs 3 green thumb points.

Poison Use (Ex): At 5th level, the herbalist has spent

enough time around poison to be trained in its use and cannot accidentally poison herself when applying poison to a blade.

Venom Immunity (Ex): At 11th level, the herbalist

gains immunity to all poisons.

Natural Prodigy (Su): At 20th level, the herbalist has

gained a connection to the natural world that causes druids and rangers to gaze upon her with envy. The herbalist's green thumb pool increases by 5.

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Ex­Herbalists

An herbalist who ceases to revere nature or changes to a prohibited alignment loses all herbalist abilities (not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as an herbalist until she atones (see the atonement spell description).

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Table: The Herbalist

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Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have druids as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.

Aasimar: Add 1/6 of a recipe.

Drow: Add +1/3 to the DC of all plants that behave as

though they were poisons.

Dwarf: Add +1/2 to the herbalist's class level to

determine the duration and magnitude of effect of all weapon oil plants.

Elf: Add 1/5 of a point to the herbalist's green thumb

pool.

Gnome: Add +1/2 to Craft (alchemy) checks made to

produce a recipe.

Goblin: Add +1/2 to Craft (alchemy) checks made to

produce a recipe.

Half­elf: Add 1/5 of a point to the herbalist's green

thumb pool.

Halfling: When cooking an herb, add +1/2 to the

herbalist's class level to determine how many can be fed, as well as the duration and magnitude of effect.

Half­orc: Add +1/2 to the herbalist's class level to

determine the duration and magnitude of effect of all weapon oil plants.

Hobgoblin: Add +1/2 to the herbalist's class level to

determine the duration and magnitude of effect of all weapon oil plants.

Human: Add 1/6 of a recipe.

Kobold: Add +1/3 to the DC of all plants that behave as

though they were poisons.

Orc: Add +1/2 to the herbalist's class level to determine

the duration and magnitude of effect of all weapon oil plants.

Puddling: Add +1/2 to Craft (alchemy) checks made to

produce a recipe.

Tiefling: Add 1/6 of a recipe.

The conservationist is an archetype of the herbalist class.

Some herbalists have an obsession with rare, endangered, and extinct plants. Holding these near­lost examples of plantlife above all else, the conservationist is part of nature's expression of the past and the status quo, that which is and that which was.

Exotic Cultivation Pots (Ex):

Exotic cultivation pots are pH balanced to be as inviting to the rare and endangered plants that inhabit them as possible. Unlike a normal cultivation pot, an exotic cultivation pot can only hold rare plants and the conservationist will NEVER dump a pot out to replace a rare plant with another rare plant. In short, a conservationist's choice of plants is permanent. Further, normal cultivation pots do not have the specific balance of nutrients needed to sustain rare plants; as such, a conservator cannot share with a mere herbalist. Each day, the conservationist can pick from each of her exotic cultivation pots, gaining 1 unit of the plant held within. This acquisition of plants is separate from that of the find herbs class feature and need not be done at the same time. A conservationist begins play with 1 exotic cultivation pot and gains an additional exotic cultivation pot at 5th level and every 5 levels beyond 5th to a maximum of 5 at 20th level.

This ability replaces the cultivation pots portion of earthenware jars.

Rare Plants:

Whenever a conservationist gains a new exotic cultivation pot, including at 1st level, it contains one of the following rare plants.

Golden Yarrow (herb)

Capacity: 2

History: Slow­growing, but far more potent than

common yarrow, golden yarrow simply couldn't keep up with demand once its virtues were discovered.

Effect: When one unit of golden yarrow is applied

topically to a wound as a standard action, common yarrow immediately delivers positive energy, healing 1d8 points of damage per conservationist level (max 20d8). At 10th level, two units of golden yarrow can instead function as the raise dead spell if and only if the creature to be raised died in the last hour. Once applied, it takes ten minutes for the golden yarrow to bring the fallen back to life. Since undead are powered by negative energy, this herb deals damage to them instead of curing their wounds. There is no saving throw, though applying yarrow to an unwilling creature is a melee touch attack that provokes attacks of opportunity.

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Keenblade Leaf (herb)

Capacity: 1

History: Keenblade leaf was hunted to near extinction by

kingdoms seeking an edge in war. It is now only used in the most dire of circumstances, and only then by elite units.

Effect: When one unit of frostcap is minimally processed

and applied to a metal weapon as though it were an oil, the weapon begins to emit an unearthly shine. At 1st level, keenblade leaf grants the weapon a +1 enhancement bonus. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 19th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: dancing, keen, vorpal, and wounding. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the keenblade leaf are determined when it is used and cannot be changed until keenblade leaf is used again. These bonuses apply to only one end of a double weapon. This effect lasts for 1 minute per conservationist class level.

Mantrap

Capacity: Special ­ see Effect

History: This massive variant of a venus fly trap was

hunted to extinction by the civilized peoples of the world who were sick and tired of the scenery chewing on hikers.

Effect: Rather than being picked each day, the

conservationist hoists the exotic cultivation pot containing a mantrap directly onto her back. A mantrap has absolutely massive nutritional needs. Given the conservationist's connection to nature, these needs are assuaged somewhat simply by being on the conservationist's back; however, should a mantrap ever be more than 5 feet away from its conservationist, it immediately wilts and goes into a dormant state from which it will not recover until dawn of the next day. If, at the dawn of the next day, it is still not within 5 feet of its conservationist, it remains in this dormant state. A mantrap threatens all squares the conservation threatens without a reach weapon and can make a single bite attack per round using the conservationist's base attack bonus plus her Wisdom modifier as its melee attack bonus. This bite deals 1d8 + the conservationist's Wisdom modifier points of bludgeoning, piercing, and slashing damage. A mantrap has the same armor class as its conservationist and has maximum hit points equal to half that of the conservationist. If reduced to 0 hit points, it goes into a dormant state from which it will not recover until dawn of the next day. Mantraps do not sleep. A conservationist's control of her mantrap is not perfect. This is primarily seen in the fact that two mantraps brought near one another will bite each other until one is left standing no matter what their master or masters try to do. To prevent this, no conservationist can have more than one mantrap.

Speedweed (herb)

Capacity: 2

History: Hunted to near­extinction by athletes seeking

an edge, speedweed is now only found in heavily protected greenhouses and the kind of druid groves whose druids don't consume things like speedweed. Effect: When speedweed is chewed as a standard action, the chewer gains the benefits of the haste spell for rounds equal to the conservationist's class level.

Stoneleaf (herb)

Capacity: 1

History: An example of evolution gone horribly awry,

stoneleaf slowly put more and more silica into its form to stave off herbivorous predators until it became nearly lightfast. Now, all but the most well­tended stoneleaf just drops over dead out of starvation.

Effect: When one unit of stoneleaf is chewed as a

standard action, the chewer receives the benefits of the Diehard feat, as well as DR X / ­, where X is the herbalist's class level (max 20), whenever the chewer's hit points is 0 or fewer. All benefits of stoneleaf last for 1 minute.

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The flowerchild is an archetype of the herbalist class. Some herbalists don't go through the trouble of carrying around all of those pots and vessels. Instead, they forge a bond with nature itself and have nature follow them around.

Natural Bond (Ex)

At 1st level, a flowerchild forges a bond with a creature in the same manner that a wizard selects a familiar. A flowerchild's familiar follows the exact same rules as a wizard's familiar with the exception that it uses the progression table shown below.

This ability replaces earthenware jars.

Alertness (Ex): While a familiar is within arm's reach,

the master gains the Alertness feat.

Empathic Link (Su): The master has an empathic link

with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Improved Evasion (Ex): When subjected to an attack

that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails.

acquires a familiar, she selects one of the seven standard biomes (desert, forest, grasslands, mountains, tundra, underground, wetlands). The familiar grows plants of that biome on its back. Whenever the flowerchild uses her find herbs class feature, she makes an additional roll on the table corresponding to the biome her familiar has on its back. At 5th, 9th, 15th, and 19th level, the flowerchild makes an additional roll on the table corresponding to the biome her familiar has on its back, a maximum of 5 rolls at 19th level.

Speak with Master (Ex): If the master is 5th level or

higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

Speak with Animals of Its Kind (Ex): If the master is

7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

Spell Resistance (Ex): If the master is 11th level or

higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.

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Table: The Flowerchild's

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Biome Find Herbs Tables

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Table: Forest

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Table: Grasslands

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Table: Mountains

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Table: Tundra

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Table: Underground

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This is an example of a custom biome created to fulfill a need in a hypothetical campaign setting. The wasteland biome combines grasslands and desert. For more information on custom biomes, see section Custom Biomes.

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Table: Wasteland

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Table: Wetlands

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Herbalist Feats

CULTIVATORSAVANT(HERBALISM)

Prerequisites: Extra Herbs

Benefit: Select one herb whose description states that it

cannot be grown in cultivation pots. You can now grow that herb in a single cultivation pot; however, using the extra cultivation green thumb ability on this plant costs 4 green thumb points instead of 2. Further, its yield is cut in half when using the bounty of nature green thumb ability.

Special: You can select this feat multiple times. Each

time, select a new herb.

Normal: If an herb says it cannot be grown in cultivation

pots, then it simply cannot be grown in cultivation pots.

EXPERTFRUITCULTIVATOR(HERBALISM)

Prerequisites: Fruit Cultivator, herbalist 11th

Benefit: All fruit yielded by a cultivation pot is done so at

the standard rate for herbs, except that its yield is still cut in half when using the bounty of nature green thumb ability.

Normal: Fruit yields at half the rate of herbs. EXPERTFUNGUSCULTIVATOR(HERBALISM)

Prerequisites: Fungus Cultivator, herbalist 15th

Benefit: All fungus yielded by a cultivation pot is done so

at the standard rate for herbs, except that its yield is still cut in half when using the bounty of nature green thumb ability.

Normal: Fungus yields at half the rate of herbs. EXTRAHERBS(HERBALISM)

Prerequisites: Green Thumb class feature

Benefit: You can use the extra cultivation green thumb

ability twice per day without using points from your green thumb pool. If you use the bounty of nature ability, it does not consume these two uses of extra cultivation.

Special: You can select this feat multiple times. Its

effects stack.

Normal: When the bounty of nature ability is used, the

herbalist's green thumb pool is reduced to 0.

EXTRAPOT(HERBALISM)

Prerequisites: Cultivation Pots portion of the

Earthenware Jugs class feature

Benefit: You gain an additional cultivation pot.

FRUITCULTIVATOR(HERBALISM)

Prerequisites: Extra Herbs, herbalist 5th

Benefit: You can now place fruits into cultivation pots as

though they were herbs. All fruit yielded by the cultivation pot is done so at half the standard rate for herbs. For example, there is only a 50% chance that picking a cultivation pot containing a fruit will yield a unit of that fruit. Spending 2 green thumb points increases this to a 100% chance. Further, using the extra cultivation ability on a cultivation pot containing a fruit costs 4 green thumb points instead of 2. Finally, its yield is cut in half when using the bounty of nature green thumb ability.

Normal: Fruits cannot be grown in cultivation pots. FUNGUSCULTIVATOR(HERBALISM)

Prerequisites: Extra Herbs, herbalist 9th

Benefit: You can now place fungi into cultivation pots as

though they were herbs. All fungus yielded by the cultivation pot is done so at half the standard rate for herbs. For example, there is only a 50% chance that picking a cultivation pot containing a fungus will yield a unit of that fungus. Spending 2 green thumb points increases this to a 100% chance. Further, using the extra cultivation ability on a cultivation pot containing a fungus costs 4 green thumb points instead of 2. Finally, its yield is cut in half when using the bounty of nature green thumb ability.

Normal: Fungi cannot be grown in cultivation pots. PERSISTENTPOISONER(HERBALISM)

Prerequisites: Green Thumb class feature, Poison Use

class feature

Benefit: You gain the following green thumb ability.

Persistent Poison (Su): As a swift action, the herbalist

focuses her command over the natural world onto a weapon that has been treated with a recipe or plant that is treated as though it were a poison. That poison is not consumed the next time it poisons a creature. Once affected by this ability, a particular plant or dose cannot be targeted again. This ability costs 3 green thumb points.

RAPIDPOISONER(HERBALISM)

Prerequisites: Green Thumb class feature, Poison Use

class feature

Benefit: You gain the following green thumb ability.

Rapid Poisoning (Su): As a swift action, the herbalist

applies a recipe or plant that is treated as though it were a poison to a weapon. This ability costs 1 green thumb point.

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Rules:

1: When an herb is eaten, chewed, or applied to a wound, it follows the exact same attack of opportunity rules as a potion. When applied to an item, it acts as either an oil or a poison, depending on context. If a poison, it follows the rules for poisons, including accidental poisoning. 2: If an herb is administered to an individual under the effects of various status effects that render the individual unable to act it is assumed that the administering character can get the herb to work.

3: Herbs only function if used by the herbalist who picked it. An herbalist is counted as having used it if she makes an action to do so. In this manner, an herbalist can quite readily administer her herbs to other creatures. This rule can be broken by a small selection of specific herbs. 4: If the herbalist cooks, those who wish to receive a benefit must eat immediately; the leftovers have no powers. It is a DC 15 Survival check to find generic produce.

5: Brewed plant products made by an herbalist go bad overnight just like everything else, but they can be held and used by other characters without losing their powers.

Acidbite Lichen (herb)

Biomes: Mountains, Tundra, Underground Capacity: 2

Recipes: none

Appearance: This lichen is a prime example of a

primary successor in that it not only breaks down rock, but does so at an excessively rapid pace. If a small amount of fresh soil is found surrounding a lichen, it is likely acidbite.

Effect: When one unit of acidbite lichen is thrown as a

splash weapon, it clings to whatever creature is in the square in which it lands, dealing acid damage equal to 1d6 + 1/2 the herbalist's class level each round for 1 minute. Ripping acidbite lichen off of a creature is a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Strength check. If acidbite lichen lands in an empty square as a result of being thrown, it can be picked back up and used again.

Acorn (fruit)

Biomes: Forest Capacity: 4

Recipes: Thornpalm Elixir

Appearance: Dropped by the oak tree, acorns are the

seed of the plant and sport a cap and pointy bit that nobody in their right mind needs described.

Effect: When one unit of acorn is chewed as a standard

action, the chewer gains an enhancement bonus to natural armor equal to 1 + 1/3 the herbalist's class level (max +5), rounded down. This effect lasts for 1 minute per herbalist level.

Biomes: Tundra Capacity: 1 Recipes: none

Appearance: Found in the arctic desert upon otherwise

barren ledges of rock, the arctic poppy is a hint of bright green and yellow in a sea of white and brown.

Effect: When one unit of arctic poppy is chewed as a

standard action, the chewer gains a limited immunity to death. If the chewer would be killed by damage, he is instead set to one hit point above death and automatically stabilizes. The chewer must be living to elicit this benefit. This protection persists for a number of rounds equal to 1 + 1/5 the herbalist's class level (max 5).

Baneberry (fruit)

Biomes: Forest Capacity: 4

Recipes: Aconite Poison, Stillheart Poison, The Van Winkle

Appearance: Baneberry sports compound leaves on

long stalks, a thin stem, small white flowers, and black berries of about one third of an inch in diameter. It is these berries that contain the greatest concentration of its natural poison.

Effect: One unit of baneberry can be applied to a weapon

as though it were a poison. Living creatures dealt damage by a weapon coated in baneberry juice must make a DC 10 + 1/2 herbalist class level + herbalist's Wisdom modifier Fortitude save or be fatigued for 1d4 rounds. If the herbalist is 11th level or higher, the victim is exhausted instead of fatigued.

baneberry

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Barbary Fig (fruit)

Biomes: Desert, Grasslands Capacity: 4

Recipes: none

Appearance: Also known as the prickly pear cactus, the

Barbary fig grows to a variable height due to the plant's propensity to hybridize. Variants all sport the flattened cactus leaves and fleshy tuna fruits.

Effect: When one unit of Barbary fig is chewed as a

standard action, the chewer gains fast healing equal to 1 + 1/3 the herbalist's class level, rounded down, (max 7) for 1 minute. Further, consumption of a Barbary fig is equivalent to drinking enough water to stave off dehydration for one day.

Black Alder (fruit)

Biomes: Forest, Grasslands Capacity: 4

Recipes: Bottled Insight

Appearance: The black alder tree is characterized by

rounded, heavily veined leaves and its drooping yellow blooms.

Effect: When one unit of black alder is chewed as a

standard action, the chewer receives an alchemical bonus to saves against disease equal to 2 + 1/3 the herbalist's class level, rounded down and minimum 1 (maximum +7) for 1 minute.

Brighteye (fungus)

Biomes: Underground Capacity: 4

Recipes: Stabbed Eye Elixir

Appearance: This small, button­like mushroom feeds

off of psychic energy, and few psychic emanations are stronger than that of a sentient moments before death. As such, it is typically found very near hazards that have the capacity to kill.

Effect: When one unit of brighteye is chewed as a standard action, the chewer's senses sharpen, granting an alchemical bonus to the Perception skill equal to 2 + 1/2 the herbalist's class level (max +10). This effect persists for one minute.

black alder

Calamus (herb)

Biomes: Wetlands Capacirty: 4

Recipes: Calamus Oil

Appearance: Calamus can be spotted by its bladelike

leaves with a strong, central vein and a large spadix. Once a leaf or a stem has been broken, the characteristic scent dispels any doubt that this is the real deal. A horizontal root, or rhizome, contains the greatest concentration of medicinal compounds.

Effect: When one unit of calamus is chewed as a

standard action, the chewer receives an alchemical bonus to saves against the sickened and nauseated conditions equal to 1 + 1/3 the herbalist's class level, rounded down and minimum 1 (maximum +6) for 1 minute. When first administered, the recipient can immediately make a new save against any sickened or nauseated condition currently affecting her.

Cattail (herb)

Biomes: Wetlands Capacity: 2

Recipes: Cattail Glue, Elemental Cattail

Appearance: Cattails grow thick masses of vertically

oriented leaves up to ten feet in length, among which are situated pistils that are shaped much like brown cylinders.

Effect: Cattail has two uses.

1: One unit of cattail can be used instead of trail rations or generic produce when cooking other plants. If used in this fashion, treat the herbalist's class level as 2 higher for the purpose of determining how many creatures can consume the food, if applicable, and for determining the magnitude of the benefits granted to the consumer. 2: The herbalist may swing one unit of cattail as though it were a club of her size. If it hits, it deals bludgeoning damage and explodes in a cloud of white fluff, the seeds of the plant. This fluff sticks to the creature damaged by the cattail and behaves as the glitterdust spell, but can be scraped off by dealing damage equal to twice the herbalist's level to it. Given it is immobile and stuck to the creature in question, the creature automatically hits the fluff. Others trying to help the creature must hit an AC of 10. Given this not a magical effect, the fluff is permanent and will not go away unless removed manually. Note that although cattail can be wielded as though it were a club, it cannot be affected by plants that act as oils or poisons.

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Biomes: Forest Capacity: 1 Recipes: none

Appearance: Chimera's fang trees can be spotted by the

three tufts of leaves, red, green, and yellow, that grow in distinct umbel­like structures at the tree's crown. Their fruits, are, similarly, bastardizations of common, everyday fruits such that no two are the same.

Effect: When one unit of chimera's fang is chewed as a

standard action, the chewer rolls once on the table below and receives a +1 luck bonus the result. At 5th level and every 5 herbalist levels thereafter, an additional roll is made on the below table. Doubles are wasted. At 10th level, the luck bonus is increased by +1. This effect persists for 8 hours.

Table: Chimera's Fang

Barbary fig

Biomes: Mountains Capacity: 2

Recipes: Elemental Chokevine

Appearance: Tough and pliable, chokevine can be

identified by brushing up against it. If it makes a grab for you, you found it.

Effect: The herbalist may swing a unit of chokevine as

though it were a whip of her size. If it hits, the herbalist immediately makes a grapple attempt as a free action with a bonus to her CMB equal to 1 + 1/5 her herbalist class level for using the chokevine (max CMB +5). If the grapple check is successful, the vine leaves the herbalist's hand and the victim is strangled and constricted, dealing 2d4 points of constriction damage each round for rounds equal to half the herbalist's class level (minimum 1). Further, the victim cannot speak, breathe, or cast spells with a verbal component for the active duration of a choking chokevine. Unique anatomical features can render this strangulation effect partially to completely ineffective. This choke may be broken by a successful combat maneuver check against a CMD of the herbalist's CMD + 1 + 1/5 her herbalist class level (max CMD + 5). If the grapple check is not successful, the chokevine goes limp and cannot be used again.

Note that although chokevine can be wielded as though it were a whip, it cannot be affected by herbs that act as oils or poisons.

Cholla Cactus (herb)

Biomes: Desert Capacity: 2

Recipes: Stabbed Eye Elixir

Appearance: Most cholla cacti are little more than

lumps of cylindrical lobes sporting some of the densest, spiniest thorns present on cacti.

Effect: When one unit of cholla cactus is thrown as a

standard action, its needles erupt outward, dealing 1d4 points of piercing damage per herbalist class level to everything in a 30 foot line with a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Reflex save for half.

Cinderbloom (Herb)

Biomes: Desert, Mountains Capacity: 2

Recipes: Attuned Specifitine, Roasted Chestnuts

Appearance: This incredibly short­lived plant grows to a

height of about two feet and sports a single, red bloom with a diameter of about eight inches. Upon pollination, the entire plant bursts into flame and explodes, scattering seeds far and wide.

Effect: When one unit of cinderbloom is crushed and

rubbed onto the body of a willing creature as a standard action, it forms an ablative layer between the recipient and fire attacks. The recipient ignores the next 8 x the herbalist's class level fire damage taken. This effect lasts for 1 minute per herbalist level.

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Coldsnap (Herb)

Biomes: Mountains, Tundra Capacity: 2

Recipes: Attuned Specifitine

Appearance: This short, white­green lichen creeps

along the surface of barren rocks in cold places and is responsible for primary succession. Its namesake is a sort of antifreeze present within its structure that allows it to survive at temperatures that would kill other plants. The presence of this compound causes the stem of the plant to break with a very brittle snapping sound.

Effect: When one unit of coldsnap is crushed and rubbed

onto the body of a willing creature as a standard action, it forms an ablative layer between the recipient and cold attacks. The recipient ignores the next 8 x the herbalist's class level cold damage taken. This effect lasts for 1 minute per herbalist level.

Common Yarrow (herb)

Biomes: Forest, Grasslands Capacity: 4

Recipes: Yarrow Paste

Appearance: Common yarrow ranges in height from

anywhere between 6 inches and three feet. Its leaves are larger the closer to the ground and express varying degrees of hair­like fuzziness. Yarrow flowers are concentrated in bundles at the end of the stem.

Effect: When one unit of common yarrow is applied

topically to a wound as a standard action, common yarrow immediately delivers positive energy, healing 1d8 points of damage plus an additional 1d8 for every 3 herbalist levels past 1st (max 7d8). Additionally, yarrow continues to slowly deliver residual positive energy, healing an additional 1 point of damage every round for rounds equal to the herbalist's class level. Since undead are powered by negative energy, this herb deals damage to them instead of curing their wounds. There is no saving throw, though applying yarrow to an unwilling creature is a melee touch attack that provokes attacks of opportunity. If multiple units of common yarrow are used together in a compress, their effects stack, including the healing over time effect.

fiddleheads

Conkers (fruit)

Biomes: Forest Capacity: 4

Recipes: Roasted Chestnuts

Appearance: Conkers are the nut of the horse­chestnut

tree, known for its absolutely gorgeous flowers in the spring.

Effect: When one unit of conkers is squeezed between

the thumb and forefinger and thrown as a splash weapon, it cracks open, dousing the target in an improbably large amount of a product of its fermentation. This deals 1d8 points of damage plus an additional 1d8 points of damage for every 2 herbalist class levels beyond 1st to any creatures in the square struck. A successful Reflex saving throw (DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier) reduces the damage by half. At 5th level, those who fail their Reflex save are doused to such an extent that any leather or hide equipment worn by that individual takes damage equal to the herbalist's class level. Creatures not made of flesh are immune to this damage.

Creosote Bush (herb)

Biomes: Desert Capacity: 4 Recipes:

Appearance: Scented much like its namesake, the

creosote bush is woody and tough, as is expected of desert flora.

Effect: When one unit of creosote bush is chewed, the

chewer is nauseated for 4 ­ 1/6 the herbalist's class level rounds, rounded up and minimum 1, but is cured of all poisons currently afflicting him.

Deeproot Creeper (herb)

Biomes: Mountains, Wetlands Capacity: 4

Recipes:

Appearance: This fibrous vine can be found creeping

along marshy and uneven terrain and sports periodic fibrous root systems that anchor it into the ground. Deeproot creeper is most readily identified by just that ­ its roots are snow white and can sometimes dig four or five feet into the earth.

Effect: When one unit of acorn is chewed as a standard

action, the chewer gains an enhancement bonus to CMD against trip and bull rush combat maneuvers, as well as an enhancement bonus to saving throws against any effect that can knock the chewer prone, equal to 1 + 1/4 herbalist's class level (max +5), rounded down. This effect lasts for 1 minute.

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Biomes: Desert Capacity: 4

Recipes: Toxic Cocktail

Appearance: Found in sandy washes and the like, desert

thorn­apple is an annual whose white flowers are frequently pentagonal in shape, though they can also be round.

Effect: One unit of desert thorn apple can be applied to a

weapon as though it were a poison. Living creatures dealt damage by a weapon coated in pheasant's eye must make a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Fortitude save or take 1 point of Charisma damage plus an additional point of Charisma damage for every 4 herbalist levels beyond 1st.

theorized source of elderberries

Destroying Angel (fungus)

Biomes: Forest, Underground Capacity: 1

Recipes: Destroying Puffball

Appearance: Destroying angels are easily recognized by

a filigree­like structure halfway down the stalk. Some puffballs engulf the mushroom, making it a priority to cut puffballs in half to see if it has consumed an angel.

Effect: One unit of destroying angel can be applied to a

weapon as though it were a poison. Creatures dealt damage by a weapon coated in destroying angel must make a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Fortitude save or take Constitution damage equal to the herbalist's class level.

Drowning Man (herb)

Biomes: Mountains, Underground, Wetlands Capacity: 4

Recipes: Toxic Cocktail

Appearance: This strange herb roots itself at the water's

edge and grows toward the water, its thin, translucent leaves literally floating on the surface of the water itself. Tiny rootlets grow from the stem.

Effect: One unit of drowning man can be applied to a

weapon as though it were a poison. Creatures dealt damage by a weapon coated in destroying angel must make a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Fortitude save or take 1 point of Strength damage plus an additional point of Strength damage for every 4 herbalist levels beyond 1st.

Biomes: Forest Capacity: 4

Recipes: Fungal Feast

Appearance: A shelf mushroom with an outer ring of a

lighter yellow color compared to the inner orange, dryad's saddle looks pretty much like a stylized saddle.

Effect: When one unit of dryad's saddle is chewed as a

standard action, the chewer gains an alchemical bonus to Ride skill checks equal to 1 + 1/2 the herbalist's class level, rounded down (max +10). This effect persists for 1 minute per herbalist class level.

Dwarf Cattail (herb)

Biomes: Wetlands Capacity: 4

Recipes: Cattail Glue

Appearance: Dwarf cattail only grows to approximately

two and a half feet in height, but is otherwise very similar to common cattails.

Effect: One unit of dwarf cattail can be cooked and

served to a single individual. If an herb that grants a bonus to the effective herbalist level of a cooked herb is added to the dwarf cattail, it can be served to two individuals instead. Cooking dwarf cattail requires one unit of trail rations or an equivalent amount of fresh produce, as well as 10 minutes of cooking time. Those who consume the herbalist's cooking, a full­round action if simply inhaled, containing dwarf cattails gain a +1 size bonus to armor class, attack rolls and saving throws, but take a ­1 penalty to damage rolls, combat maneuver bonus, and combat maneuver defense. At 10th level, the bonuses are increased to +2 and the penalties are increased to ­2. This effect persists for 1 hour or until the recipient gains the sickened or nauseated condition.

Elderberries (fruit)

Biomes: Desert, Forest Capacity: 2

Recipes: Strawberry Wine

Appearance: Nobody has ever gotten a good look at the

source of elderberries, as they smell far too foul for anyone to not try to look away.

Effect: When one unit of elderberries is crushed and

rubbed onto the body of a creature, a standard action that is a melee touch attack, it must make a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Fortitude save or be nauseated by the smell. The victim may make a new save every round if nauseated and is immune to the scent for 24 hours once a successful saving throw is made. The scent of elderberries persists for rounds equal to the herbalist's level.

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Fang of the Mountain (fungus)

Biomes: Mountains, Tundra Capacity: 1

Recipes: Stillheart Poison

Appearance: The antithesis of hair of the mountain,

fang of the mountain is short, squat, and nearly jet black. This causes it to stick out like a sore thumb in the snowy upper reaches of the mountain.

Effect: One unit of fang of the mountain can be applied

to a weapon as though it were a poison. Living creatures dealt damage by a weapon coated in fang of the mountain must make a DC 10 + 1/2 herbalist class level + herbalist's Wisdom modifier Fortitude save each round for rounds equal to 1/2 the herbalist's class level, rounded down and minimum 1, or take 1 point of ability damage to all ability scores. At 10th level, this ability damage is ability drain instead.

Fiddleheads (herb)

Biomes: Wetlands Capacity: 1 Recipes: none

Appearance: Fiddlehead ferns are readily found along

riverbanks and the like and are distinguished by the fact that new fronds begin life as round coils that curve inwards rather than as an open leaf.

Effect: One unit of fiddleheads can be cooked and served

to a group numbering up to half the herbalist's class level, rounded up. Cooking fiddleheads requires one unit of trail rations or an equivalent amount of fresh produce, as well as 10 minutes of cooking time. Those who consume an herbalist's cooking, a full­round action if simply inhaled, containing fiddleheads gain a +1 morale bonus to all saving throws. At 10th level and every ten levels thereafter, all granted morale bonuses increase by +1. These effects last for eight hours or until the recipient gains the sickened or nauseated condition. Fiddleheads cannot be placed into a cultivation pot.

Flametongue (herb)

Biomes: Desert, Underground Capacity: 2

Recipes: Elemental Cattail, Elemental Chokevine

Appearance: A single, bright red pod rests at the end of

a thin, yet rugged stalk whose outermost layers seem to be peeling away. Not a single leaf can be found on this plant. Given the flametongue survives by absorbing the small amounts of primal fire magic that coalesces in volcanoes, hot springs, deserts, and the like, this is none too surprising.

Effect: When one unit of flametongue is minimally

processed and applied to a metal weapon as though it were an oil, the weapon rapidly heats to a dull red glow. A weapon glowing in this fashion sheds light as though it were a candle. Additionally, the weapon deals additional fire damage equal to 1 + 1/3 the herbalist's class level (max 7). These effects last for 1 minute per herbalist class level.

Fly Amanita (fungus)

Biomes: Tundra, Underground Capacity: 4

Recipes: none

Appearance: Fly amanitas have a white stalk with a red

cap. This cap is speckled with yellow clumps of material in more­or­less concentric rings.

Effect: One unit of fly amanita can be applied to a

weapon as though it were a poison. Living creatures dealt damage by a weapon coated in fly amanita must make a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Will save or be dazed by hallucinogenic visions for 1 round. This is a mind­affecting ability.

Fool's Parsley (herb)

Biomes: Forest, Grasslands Capacity: 4

Recipes: none

Appearance: Fool's parsley grows upwards of two and a

half feet in height and sports a hollow stem, ternately pinnate leaves that exude an unpleasant odor, and compound umbels of white flowers.

Effect: One unit of fool's parsley can be applied to a weapon as though it were a poison. Living creatures dealt damage by a weapon coated in fool's parsley must make a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Fortitude save or suddenly experience severe heat and swelling in the back of the throat for 1d4 rounds. For the duration of this swelling, the victim is unable to speak, thus making it impossible to cast spells with a verbal component.

fool's parsley

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Biomes: Mountains, Tundra Capacity: 2

Recipes: Elemental Cattail, Elemental Chokevine, Proximity Shardbloom

Appearance: Frostcap sports a wiry, pale blue stem that

terminates in a fluffy white tuft. This tuft is not a bloom. Rather, it reproduces asexually via runners.

Effect: When one unit of frostcap is minimally processed

and applied to a metal weapon as though it were an oil, the weapon rapidly frosts over in a deep chill. A weapon chilled in this fashion deals additional cold damage equal to 1 + 1/3 the herbalist's class level (max 7). This effect lasts for 1 minute per herbalist class level.

Gnomish Puffball (fungus)

Biomes: Mountains, Tundra, Underground Capacity: 1

Recipes: Destroying Puffball, Fungal Feast

Appearance: Round, mottled grey and white, and

among the heftiest fungi known to humanoidkind, gnomish puffballs are easily identified because, like gnomes, they have a propensity to explode violently when left to their own devices.

Effect: When placed on the ground, if within 30 feet, the

herbalist can detonate a gnomish puffball with but a thought as a standard action. The resulting blast has a 10 foot radius and deals 1d6 points of fire damage per herbalist level with a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Reflex save for half. Alternatively, the herbalist can detonate a puffball that is still in her pack, though she is caught in the blast and does not receive a saving throw for half if she does so.

groundelder

Biomes: Grasslands Capacity: 4

Recipes: none

Appearance: A member of the carrot family, groundelder is characterized by its long, wispy stem and the hemispherical clouds of tiny blooms that dot the uppermost reaches of the plant. It is further distinguished from other wild carrots in that its flowers and leaves resemble that of the elder.

Effect: Groundelder has two uses.

1. One unit of groundelder can be used instead of trail rations or generic produce when cooking other plants. If used in this fashion, treat the herbalist's class level as 2 higher for the purpose of determining how many creatures can consume the food, if applicable, and for determining the magnitude of the benefits granted to the consumer.

2. When one unit of groundelder is chewed as a standard action, the chewer gains temporary hit points equal to 5 + 1/2 the herbalist's class level, rounded down. These temporary hit points persist for 1 minute. If multiple units of groundelder are used together in a compress, their effects stack.

Hair of the Mountain (fungus)

Biomes: Mountains, Tundra, Underground Capacity: 4

Recipes: Fungal Feast, Yarrow Paste

Appearance: Found everywhere in and on a mountain,

be it at the topmost reaches, in the foothills, or within the mountain itself, hair of the mountain is a thin, wispy mushroom that grows between one and three feet tall with snow white caps perhaps an inch and a half across. The mushroom tends to grow in clumps.

Effect: When one unit of hair of the mountain is chewed

as a standard action, the chewer gains temporary hit points equal to 1 + 1/4 the herbalist's class level, rounded down, minimum 1 (max 6). Finally, he gains fast healing 1 + 1/4 the herbalist's class level (max 6). These effects persist for rounds equal to 2 + 1/4 the herbalist's class level, rounded down (max 6). At 4th level, when the effects of hair of the mountain cease, a final pulse of positive energy rocks the recipient, healing him for 1d6 points of damage for every 4 herbalist class levels. Unlike most other fungi, hair of the mountain can be used in a compress.

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Heart of the Mountain (fungus)

Biomes: Mountains Capacity: 1

Recipes: Heart's Blood

Appearance: When hair of the mountain becomes

excessively old, its stalk thickens and becomes flaky. These mushrooms are known as heart of the mountain.

Effect: When one unit of heart of the mountain is chewed

as a standard action, the chewer gains temporary hit points equal to 5 + the herbalist's class level, DR 3 / ­, and fast healing 2. These effects persist for rounds equal to the herbalist's class level. When the effects of heart of the mountain cease, a final pulse of positive energy rocks the recipient, healing him for 1d6 points of damage for every 2 herbalist class levels.

Hemlock (herb)

Biomes: Grasslands, Wetlands Capacity: 1

Recipes: The Van Winkle

Appearance: Hemlock grows upwards of eight feel tall

and features purple or red streaking on the bottom half of its stalk. The leaves can grow up to over one and a half feet in length and exude an unpleasant odor when crushed.

Effect: One unit of hemlock can be applied to a weapon

as though it were a poison. Each round, those dealt damage by a weapon coated in hemlock must make a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Fortitude save or take 1 point of Constitution damage. This poison has no maximum duration; it simply deals Constitution damage every round until the victim makes a successful Fortitude save in two consecutive rounds. At 9th level, hemlock deals 2 points of Constitution damage instead of 1. This increases to 3 at 17th level.

Given its nature, hemlock cannot be placed into a cultivation pot.

holy ghost

Hen of the Woods (fungus)

Biomes: Forest Capacity: 4

Recipes: Fungal Feast

Appearance: Typically found at the base of old or dead

oak trees, hen of the woods is a polypore mushroom with a wavy cap edge that grows in vast colonies that can reach 20 pounds in weight. The color of the mushroom can vary significantly, though an orange coloration means mold is growing on the mushroom, an ironic case of fungus decomposing fungus.

Effect: One unit of hen of the woods can be cooked and

served to a group numbering up to half the herbalist's class level, rounded up. Cooking hen of the woods requires one unit of trail rations or an equivalent amount of fresh produce, as well as 10 minutes of cooking time. Those who consume an herbalist's cooking containing hen of the woods, a full­round action if simply inhaled, experience a tightening of the gut as it sets to work digesting the mushroom, granting a +2 enhancement bonus to initiative rolls. At 5th level and every five levels thereafter, this enhancement bonus increases by +1 (max +6 at level 20). This effect lasts for one hour or until the recipient gains the sickened or nauseated condition.

Holy Ghost (herb)

Biomes: Mountains, Wetlands Capacity: 4

Recipes: none

Appearance: A type of wild celery, holy ghost is

characterized by globular umbels of tiny flowers that range in color from yellow to green and groupings of leaves in bundles of three that are themselves divided into bundles of three. Most characteristic of holy ghost is its pleasant aromatic nature, which is a great departure from the off­putting scents of its closest relatives.

Effect: Holy ghost has three uses.

1. One unit of holy ghost can be used instead of trail rations or generic produce when cooking other plants. If used in this fashion, treat the herbalist's class level as 2 higher for the purpose of determining how many creatures can consume the food, if applicable, and for determining the magnitude of the benefits granted to the consumer.

2. When one unit of holy ghost is chewed as a standard action, the chewer gains fresh breath, granting an alchemical bonus to the Bluff and Diplomacy skills equal to 1 + 1/5 the herbalist's class level (max +5), as well as a penalty of equal magnitude to the Intimidate skill. This bonus persists for 1 minute per herbalist level. 3. One unit of holy ghost can be quickly sliced open and fashioned into a makeshift woodwind instrument with a sound close to that of a clarinet. This instrument takes one minute to create and grants a +2 circumstance bonus to Perform checks that use it. At 6th level, holy ghost also grants the user +1 to the DC of any bardic performances made using it. This bonus persists for 1 minute per herbalist level, at which point the stalk used loses its sweet aromatic nature and, thus, its potency.

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Biomes: Grasslands Capacity: 4

Recipes: none

Appearance: The late spider orchid is frequently

confused with the bee orchid and exhibits darker coloration on the underside of the bloom.

Effect: When one unit of late spider orchid is chewed as a

standard action, the chewer gains an alchemical bonus to Charisma­based skills involving the opposite sex equal to 1 + 1/3 the herbalist's class level (max +5). This bonus persists for one minute per herbalist level.

Marsh Mallow (herb)

Biomes: Wetlands Capacity: 4 Recipes: none

Appearance: Marsh mallow sports white blooms of six

petals that cup around a yellow eye. Its leaves are long and narrow.

Effect: When one unit of marsh mallow is chewed as a

standard action, the chewer's mouth is flooded with positive energy, healing 1d8 points of damage plus an additional 1d8 for every 2 herbalist levels past 1st (max 10d8). At 8th level, the chewer also receives a +2 bonus to the next Fortitude save he makes. This effect persists for 1 minute per herbalist level.

If multiple units of marsh mallow are used together in a compress, their effects stack.

ubiquitine

Marsh Marigold (herb)

Biomes: Wetlands Capacity: 4

Recipes: Toxic Cocktail

Appearance: The marsh marigold sports massive leaves

that drape over the ground. Above these pop bright yellow flowers.

Effect: One unit of marsh marigold can be applied to a

weapon as though it were a poison. Living creatures dealt damage by a weapon coated in marsh marigold must make a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Fortitude save or take 1 point of Wisdom damage plus an additional point of Wisdom damage for every 4 herbalist levels beyond 1st.

Biomes: Tundra Capacity: 4 Recipes: none

Appearance: Moss campion, low­growing like many

arctic plants, is essentially a mat of pink flowers upwards of a foot in diameter that colonizes rocky outcroppings and the like in the arctic desert.

Effect: When one unit of moss campion is chewed as a

standard action, the chewer gains an alchemical bonus to the Survival skill equal to 2 + 1/2 the herbalist's class level (max +10). These effects persist for 1 minute per herbalist level.

Muskroot (herb)

Biomes: Forest, Mountain Capacity: 4

Recipes: none

Appearance: Muskroot grows up to six inches tall and

features triangular, lobed leaves that tend to grow nearer the root. It is easily characterized by a musky scent that vanishes when the plant is bruised and the large, four­ petaled flower that is flanked on four sides by five­petaled flowers.

Effect: After minimal processing, one unit of muskroot

can either be applied to a willing creature or to an opponent as a melee touch attack that requires a standard action. The creature immediately begins to smell very strongly, causing the creature and everything it threatens to take a ­1 penalty to attack rolls. At 4th level and every four levels thereafter, this penalty increases by ­1 (max ­6 at level 20). This effect lasts for one minute or until the recipient is doused with water. Creatures who have no sense of smell or are immune to poisons are immune to muskroot.

Needlegrass (herb)

Biomes: Desert, Grasslands Capacity: 4

Recipes: Stabbed Eye Elixir

Appearance: Needlegrass grows in tough clumps of

needle­thin blades that reach a height of about five inches. Covered in irritants, it is advised to wear gloves when picking the stuff.

Effect: One unit of needlegrass can be thrown as a splash

weapon, shredding creatures standing in the impact site for 1d6 points of piercing damage per herbalist level. A successful Reflex saving throw (DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier) reduces the damage by half. Poisons may be applied to needlegrass as

though it were a weapon.

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Old Man Winter's Beard (herb)

Biomes: Tundra Capacity: 4 Recipes: none

Appearance: This shaggy plant grows in the deep

tundra and insulates itself with fluffy plant fibers.

Effect: When one unit of old man winter's beard is

crushed and rubbed onto the body of a creature, a melee touch attack that requires a standard action, it must make a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Will save or be subjected to a strange and terrible sensation. For one round per herbalist level, those who fail their Will save advance an age category. Venerable creatures who fail their Will save are instead stunned for 1 round.

Opium poppy (herb)

Biomes: Desert Capacity: 1 Recipes: none

Appearance: Though found in other biomes, opium

poppies tend to produce a greater amount of narcotic chemicals when grown in arid regions. The opium poppy is an annual flower that produces large, green buds before blooming into beautiful pink, purple, white, or red flowers.

Effect: One unit of opium poppy can be applied to a

weapon as though it were a poison. Living creatures dealt damage by a weapon coated in opium poppy must make a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Will save or treat all opponents as having 3% * the herbalist's class level concealment. At 11th level, creatures under the effects of opium poppy are denied their Dexterity bonus to AC. These effects last for rounds equal to the herbalist's class level. Given its nature, opium poppy cannot be placed in a cultivation pot.

muskroot

Palmer's Agave (fruit)

Biomes: Desert Capacity: 1 Recipes: none

Appearance: Radiating from a central point, palmer's

agave is little more than a hemisphere of fat, pointed leaves when not in flower. Stems shoot up from the center of this shrub when in flower, quickly blooming into large bundles of six­segmented blooms that are rich in nectar.

Effect: An herbalist can brew a batch of fresh tequila in a

mere 10 minutes. The addition of a plant that increases the herbalist's effective class level when cooked increases the number of doses of beer yielded by 1. Only one plant can be added in this manner. A batch of tequila contains 1d4 doses, each of which can be consumed as though it were a potion. Each dose grants the drinker a +1 alchemical bonus to Strength and a ­1 penalty to Wisdom. At 5th level and every 5 levels thereafter, both the bonus and the penalty increases by 1. The benefit lasts for 1 minute per herbalist level, but the penalty lasts for 1 hour. Tequila can be passed from the herbalist to another creature without it losing its efficacy.

Palo Verde Bark (fruit)

Biomes: Desert Capacity: 4

Recipes: Bottled Insight, Thornpalm Elixir

Appearance: The palo verde tree is waxy, to avoid

excess loss of moisture, and covered in thorns, to deter herbivores desiring its stored water. In exceptionally dry weather, the palo verde tree sheds its leaves, but continues to photosynthesize due to chlorophyll found directly in its bark. This gives the tree a strange green hue.

Effect: When one unit of palo verde bark is chewed as a

standard action, the chewer's body grows a number of woody spines that deal 1d3 points of piercing damage to those who strike at the chewer with natural weapon or while unarmed. At 5th level and every 5 levels beyond 5th, this damage increases by 1d3. This effect lasts for 1 minute per herbalist level.

Pheasant's Eye (herb)

Biomes: Grasslands, Mountains Capacity: 4

Recipes: Aconite Poison, Toxic Cocktail

Appearance: Blooming in early spring, this plant's

leaves are thin and needle­like, while its bright yellow blooms are approximately two inches in diameter and feature upwards of twenty petals each.

Effect: One unit of pheasant's eye can be applied to a

weapon as though it were a poison. Living creatures dealt damage by a weapon coated in pheasant's eye must make a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Fortitude save or take 1 point of Dexterity damage plus an additional point of Dexterity damage for every 4 herbalist levels beyond 1st.

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Biomes: Underground Capacity: 1

Recipes: Fungal Feast

Appearance: Phosphor mushrooms are simply overgrown psilocybes that glow with a warm blue radiance. Several underground races who have not been part of the subterranean depths for a long enough period of time to evolve to not need the light grow them to bring some sort of illumination to their homes.

Effect: An herbalist can brew a batch of fresh phosphor

beer in a mere 10 minutes. The addition of a plant that increases the herbalist's effective class level when cooked increases the number of doses of beer yielded by 1. Only one plant can be added in this manner. A batch of phosphor beer contains 1d4 doses, each of which can be consumed as though it were a potion. Each dose causes a strange rumble to build in the stomach of the drinker, granting the drinker the supernatural ability to make a single breath attack as a standard action sometime during the duration of the ability. This breath attack is a 60 foot ray of light that deals 1d8 points of damage plus an additional 1d8 points of damage for every two levels of the brewing herbalist beyond 1st on a successful ranged touch. Once a dose of phosphor beer can been drunk, the drinker has one minute to use the breath attack before it is wasted.

Phosphor beer can be passed from the herbalist to another creature without it losing its efficacy.

Phosphor Puff (fungus)

Biomes: Tundra, Underground Capacity: 2

Recipes: Fungal Feast

Appearance: This large, round puffball glows slightly,

generating a supply of heat.

Effect: Phosphor mushrooms have two uses.

1: One unit of phosphor mushroom can be used as a source of light. It illuminates as though it were a candle. At 7th level, it illuminates as though it were a torch. 2: An herbalist can brew a batch of fresh puff beer in a mere 10 minutes. The addition of a plant that increases the herbalist's effective class level when cooked increases the number of doses of beer yielded by 1. Only one plant can be added in this manner. A batch of puff beer contains 1d4 doses, each of which can be consumed as though it were a potion. Each dose grants the drinker fast healing 2 for rounds equal to half the herbalist's class level, rounded down and minimum 1. Puff beer can be passed from the herbalist to another creature without it losing its efficacy.

Biomes: Tundra, Underground Capacity: 4

Recipes: none

Appearance: This stringy weed would be thoroughly

generic were it not for the fact that it glows.

Effect: Phosphor weeds have two uses.

1: One unit of phosphor weed can be used as a source of light. It illuminates as though it were a candle. At 7th level, it illuminates as though it were a torch. 2: An herbalist can will a unit of phosphor weed held in hand to erupt in a blast of light as a standard action. Creatures in a 30 foot radius must make a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Fortitude save or be dazzled for one minute. The herbalist receives a bonus equal to her Wisdom modifier to this save. At 9th level, those who make their Fortitude save are dazzled for 1 minute. Those who fail are blinded for 1 round and dazzled for the remainder of 1 minute once the blind lapses.

Pricklegrass (herb)

Biomes: Grasslands Capacity: 2

Recipes: Stabbed Eye Elixir

Appearance: A close relative of crabgrass, pricklegrass

has been known to slice open the shins of horses who brush by it. Needless to say, the shiny­leafed grass quickly earns a wide berth from anything that can't handle its silica.

Effect: When one unit of pricklegrass is minimally

processed and applied to a metal weapon as though it were an oil, the weapon rapidly gains a dull sheen and becomes wickedly sharp. A weapon treated in this fashion deals additional bleed damage equal to 1 + 1/6 the herbalist's class level (max 4). This effect lasts for 1 minute per herbalist class level.

Puckerberry (herb)

Biomes: Forest, Wetlands Capacity: 2

Recipes: Elemental Cattail, Elemental Chokevine, Strawberry Wine

Appearance: Growing at the base of old trees, this

shade­loving bush loves moist, even waterlogged earth and is characterized by the small, yellow berries hanging from it in heavy clumps.

Effect: When one unit of puckerberry is minimally

processed and applied to a metal weapon as though it were an oil, the weapon rapidly begins to hiss and small pockmarks appear in the blade. A weapon treated in this fashion deals additional acid damage equal to 1 + 1/3 the herbalist's class level (max 7). This effect lasts for 1 minute per herbalist class level.

References

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