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The Herbalist Base Class
Interjection Games
Table of Contents
The Herbalist 1
The Conservationist Archetype 4
The Flowerchild Archetype 6
Biome Find Herbs Tables 7
Herbalist Feats 15
Custom Biomes 43
Legal 46
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The Herbalist Base Class
Interjection Games
THE HERBALIST Compress (Ex): At 1st level, the herbalist learns how to
produce a compress that allows for the fast application of
While some individuals, the druids and rangers of the multiple plants with the herb descriptor. As a fullround
world, learn to coexist and be one with nature, other action, the herbalist can construct and apply a compress
individuals, the alchemists of the world, learn to harness to a willing creature, granting the target the effects of all
nature and force it to do their bidding. The herbalists of of the herbs used in the compress. At 1st level, a
the world take a path between these two extremes. maximum of two herbs can be used in the compress. At
Herbalists see the natural world as a tool to be revered, a 5th level and every 5 levels thereafter, the maximum
cornucopia of plenty that needs to be properly exercised number of herbs that can be used in a single compress
to extract full benefit from it. From the smallest shelf increases by 1, to a maximum of 6 at 20th level. This
mushroom to the greatest of flora, the herbalist knows the ability can be used once per day, plus an additional time
inner secrets of all things that grow upon this earth. per day at 3rd level and every 3 levels beyond 3rd, to a
maximum of 7 times per day at 18th level.
Role: Herbalists seek out the herbs, fruit, and fungi of
the terrain around them and use these finds to support Earthenware Jars (Su): At 1st level, the herbalist has
their allies and debilitate their enemies in combat. acquired a number of earthenware jars for the storage of
Specializing in wicked poisons, restorative effects, and the plant products. There are two types of earthenware jars:
production of supernaturallycharged food and alcohol, cultivation pots and preservation vessels.
the herbalist typically has an answer for a situation.
Cultivation pots: Cultivation pots are the means by which
Alignment: Any neutral. It is said that old married an herbalist carries her favorite plants with her no matter
couples begin to act in a similar fashion. Having been where she goes. An herbalist can plant three units of the
married to nature all their lives, herbalists must be same plant with the herb descriptor into a cultivation pot,
neutral in at least one of the two alignment axes. (Neutral a process that takes 10 minutes. Given the herbalist's
Good, Lawful Neutral, True Neutral, Chaotic Neutral, connection to nature, nature kicks itself into overdrive
Neutral Evil) and produces a fully grown plant by the next morning.
Each day, the herbalist can pick from each of her
Hit Die: d8 cultivation pots, gaining one unit of the plant held within.
This acquisition of plants is separate from that of the find
Starting Wealth: 2d4x10 (average 50 gp.) In addition, herbs class feature and need not be done at the same time.
each character begins play with an outfit worth 10gp or At any time, she may empty a cultivation pot to clear it for
less. a new plant. An herbalist begins play with 1 cultivation
pot and gains an additional cultivation pot at 3rd level
Class Skills and every 4 levels beyond 3rd to a maximum of 6
cultivation pots at 19th level.
The herbalist's class skills are Climb (Str), Craft (alchemy)
(Int), Handle Animal (Cha), Heal (Wis), Knowledge Preservation vessels: Preservation vessels are the means
(geography) (Int), Knowledge (nature) (Int), Linguistics by which an herbalist preserves her lucky findings, extra
(Int), Perception (Wis), Profession (Wis), Spellcraft (Int), plants, and plant products resulting from the execution of
Survival (Wis), Swim (Str) a recipe for another day. In short, whatever is placed into
a preservation vessel does not decay overnight like
Skill Ranks per Level: 2 + Int modifier everything else an herbalist picks and produces. A single
preservation vessel can carry a number of plants or plant
Class Features products equal to the capacity of that plant or plant
product in its entry in the Herb Log or the Recipe Book.
All of the following are class features of the herbalist. To prevent contamination, a preservation vessel can only
carry a single kind of plant or plant product no mixing is
Weapon Proficiency: Herbalists are proficient with permitted. An herbalist begins play with 2 preservation
simple weapons and the scythe. 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 Herbalist Base Class
Interjection Games
Find Herbs (Ex): At 1st level, the herbalist has learned Bounty of Nature (Su): If and only if plants are totally
the secret to finding useful plants and unlocking their true unavailable wherever she is, the herbalist may use the
potential, wherever she may be. Just as the wizard studies entirety of her green thumb pool to produce a vast
his spellbook, the cleric prays to his deific source of quantity of plants from her cultivation pots. She produces
power, and the sorcerer simply thinks highly of himself, units of plants equal to twice the maximum capacity of
the herbalist goes through rituals of her own to acquire her green thumb pool, distributed however she wishes
power. These rituals typically begin with a lengthy ritual among her cultivation pots. This process requires one
of thanks and recognition to Mother Nature, whose hour. Using this ability forfeits her daily use of the find
bounty is the means by which all nonautotrophic life is herbs class feature should foraging for plants become a
sustained upon this earth. Nature having been praised, possibility later in the day.
the herbalist gets to work picking local flora.
Extra Cultivation (Su): As a fullround action, the
To pick plants, the herbalist must first consult her herbalist coaxes one of the plants present in one of her
surroundings to determine what "biome" she is in. cultivation pots to grow. She collects one unit of that
Biomes, large, naturally occurring communities of flora plant. This ability costs 2 green thumb points.
and fauna occupying a major habitat, are divided into
seven standard categories for the purpose of this ability: Potent Poison (Su): As a swift action, the herbalist
desert, forest, grassland, mountains, tundra, focuses upon a single recipe or plant that is treated as
underground, and wetlands. Other biomes, such as a though it were a poison or on a weapon that has been
nearbarren wasteland, the jungle, a desert oasis, and the treated with a recipe or plant that is treated as though it
like do exist and special tables can easily be constructed were a poison. The DC for that poison is increased by +1.
for them using the rules for building custom biome find This ability persists for 1 minute and costs 1 green thumb
herbs tables presented in the rear of this supplement. (See point.
section Biome Find Herbs Tables for the find herbs tables,
both standard and nonstandard, included in this At 7th level, the following green thumb ability becomes
supplement. Also see section Custom Biomes for available.
information on the construction of custom find herbs
tables.) Focused Foraging (Su): Whenever the herbalist rolls
on a find herbs table for any biome, she may spend 1
Once the herbalist has determined her biome, she rolls green thumb point to reroll. Unlike most rerolls, a reroll
once on that biome's find herbs table plus an additional made using this ability can itself be rerolled.
time for every 2 herbalist levels beyond 1st. She has found
the plants listed on that table and can use them in the At 17th level, the following green thumb ability becomes
manner described in the Herb Log. These plants are available.
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.
ExHerbalists
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The Conservationist
The Herbalist Base Class
Interjection Games
Instead of receiving an additional skill rank or hit point The conservationist is an archetype of the herbalist class.
whenever they gain a level in a Favored Class, some races
have the option of choosing from a number of other Some herbalists have an obsession with rare,
bonuses, depending upon their Favored Classes. The endangered, and extinct plants. Holding these nearlost
following options are available to the listed race who have examples of plantlife above all else, the conservationist is
druids as their Favored Class, and unless otherwise part of nature's expression of the past and the status quo,
stated, the bonus applies each time you select the listed that which is and that which was.
Favored Class reward.
Exotic Cultivation Pots (Ex):
Aasimar: Add 1/6 of a recipe.
Drow: Add +1/3 to the DC of all plants that behave as Exotic cultivation pots are pH balanced to be as inviting to
though they were poisons. the rare and endangered plants that inhabit them as
Dwarf: Add +1/2 to the herbalist's class level to possible. Unlike a normal cultivation pot, an exotic
determine the duration and magnitude of effect of all cultivation pot can only hold rare plants and the
weapon oil plants. conservationist will NEVER dump a pot out to replace a
Elf: Add 1/5 of a point to the herbalist's green thumb rare plant with another rare plant. In short, a
pool. conservationist's choice of plants is permanent. Further,
Gnome: Add +1/2 to Craft (alchemy) checks made to normal cultivation pots do not have the specific balance of
produce a recipe. nutrients needed to sustain rare plants as such, a
Goblin: Add +1/2 to Craft (alchemy) checks made to conservator cannot share with a mere herbalist. Each day,
produce a recipe. the conservationist can pick from each of her exotic
Halfelf: Add 1/5 of a point to the herbalist's green cultivation pots, gaining 1 unit of the plant held within.
thumb pool. This acquisition of plants is separate from that of the find
Halfling: When cooking an herb, add +1/2 to the herbs class feature and need not be done at the same time.
herbalist's class level to determine how many can be fed, A conservationist begins play with 1 exotic cultivation pot
as well as the duration and magnitude of effect. and gains an additional exotic cultivation pot at 5th level
Halforc: Add +1/2 to the herbalist's class level to and every 5 levels beyond 5th to a maximum of 5 at 20th
determine the duration and magnitude of effect of all level.
weapon oil plants.
Hobgoblin: Add +1/2 to the herbalist's class level to This ability replaces the cultivation pots portion of
determine the duration and magnitude of effect of all earthenware jars.
weapon oil plants.
Human: Add 1/6 of a recipe. Rare Plants:
Kobold: Add +1/3 to the DC of all plants that behave as
though they were poisons. Whenever a conservationist gains a new exotic cultivation
Orc: Add +1/2 to the herbalist's class level to determine pot, including at 1st level, it contains one of the following
the duration and magnitude of effect of all weapon oil rare plants.
plants.
Puddling: Add +1/2 to Craft (alchemy) checks made to Golden Yarrow (herb)
produce a recipe. Capacity: 2
Tiefling: Add 1/6 of a recipe.
History: Slowgrowing, but far more potent than
common yarrow, golden yarrow simply couldn't keep up
with demand once its virtues were discovered.
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The Herbalist Base Class
Interjection Games
History: Keenblade leaf was hunted to near extinction by History: This massive variant of a venus fly trap was
kingdoms seeking an edge in war. It is now only used in hunted to extinction by the civilized peoples of the world
the most dire of circumstances, and only then by elite who were sick and tired of the scenery chewing on hikers.
units.
Effect: Rather than being picked each day, the
Effect: When one unit of frostcap is minimally processed conservationist hoists the exotic cultivation pot
and applied to a metal weapon as though it were an oil, containing a mantrap directly onto her back. A mantrap
the weapon begins to emit an unearthly shine. At 1st level, has absolutely massive nutritional needs. Given the
keenblade leaf grants the weapon a +1 enhancement conservationist's connection to nature, these needs are
bonus. For every four levels beyond 1st, the weapon gains assuaged somewhat simply by being on the
another +1 enhancement bonus, to a maximum of +5 at conservationist's back however, should a mantrap ever be
19th level. These bonuses can be added to the weapon, more than 5 feet away from its conservationist, it
stacking with existing weapon bonuses to a maximum of immediately wilts and goes into a dormant state from
+5, or they can be used to add any of the following which it will not recover until dawn of the next day. If, at
weapon properties: dancing, keen, vorpal, and wounding. the dawn of the next day, it is still not within 5 feet of its
Adding these properties consumes an amount of bonus conservationist, it remains in this dormant state.
equal to the property's cost (see Table: Melee Weapon
Special Abilities). These bonuses are added to any A mantrap threatens all squares the conservation
properties the weapon already has, but duplicate abilities threatens without a reach weapon and can make a single
do not stack. If the weapon is not magical, at least a +1 bite attack per round using the conservationist's base
enhancement bonus must be added before any other attack bonus plus her Wisdom modifier as its melee attack
properties can be added. The bonus and properties bonus. This bite deals 1d8 + the conservationist's Wisdom
granted by the keenblade leaf are determined when it is modifier points of bludgeoning, piercing, and slashing
used and cannot be changed until keenblade leaf is used damage. A mantrap has the same armor class as its
again. These bonuses apply to only one end of a double conservationist and has maximum hit points equal to half
weapon. This effect lasts for 1 minute per conservationist that of the conservationist. If reduced to 0 hit points, it
class level. goes into a dormant state from which it will not recover
until dawn of the next day. Mantraps do not sleep.
Speedweed (herb)
Capacity: 2
Stoneleaf (herb)
Capacity: 1
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The Flowerchild
The Herbalist Base Class
Interjection Games
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The Herbalist Base Class
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Table: Desert
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The Herbalist Base Class
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Table: Forest
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The Herbalist Base Class
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Table: Grasslands
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The Herbalist Base Class
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Table: Mountains
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The Herbalist Base Class
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Table: Tundra
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The Herbalist Base Class
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Table: Underground
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The Herbalist Base Class
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The Herbalist Base Class
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Table: Wetlands
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The Herbalist Base Class
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Prerequisites: Extra Herbs Benefit: You can now place fruits into cultivation pots as
though they were herbs. All fruit yielded by the cultivation
Benefit: Select one herb whose description states that it pot is done so at half the standard rate for herbs. For
cannot be grown in cultivation pots. You can now grow example, there is only a 50% chance that picking a
that herb in a single cultivation pot however, using the cultivation pot containing a fruit will yield a unit of that
extra cultivation green thumb ability on this plant costs 4 fruit. Spending 2 green thumb points increases this to a
green thumb points instead of 2. Further, its yield is cut in 100% chance. Further, using the extra cultivation ability
half when using the bounty of nature green thumb ability. on a cultivation pot containing a fruit costs 4 green thumb
points instead of 2. Finally, its yield is cut in half when
Special: You can select this feat multiple times. Each using the bounty of nature green thumb ability.
time, select a new herb.
Normal: Fruits cannot be grown in cultivation pots.
Normal: If an herb says it cannot be grown in cultivation
pots, then it simply cannot be grown in cultivation pots. FUNGUS CULTIVATOR (HERBALISM)
Prerequisites: Fruit Cultivator, herbalist 11th Benefit: You can now place fungi into cultivation pots as
though they were herbs. All fungus yielded by the
Benefit: All fruit yielded by a cultivation pot is done so at cultivation pot is done so at half the standard rate for
the standard rate for herbs, except that its yield is still cut herbs. For example, there is only a 50% chance that
in half when using the bounty of nature green thumb picking a cultivation pot containing a fungus will yield a
ability. unit of that fungus. Spending 2 green thumb points
increases this to a 100% chance. Further, using the extra
Normal: Fruit yields at half the rate of herbs. cultivation ability on a cultivation pot containing a fungus
costs 4 green thumb points instead of 2. Finally, its yield
EXPERT FUNGUS CULTIVATOR (HERBALISM) is cut in half when using the bounty of nature green
thumb ability.
Prerequisites: Fungus Cultivator, herbalist 15th
Normal: Fungi cannot be grown in cultivation pots.
Benefit: All fungus yielded by a cultivation pot is done so
at the standard rate for herbs, except that its yield is still PERSISTENT POISONER (HERBALISM)
cut in half when using the bounty of nature green thumb
ability. Prerequisites: Green Thumb class feature, Poison Use
class feature
Normal: Fungus yields at half the rate of herbs.
Benefit: You gain the following green thumb ability.
EXTRA HERBS (HERBALISM)
Persistent Poison (Su): As a swift action, the herbalist
Prerequisites: Green Thumb class feature focuses her command over the natural world onto a
weapon that has been treated with a recipe or plant that is
Benefit: You can use the extra cultivation green thumb treated as though it were a poison. That poison is not
ability twice per day without using points from your green consumed the next time it poisons a creature. Once
thumb pool. If you use the bounty of nature ability, it does affected by this ability, a particular plant or dose cannot
not consume these two uses of extra cultivation. be targeted again. This ability costs 3 green thumb points.
Special: You can select this feat multiple times. Its RAPID POISONER (HERBALISM)
effects stack.
Prerequisites: Green Thumb class feature, Poison Use
Normal: When the bounty of nature ability is used, the class feature
herbalist's green thumb pool is reduced to 0.
Benefit: You gain the following green thumb ability.
EXTRA POT (HERBALISM)
Rapid Poisoning (Su): As a swift action, the herbalist
Prerequisites: Cultivation Pots portion of the applies a recipe or plant that is treated as though it were a
Earthenware Jugs class feature poison to a weapon. This ability costs 1 green thumb
point.
Benefit: You gain an additional cultivation pot.
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The Herbalist Base Class
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Acorn (fruit)
Biomes: Forest
Capacity: 4
Recipes: Thornpalm Elixir
Appearance: Also known as the prickly pear cactus, the Appearance: Calamus can be spotted by its bladelike
Barbary fig grows to a variable height due to the plant's leaves with a strong, central vein and a large spadix. Once
propensity to hybridize. Variants all sport the flattened a leaf or a stem has been broken, the characteristic scent
cactus leaves and fleshy tuna fruits. dispels any doubt that this is the real deal. A horizontal
root, or rhizome, contains the greatest concentration of
Effect: When one unit of Barbary fig is chewed as a medicinal compounds.
standard action, the chewer gains fast healing equal to 1 +
1/3 the herbalist's class level, rounded down, (max 7) for 1 Effect: When one unit of calamus is chewed as a
minute. Further, consumption of a Barbary fig is standard action, the chewer receives an alchemical bonus
equivalent to drinking enough water to stave off to saves against the sickened and nauseated conditions
dehydration for one day. equal to 1 + 1/3 the herbalist's class level, rounded down
and minimum 1 (maximum +6) for 1 minute. When first
Black Alder (fruit) administered, the recipient can immediately make a new
Biomes: Forest, Grasslands save against any sickened or nauseated condition
Capacity: 4 currently affecting her.
Recipes: Bottled Insight
black alder
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The Herbalist Base Class
Interjection Games
Appearance: Chimera's fang trees can be spotted by the Appearance: Tough and pliable, chokevine can be
three tufts of leaves, red, green, and yellow, that grow in identified by brushing up against it. If it makes a grab for
distinct umbellike structures at the tree's crown. Their you, you found it.
fruits, are, similarly, bastardizations of common, everyday
fruits such that no two are the same. Effect: The herbalist may swing a unit of chokevine as
though it were a whip of her size. If it hits, the herbalist
Effect: When one unit of chimera's fang is chewed as a immediately makes a grapple attempt as a free action with
standard action, the chewer rolls once on the table below a bonus to her CMB equal to 1 + 1/5 her herbalist class
and receives a +1 luck bonus the result. At 5th level and level for using the chokevine (max CMB +5). If the
every 5 herbalist levels thereafter, an additional roll is grapple check is successful, the vine leaves the herbalist's
made on the below table. Doubles are wasted. At 10th hand and the victim is strangled and constricted, dealing
level, the luck bonus is increased by +1. This effect 2d4 points of constriction damage each round for rounds
persists for 8 hours. equal to half the herbalist's class level (minimum 1).
Further, the victim cannot speak, breathe, or cast spells
Table: Chimera's Fang 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.
Cinderbloom (Herb)
Biomes: Desert, Mountains
Capacity: 2
Recipes: Attuned Specifitine, Roasted Chestnuts
Appearance: This short, whitegreen lichen creeps Appearance: Conkers are the nut of the horsechestnut
along the surface of barren rocks in cold places and is tree, known for its absolutely gorgeous flowers in the
responsible for primary succession. Its namesake is a sort spring.
of antifreeze present within its structure that allows it to
survive at temperatures that would kill other plants. The Effect: When one unit of conkers is squeezed between
presence of this compound causes the stem of the plant to the thumb and forefinger and thrown as a splash weapon,
break with a very brittle snapping sound. it cracks open, dousing the target in an improbably large
amount of a product of its fermentation. This deals 1d8
Effect: When one unit of coldsnap is crushed and rubbed points of damage plus an additional 1d8 points of damage
onto the body of a willing creature as a standard action, it for every 2 herbalist class levels beyond 1st to any
forms an ablative layer between the recipient and cold creatures in the square struck. A successful Reflex saving
attacks. The recipient ignores the next 8 x the herbalist's throw (DC 10 + 1/2 the herbalist's class level + the
class level cold damage taken. This effect lasts for 1 herbalist's Wisdom modifier) reduces the damage by half.
minute per herbalist level. At 5th level, those who fail their Reflex save are doused to
such an extent that any leather or hide equipment worn
Common Yarrow (herb) by that individual takes damage equal to the herbalist's
Biomes: Forest, Grasslands class level. Creatures not made of flesh are immune to this
Capacity: 4 damage.
Recipes: Yarrow Paste
Effect: When one unit of common yarrow is applied Creosote Bush (herb)
topically to a wound as a standard action, common Biomes: Desert
yarrow immediately delivers positive energy, healing 1d8 Capacity: 4
points of damage plus an additional 1d8 for every 3 Recipes:
herbalist levels past 1st (max 7d8). Additionally, yarrow
continues to slowly deliver residual positive energy, Appearance: Scented much like its namesake, the
healing an additional 1 point of damage every round for creosote bush is woody and tough, as is expected of desert
rounds equal to the herbalist's class level. Since undead flora.
are powered by negative energy, this herb deals damage
to them instead of curing their wounds. There is no saving Effect: When one unit of creosote bush is chewed, the
throw, though applying yarrow to an unwilling creature is chewer is nauseated for 4 1/6 the herbalist's class level
a melee touch attack that provokes attacks of opportunity. rounds, rounded up and minimum 1, but is cured of all
poisons currently afflicting him.
If multiple units of common yarrow are used together in a
compress, their effects stack, including the healing over Deeproot Creeper (herb)
time effect. Biomes: Mountains, Wetlands
Capacity: 4
Recipes:
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The Herbalist Base Class
Interjection Games
Appearance: Found in sandy washes and the like, desert Appearance: A shelf mushroom with an outer ring of a
thornapple is an annual whose white flowers are lighter yellow color compared to the inner orange, dryad's
frequently pentagonal in shape, though they can also be saddle looks pretty much like a stylized saddle.
round.
Effect: When one unit of dryad's saddle is chewed as a
Effect: One unit of desert thorn apple can be applied to a standard action, the chewer gains an alchemical bonus to
weapon as though it were a poison. Living creatures dealt Ride skill checks equal to 1 + 1/2 the herbalist's class level,
damage by a weapon coated in pheasant's eye must make rounded down (max +10). This effect persists for 1 minute
a DC 10 + 1/2 the herbalist's class level + the herbalist's per herbalist class level.
Wisdom modifier Fortitude save or take 1 point of
Charisma damage plus an additional point of Charisma Dwarf Cattail (herb)
damage for every 4 herbalist levels beyond 1st. Biomes: Wetlands
Capacity: 4
Recipes: Cattail Glue
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The Herbalist Base Class
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Appearance: The antithesis of hair of the mountain, Appearance: Fly amanitas have a white stalk with a red
fang of the mountain is short, squat, and nearly jet black. cap. This cap is speckled with yellow clumps of material in
This causes it to stick out like a sore thumb in the snowy moreorless concentric rings.
upper reaches of the mountain.
Effect: One unit of fly amanita can be applied to a
Effect: One unit of fang of the mountain can be applied weapon as though it were a poison. Living creatures dealt
to a weapon as though it were a poison. Living creatures damage by a weapon coated in fly amanita must make a
dealt damage by a weapon coated in fang of the mountain DC 10 + 1/2 the herbalist's class level + the herbalist's
must make a DC 10 + 1/2 herbalist class level + herbalist's Wisdom modifier Will save or be dazed by hallucinogenic
Wisdom modifier Fortitude save each round for rounds visions for 1 round. This is a mindaffecting ability.
equal to 1/2 the herbalist's class level, rounded down and
minimum 1, or take 1 point of ability damage to all ability Fool's Parsley (herb)
scores. At 10th level, this ability damage is ability drain Biomes: Forest, Grasslands
instead. Capacity: 4
Recipes: none
Fiddleheads (herb)
Biomes: Wetlands Appearance: Fool's parsley grows upwards of two and a
Capacity: 1 half feet in height and sports a hollow stem, ternately
Recipes: none pinnate leaves that exude an unpleasant odor, and
compound umbels of white flowers.
Appearance: Fiddlehead ferns are readily found along
riverbanks and the like and are distinguished by the fact Effect: One unit of fool's parsley can be applied to a
that new fronds begin life as round coils that curve weapon as though it were a poison. Living creatures dealt
inwards rather than as an open leaf. damage by a weapon coated in fool's parsley must make a
DC 10 + 1/2 the herbalist's class level + the herbalist's
Effect: One unit of fiddleheads can be cooked and served Wisdom modifier Fortitude save or suddenly experience
to a group numbering up to half the herbalist's class level, severe heat and swelling in the back of the throat for 1d4
rounded up. Cooking fiddleheads requires one unit of trail rounds. For the duration of this swelling, the victim is
rations or an equivalent amount of fresh produce, as well unable to speak, thus making it impossible to cast spells
as 10 minutes of cooking time. Those who consume an with a verbal component.
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.
Flametongue (herb)
Biomes: Desert, Underground
Capacity: 2
Recipes: Elemental Cattail, Elemental Chokevine
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Appearance: Round, mottled grey and white, and 2. When one unit of groundelder is chewed as a standard
among the heftiest fungi known to humanoidkind, action, the chewer gains temporary hit points equal to 5 +
gnomish puffballs are easily identified because, like 1/2 the herbalist's class level, rounded down. These
gnomes, they have a propensity to explode violently when temporary hit points persist for 1 minute.
left to their own devices.
If multiple units of groundelder are used together in a
Effect: When placed on the ground, if within 30 feet, the compress, their effects stack.
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.
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Appearance: When hair of the mountain becomes Appearance: Typically found at the base of old or dead
excessively old, its stalk thickens and becomes flaky. oak trees, hen of the woods is a polypore mushroom with
These mushrooms are known as heart of the mountain. a wavy cap edge that grows in vast colonies that can reach
20 pounds in weight. The color of the mushroom can vary
Effect: When one unit of heart of the mountain is chewed significantly, though an orange coloration means mold is
as a standard action, the chewer gains temporary hit growing on the mushroom, an ironic case of fungus
points equal to 5 + the herbalist's class level, DR 3 / , and decomposing fungus.
fast healing 2. These effects persist for rounds equal to the
herbalist's class level. When the effects of heart of the Effect: One unit of hen of the woods can be cooked and
mountain cease, a final pulse of positive energy rocks the served to a group numbering up to half the herbalist's
recipient, healing him for 1d6 points of damage for every class level, rounded up. Cooking hen of the woods
2 herbalist class levels. requires one unit of trail rations or an equivalent amount
of fresh produce, as well as 10 minutes of cooking time.
Hemlock (herb) Those who consume an herbalist's cooking containing hen
Biomes: Grasslands, Wetlands of the woods, a fullround action if simply inhaled,
Capacity: 1 experience a tightening of the gut as it sets to work
Recipes: The Van Winkle digesting the mushroom, granting a +2 enhancement
bonus to initiative rolls. At 5th level and every five levels
Appearance: Hemlock grows upwards of eight feel tall thereafter, this enhancement bonus increases by +1 (max
and features purple or red streaking on the bottom half of +6 at level 20). This effect lasts for one hour or until the
its stalk. The leaves can grow up to over one and a half recipient gains the sickened or nauseated condition.
feet in length and exude an unpleasant odor when
crushed. Holy Ghost (herb)
Biomes: Mountains, Wetlands
Effect: One unit of hemlock can be applied to a weapon Capacity: 4
as though it were a poison. Each round, those dealt Recipes: none
damage by a weapon coated in hemlock must make a DC
10 + 1/2 the herbalist's class level + the herbalist's Appearance: A type of wild celery, holy ghost is
Wisdom modifier Fortitude save or take 1 point of characterized by globular umbels of tiny flowers that
Constitution damage. This poison has no maximum range in color from yellow to green and groupings of
duration it simply deals Constitution damage every leaves in bundles of three that are themselves divided into
round until the victim makes a successful Fortitude save bundles of three. Most characteristic of holy ghost is its
in two consecutive rounds. At 9th level, hemlock deals 2 pleasant aromatic nature, which is a great departure from
points of Constitution damage instead of 1. This increases the offputting scents of its closest relatives.
to 3 at 17th level.
Effect: Holy ghost has three uses.
Given its nature, hemlock cannot be placed into a
cultivation pot. 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.
Appearance: The late spider orchid is frequently Appearance: Moss campion, lowgrowing like many
confused with the bee orchid and exhibits darker arctic plants, is essentially a mat of pink flowers upwards
coloration on the underside of the bloom. of a foot in diameter that colonizes rocky outcroppings
and the like in the arctic desert.
Effect: When one unit of late spider orchid is chewed as a
standard action, the chewer gains an alchemical bonus to Effect: When one unit of moss campion is chewed as a
Charismabased skills involving the opposite sex equal to standard action, the chewer gains an alchemical bonus to
1 + 1/3 the herbalist's class level (max +5). This bonus the Survival skill equal to 2 + 1/2 the herbalist's class level
persists for one minute per herbalist level. (max +10). These effects persist for 1 minute per herbalist
level.
Marsh Mallow (herb)
Biomes: Wetlands Muskroot (herb)
Capacity: 4 Biomes: Forest, Mountain
Recipes: none Capacity: 4
Recipes: none
Appearance: Marsh mallow sports white blooms of six
petals that cup around a yellow eye. Its leaves are long Appearance: Muskroot grows up to six inches tall and
and narrow. features triangular, lobed leaves that tend to grow nearer
the root. It is easily characterized by a musky scent that
Effect: When one unit of marsh mallow is chewed as a vanishes when the plant is bruised and the large, four
standard action, the chewer's mouth is flooded with petaled flower that is flanked on four sides by fivepetaled
positive energy, healing 1d8 points of damage plus an flowers.
additional 1d8 for every 2 herbalist levels past 1st (max
10d8). At 8th level, the chewer also receives a +2 bonus to Effect: After minimal processing, one unit of muskroot
the next Fortitude save he makes. This effect persists for 1 can either be applied to a willing creature or to an
minute per herbalist level. opponent as a melee touch attack that requires a standard
action. The creature immediately begins to smell very
If multiple units of marsh mallow are used together in a strongly, causing the creature and everything it threatens
compress, their effects stack. 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.
ubiquitine
Appearance: The marsh marigold sports massive leaves Appearance: Needlegrass grows in tough clumps of
that drape over the ground. Above these pop bright yellow needlethin blades that reach a height of about five inches.
flowers. Covered in irritants, it is advised to wear gloves when
picking the stuff.
Effect: One unit of marsh marigold can be applied to a
weapon as though it were a poison. Living creatures dealt Effect: One unit of needlegrass can be thrown as a splash
damage by a weapon coated in marsh marigold must weapon, shredding creatures standing in the impact site
make a DC 10 + 1/2 the herbalist's class level + the for 1d6 points of piercing damage per herbalist level. A
herbalist's Wisdom modifier Fortitude save or take 1 point successful Reflex saving throw (DC 10 + 1/2 the herbalist's
of Wisdom damage plus an additional point of Wisdom class level + the herbalist's Wisdom modifier) reduces the
damage for every 4 herbalist levels beyond 1st. damage by half. Poisons may be applied to needlegrass as
though it were a weapon.
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Appearance: This shaggy plant grows in the deep Appearance: Radiating from a central point, palmer's
tundra and insulates itself with fluffy plant fibers. agave is little more than a hemisphere of fat, pointed
leaves when not in flower. Stems shoot up from the center
Effect: When one unit of old man winter's beard is of this shrub when in flower, quickly blooming into large
crushed and rubbed onto the body of a creature, a melee bundles of sixsegmented blooms that are rich in nectar.
touch attack that requires a standard action, it must make
a DC 10 + 1/2 the herbalist's class level + the herbalist's Effect: An herbalist can brew a batch of fresh tequila in a
Wisdom modifier Will save or be subjected to a strange mere 10 minutes. The addition of a plant that increases
and terrible sensation. For one round per herbalist level, the herbalist's effective class level when cooked increases
those who fail their Will save advance an age category. the number of doses of beer yielded by 1. Only one plant
Venerable creatures who fail their Will save are instead can be added in this manner. A batch of tequila contains
stunned for 1 round. 1d4 doses, each of which can be consumed as though it
were a potion. Each dose grants the drinker a +1
Opium poppy (herb) alchemical bonus to Strength and a 1 penalty to Wisdom.
Biomes: Desert At 5th level and every 5 levels thereafter, both the bonus
Capacity: 1 and the penalty increases by 1. The benefit lasts for 1
Recipes: none minute per herbalist level, but the penalty lasts for 1 hour.
Appearance: Though found in other biomes, opium Tequila can be passed from the herbalist to another
poppies tend to produce a greater amount of narcotic creature without it losing its efficacy.
chemicals when grown in arid regions. The opium poppy
is an annual flower that produces large, green buds before Palo Verde Bark (fruit)
blooming into beautiful pink, purple, white, or red Biomes: Desert
flowers. Capacity: 4
Recipes: Bottled Insight, Thornpalm Elixir
Effect: One unit of opium poppy can be applied to a
weapon as though it were a poison. Living creatures dealt Appearance: The palo verde tree is waxy, to avoid
damage by a weapon coated in opium poppy must make a excess loss of moisture, and covered in thorns, to deter
DC 10 + 1/2 the herbalist's class level + the herbalist's herbivores desiring its stored water. In exceptionally dry
Wisdom modifier Will save or treat all opponents as weather, the palo verde tree sheds its leaves, but
having 3% * the herbalist's class level concealment. At continues to photosynthesize due to chlorophyll found
11th level, creatures under the effects of opium poppy are directly in its bark. This gives the tree a strange green hue.
denied their Dexterity bonus to AC. These effects last for
rounds equal to the herbalist's class level. Effect: When one unit of palo verde bark is chewed as a
standard action, the chewer's body grows a number of
Given its nature, opium poppy cannot be placed in a woody spines that deal 1d3 points of piercing damage to
cultivation pot. 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.
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Appearance: Phosphor mushrooms are simply Appearance: This stringy weed would be thoroughly
overgrown psilocybes that glow with a warm blue generic were it not for the fact that it glows.
radiance. Several underground races who have not been
part of the subterranean depths for a long enough period Effect: Phosphor weeds have two uses.
of time to evolve to not need the light grow them to bring
some sort of illumination to their homes. 1: One unit of phosphor weed can be used as a source of
light. It illuminates as though it were a candle. At 7th
Effect: An herbalist can brew a batch of fresh phosphor level, it illuminates as though it were a torch.
beer in a mere 10 minutes. The addition of a plant that
increases the herbalist's effective class level when cooked 2: An herbalist can will a unit of phosphor weed held in
increases the number of doses of beer yielded by 1. Only hand to erupt in a blast of light as a standard action.
one plant can be added in this manner. A batch of Creatures in a 30 foot radius must make a DC 10 + 1/2 the
phosphor beer contains 1d4 doses, each of which can be herbalist's class level + the herbalist's Wisdom modifier
consumed as though it were a potion. Each dose causes a Fortitude save or be dazzled for one minute. The herbalist
strange rumble to build in the stomach of the drinker, receives a bonus equal to her Wisdom modifier to this
granting the drinker the supernatural ability to make a save. At 9th level, those who make their Fortitude save are
single breath attack as a standard action sometime during dazzled for 1 minute. Those who fail are blinded for 1
the duration of the ability. This breath attack is a 60 foot round and dazzled for the remainder of 1 minute once the
ray of light that deals 1d8 points of damage plus an blind lapses.
additional 1d8 points of damage for every two levels of the
brewing herbalist beyond 1st on a successful ranged Pricklegrass (herb)
touch. Once a dose of phosphor beer can been drunk, the Biomes: Grasslands
drinker has one minute to use the breath attack before it Capacity: 2
is wasted. Recipes: Stabbed Eye Elixir
Phosphor beer can be passed from the herbalist to Appearance: A close relative of crabgrass, pricklegrass
another creature without it losing its efficacy. 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.
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Appearance: Liverworts in general tend to be quite thin Appearance: Although it is a plant, it looks more like
and no more than a few inches long. What makes somebody made a cheap facsimile out of ice and stuck it
rampant liverwort so interesting, however, is that it can in the ground.
feed itself with pretty much anything. Photosynthetic,
chemosynthetic, and magosynthesic, among others, Effect: One unit of shardbloom can be thrown as a
rampant liverwort can and will survive pretty much thrown splash weapon, dealing 1d4 points of cold damage
anywhere where other plants don't simply outgrow it. per herbalist level to all creatures within 5 feet of the
square struck. A DC 10 + 1/2 the herbalist's class level +
Effect: Rampart liverwort can be placed in a square the the herbalist's Wisdom modifier Reflex save negates.
herbalist threatens as a standard action. Once placed, it is
active for one round per herbalist class level. During this Specifitine (herb)
time, if any spell is cast where the square the liverwort Biomes: Desert, Tundra, Underground
occupies is part of the spell's radius, the caster of that Capacity: 4
spell must roll a DC 10 + 1/2 the herbalist's level + the Recipes: Attuned Specifitine, Extremophilic Elixir
herbalist's Wisdom modifier Concentration check or the
spell fails. Whether or not the spell is stopped, the Appearance: The opposite of ubiquitine, specifitine has
liverwort is consumed in the process. an appearance that reflects its conditioning to perfectly
match the environment at hand.
Scarlet Pimpernel (herb)
Biomes: Desert Effect: When chewed as a standard action, the chewer
Capacity: 4 gains resistance to the energy type that most recently
Recipes: Toxic Cocktail damaged the chewer (acid, cold, electric, or fire) equal to
the herbalist's class level. If two energy types tie for this
Appearance: This weedy plant grows from a central root distinction, the chewer can choose. This effect persists for
in a starburst pattern, its leaves hugging the stem close in 1 minute.
little hemispheres. It blooms are a muted orange with red
in the center.
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Appearance: The only aboveground presence the Appearance: This sickly grass grows to a height of about
springroot has is a mat of dark purple, almost black one foot and is identified by its pale color, drooping
flowers blooming directly upon a twisted mass of runners. leaves, and musty smell.
When dug up, the plant's heart is revealed to be a rubbery
tuber the size of a potato. Effect: Swampweed has been touted by the sort of
individuals who write cheeky monographs as the primary
Effect: When one unit of springroot is crushed and reason why certain swamp communities simply have no
rubbed onto the body of a willing creature as a standard chance to ever advance to the echelons of society that the
action, it forms an ablative layer between the recipient monograph writers themselves inhabit. This is because
and electric attacks. The recipient ignores the next 8 x the swampweed turns out to be the most easily fermentable
herbalist's class level electric damage taken. This effect plant in the world and the resulting alcohol is actually
lasts for 1 minute per herbalist level. quite fantastic. Given an herbalist's attachment to nature,
she can ferment a batch of fresh swampweed beer in a
mere 10 minutes. The addition of a plant that increases
the herbalist's effective class level when cooking increases
the number of doses of beer yielded by 1. Only one plant
can be added in this manner. A batch of swampweed beer
contains 1d4 doses, each of which can be consumed as
though it were a potion. Each dose confers immunity to
the shaken condition. At 6th level, each dose bubbles up
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 20' cone that mimics the
stinking cloud spell. The DC for the saving throw against
this effect is 10 + 1/2 the brewing herbalist's class level +
Standard Bearer (herb) the brewing herbalist's Wisdom modifier. At 11th level,
Biomes: Grasslands each dose also confers immunity to all fear effects. Finally,
Capacity: 0 Standard bearer is simply too large to jar. at 16th level, each dose grants the drinker a small measure
Recipes: none of luck. As an immediate action sometime during the
duration of the ability, the drinker can grant himself a +2
Appearance: This strange herb, a single thick stalk luck bonus to attack rolls, damage rolls, skill checks, or
covered in small, unobtrusive leaves, actively courts other AC for 1 round. This bonus can be granted after the
herbs, creating an area of greater species diversity around success or failure of a roll is known and can retroactively
itself. Strangely, many of the herbs don't even look like change the outcome thereof. All benefits of swampweed
they belong where they are presently growing. persist for 1 minute per the brewing herbalist's level.
Effect: Standard bearer has two uses. Swampweed can be passed from the herbalist to another
creature without it losing its efficacy.
1: When stuck into the ground, the herbalist gets an extra
find herbs roll the next morning if she is still in the same Given swampweed's propensity to love absolutely flooded
general area as the standard bearer. Given the strange dirt, it is impossible to grow swampweed in a cultivation
nature of standard bearer, the herbalist selects the biome pot.
table used for this extra roll, as standard bearers draw
plantlife to them that sometimes don't even make sense.
Only a single standard bearer may be used in this way per
herbalist at any one time. The standard bearer is
consumed in the process.
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Ubiquitine (herb)
Biomes: All
Capacity: 4
Recipes: All, Extremophilic Elixir, Heart's Blood,
Ubiquitium
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Appearance: Growing to a height of one meter, give or Appearance: Wolfsbane grows to a height of
take, wild angelica is characterized by large, heavily approximately 3 feet. Its round leaves are found in
veined leaves in groupings of three, a celerylike stalk, and clusters of five to seven and are between 2 and 4 inches in
dense groupings of small flower umbels. length, while its flowers are purple to bluishpurple in
color and are between 0.5 and 1 inch in length. Its root is
Effect: When crushed and rubbed onto the body of a fleshy and concentrates a paralytic alkaloid.
willing creature as a standard action, the scent of wild
angelica acts as a deterrent against the small and the Effect: Though a potent paralytic poison when
slimy for a time. Whenever a living swarm would enter a concentrated, small doses of wolfsbane can calm the heart
square occupied by a creature covered in wild angelica, it in a much less dramatic fashion. When one unit of
must make a Will save (DC 10 + 1/2 the herbalist's class wolfsbane is chewed as a standard action, the chewer
level + the herbalist's wisdom modifier) to do so. On a receives an alchemical bonus to saving throws against fear
failed Will save, the swarm cannot attempt to move into effects equal to 2 + 1/3 the herbalist's class level, rounded
that square until its next turn (Swarms tend to have poor down, (maximum +8) for 1 minute. When first
memories.). This effect lasts for rounds equal to the administered, the recipient can immediately make a new
herbalist's class level. save against any fear effects currently affecting her.
Wild Strawberry (fruit) If a second dose of wolfsbane is chewed while the first is
Biomes: Forest, Grasslands, Wetlands in effect, the recipient must make a DC 10 + 1/2 the
Capacity: 2 herbalist's class level + the herbalist's Wisdom modifier
Recipes: Strawberry Wine Fortitude save or be paralyzed for 1 round. All other
effects still happen.
Appearance: During the spring, these thin vines bloom
with white flowers. Later in the season, if pollinated, red
aggregate fruits grow where the flowers once were.
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Aconite Poison
Ingredients: 3 of any combination of Baneberry,
Pheasant's Eye, Wolfsbane
Craft DC: 22
Capacity: 2
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Destroying Puffball speak, breathe, or cast spells with a verbal component for
Ingredients: 1 Destroying Angel, 1 Gnomish Puffball the active duration of a choking chokevine. Unique
Craft DC: 48 anatomical features can render this strangulation effect
Capacity: 1 partially to completely ineffective. This choke may be
broken by a successful combat maneuver check against a
Effect: When placed on the ground, if within 30 feet, the CMD of the herbalist's CMD + 1 + 1/5 her herbalist class
herbalist can detonate a destroying puffball with but a level (max CMD + 5). If the grapple check is not
thought as a standard action. The resulting blast has a 10 successful, the chokevine goes limp and cannot be used
foot radius and deals Constitution damage equal to the again.
herbalist's class level with a DC 10 + 1/2 the herbalist's
class level + the herbalist's Wisdom modifier Fortitude Note that although elemental chokevine can be wielded as
save to negate. Alternatively, the herbalist can detonate a though it were a whip, it cannot be affected by herbs that
puffball that is still in her pack, though she is caught in act as oils or poisons.
the blast and does not receive a saving throw to negate if
she does so. Creatures who are immune to poison are Extremophilic Elixir
immune to a destroying puffball however, a destroying Ingredients: 2 Specifitine, 2 Ubiquitine
puffball is not considered a poison for the purpose of the Craft DC: 26
herbalist's green thumb abilities. Capacity: 1
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Effect: When one unit of heart's blood is chewed as a Effect: One unit of stillheart poison can be applied to a
standard action, the chewer gains temporary hit points weapon as though it were a poison. Living creatures dealt
equal to 5 + the herbalist's class level, DR 3 / , and fast damage by a weapon coated in stillheart poison are
healing 2. These effects persist for rounds equal to the affected by the poison for a number of rounds equal to 1/2
herbalist's class level. When the effects of heart of the the herbalist's class level, rounded down. Each round, the
mountain cease, a final pulse of positive energy rocks the victim must make a DC 10 + 1/2 herbalist class level +
recipient, healing him for 1d6 points of damage for every herbalist's Wisdom modifier Fortitude save or become
2 herbalist class levels. fatigued. If already fatigued, the victim becomes
exhausted. If already exhausted, the victim dies.
Heart's blood can be used in a compress.
Strawberry Wine
Nullmagic Elixir Ingredients: 1 Elderberries, 1 Puckerberry, 1 Wild
Ingredients: 3 Rampant Liverwort Strawberry
Craft DC: 22 Craft DC: 31
Capacity: 2 Capacity: Special
Effect: When one unit of nullmagic elixir is consumed, Effect: By mixing together elderberries for its potent
the drinker gains SR 10 + the herbalist's class level for 1d4 flavors, puckerberry for its acid, and wild strawberry for
rounds. its sweetness, the herbalist produces 1d3 doses of
strawberry wine. Unlike most brewed beverages, all 1d3
Proximity Shardbloom doses of strawberry wine can be put in a single
Ingredients: 1 Frostcap, 1 Shardbloom preservation vessel. Different batches of strawberry wine
Craft DC: 21 cannot be mixed in the same preservation vessel, as this
Capacity: 3 ruins the delicate balance of flavors that each batch
exhibits.
Effect: A proximity shardbloom can be planted on the
ground as a standard action that provokes attacks of For each night strawberry wine spends in a preservation
opportunity. At the beginning of the next turn, the vessel, add +1 to the effective herbalist's level when
proximity shardbloom is armed. If any living creature consuming it, to a maximum of +10. Each dose of
moves within 5 feet of a proximity shardbloom, it strawberry wine grants the drinker a +1 alchemical bonus
detonates, dealing 1d4 points of cold damage per herbalist to an ability score of his choice for 1 minute. For every 5
level to all creatures within 5 feet of the armed proximity herbalist levels beyond 1st, the drinker gains a +1
shardbloom. A DC 10 + 1/2 the herbalist's class level + the alchemical bonus to a separate ability score of his choice.
herbalist's Wisdom modifier Reflex save negates. Once
armed, a proximity shardbloom is armed for 1 minute Strawberry wine can be passed from the herbalist to
before melting and becoming useless. another creature without it losing its efficacy.
Effect: One unit of roasted chestnuts can be chewed as a Effect: One unit of the Van Winkle can be applied to a
standard action. The chewer gains a +2 alchemical bonus weapon as though it were a poison. Living creatures dealt
to Constitution for 1 minute per herbalist class level. damage by a weapon coated in the Van Winkle must make
a DC 10 + 1/2 herbalist class level + herbalist's Wisdom
Stabbed Eye Elixir modifier Fortitude save or fall asleep for days equal to the
Ingredients: 1 Brighteye, 1 of any combination of herbalist's class level. Though potent, this poison is rather
Cholla Cactus, Needlegrass, Pricklegrass fickle. Those who have been put to sleep by the Van
Craft DC: 18 Winkle can be awoken in the same way as other forms of
Capacity: 4 sleep. The metabolism of those affected by this compound
is lowered, thus preventing starvation and dehydration
Effect: When consumed, the drinker gains an alchemical while under its effects.
bonus to Stealth checks equal to 2 + the herbalist's class
level. This effect lasts for 1 minute per herbalist level.
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Effect: The drinker of thornpalm elixir gains the ability Effect: When one unit of yarrow paste is applied topically
to shoot wicked thorns from the palm of his hand as a to a wound as a standard action, it immediately delivers
standard action. Treat a fired thorn as a ranged attack positive energy, healing 1d12 points of damage plus an
that deals 1d8 points of piercing damage plus an additional 1d12 for every 3 herbalist levels past 1st (max
additional 1d8 points of piercing damage for every 2 7d12). Additionally, yarrow paste continues to slowly
herbalist levels beyond 1st. If a thorn critically hits, it also deliver residual positive energy, healing an additional 2
does 1d4 points of Constitution damage. The drinker has points of damage every round for rounds equal to the
the ability to fire thorns for rounds equal to the herbalist's herbalist's class level. Since undead are powered by
class level. negative energy, this paste deals damage to them instead
of curing their wounds. There is no saving throw, though
Toxic Cocktail applying yarrow paste to an unwilling creature is a melee
Ingredients: 1 Desert Thornapple, 1 Drowning Man, touch attack that provokes attacks of opportunity.
1 Marsh Marigold, 1 Pheasant's Eye, 1 Scarlet Pimpernel,
1 Spider Milkweed Yarrow paste can be placed in a compress. If multiple
Craft DC: 34 units of common yarrow and/or yarrow paste are used
Capacity: 2 together in a compress, their effects stack, including the
healing over time effect.
Effect: One unit of toxic cocktail can be applied to a
weapon as though it were a poison. Creatures dealt
damage by a weapon coated in toxic cocktail must make a
DC 10 + 1/2 herbalist class level + herbalist's Wisdom
modifier Fortitude save or take 1 point of damage to all
ability scores plus an additional point of damage to all
ability scores for every 4 herbalist levels beyond 1st.
Ubiquitium
Ingredients: 4 Ubiquitine
Craft DC: 26
Capacity: 1
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Table: Underground
Summary
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This is a custom biome. See section Custom Biomes for Table: Wasteland
information on making them! Summary
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OPEN GAME LICENSE Version 1.0a 8. Identification: If you distribute Open Game Content You must clearly
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The following text is the property of Wizards of the Coast, Inc. and is Game Content.
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products contributed to the Open Game License by the Contributor (g) Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material
"Use", "Used" or "Using" means to use, Distribute, copy, edit, format, by E. Gary Gygax and Dave Arneson.
modify, translate and otherwise create Derivative Material of Open Game Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
Content. (h) "You" or "Your" means the licensee in terms of this Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte
agreement. Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Monte J. Cook. All
2. The License: This License applies to any Open Game Content that rights reserved.
contains a notice indicating that the Open Game Content may only be Tome of Horrors. Copyright 2002, Necromancer Games, Inc. Authors:
Used under and in terms of this License. You must affix such a notice to Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey
any Open Game Content that you Use. No terms may be added to or Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger,
subtracted from this License except as described by the License itself. No and Bill Webb Based on original content from TSR.
other terms or conditions may be applied to any Open Game Content Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
distributed using this License. Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte
Cook, and Skip Williams.
3.Offer and Acceptance: By Using the Open Game Content You indicate Advanced Players Guide. Copyright 2010, Paizo Publishing, LLC Author:
Your acceptance of the terms of this License. Jason Bulmahn.
The Herbalist Base Class, Copyright 2013, Bradley Arthur Crouch.
4. Grant and Consideration: In consideration for agreeing to use this [End of License]
License, the Contributors grant You a perpetual, worldwide, royaltyfree,
nonexclusive license with the exact terms of this License to Use, the Open Notice of Open Game Content: This product contains Open Game Content
Game Content. as defined in the Open Game License, above. Open Game Content may
only be used under and in terms of the Open Game License.
5.Representation of Authority to Contribute: If You are contributing
original material as Open Game Content, You represent that Your Cover art: Jeff Preston, "108 Terrible Portrait Ideas", 2011.
Contributions are Your original creation and/or You have sufficient rights
to grant the rights conveyed by this License. Designation of Open Game Content: The statistical information and
general descriptions of creatures, abilities, traps, and other related facets
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE of those elements within this document are Open Game Content as
portion of this License to include the exact text of the COPYRIGHT described in the Open Game License and may be used as Open Game
NOTICE of any Open Game Content You are copying, modifying or Content.
distributing, and You must add the title, the copyright date, and the
copyright holder's name to the COPYRIGHT NOTICE of any original Open Product Identity is not available for Use or reuse without the express
Game Content you Distribute. written consent of Bradley Arthur Crouch of Interjection Games.
7. Use of Product Identity: You agree not to Use any Product Identity, Designation of Product Identity: Product Identity in this product includes
including as an indication as to compatibility, except as expressly licensed the following terms Interjection Games, the Interjection Games logo.
in another, independent Agreement with the owner of each element of that
Product Identity. You agree not to indicate compatibility or coadaptability This document is copyright Bradley Arthur Crouch of Interjection Games,
with any Trademark orRegistered Trademark in conjunction with a work 2013. It is intended for personal use and may not be redistributed or
containing Open Game Content except as expressly licensed in another, reproduced without express written consent of Bradley Arthur Crouch of
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