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The Herbalist

Base Class

Interjection
Games

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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

The Herb Log 16

The Recipe Book 31

Biome Summary Tables 35

Custom Biomes 43

Legal 46

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The Herbalist Base Class
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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.

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.

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The Herbalist Base Class
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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.

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 Universal Toxin (Su): As a swift action, the herbalist
denature to a useless state. focuses upon a single recipe or plant that is treated as
though it were a poison or on a weapon that has been
Recipes (Ex): Recipes are the means by which an treated with a recipe or plant that is treated as though it
herbalist produces specialized concoctions from the base were a poison. This poison can affect living creatures who
plants she finds. In doing so, the herbalist can combine are naturally immune to poison, such as high level druids
and enhance the base effects of various plants, or even and some outsiders. Creatures who are immune to poison
come up with something completely unrelated to the due to spells or magical items maintain their immunity to
individual parts of the concoction, a greater whole whose poison. This ability persists for 1 minute and costs 3 green
nature transcends the solitary unit. Given the nature of thumb points.
recipes, they are not something that all herbalists know.
As such, recipes become the primary point of Poison Use (Ex): At 5th level, the herbalist has spent
differentiation between herbalists, showing their primary enough time around poison to be trained in its use and
focus in terms of philosophy and favored biomes. At 1st cannot accidentally poison herself when applying poison
level, 2nd level, and every 2 levels beyond 2nd level, the to a blade.
herbalist learns a recipe. (See section The Recipe Book.)
Venom Immunity (Ex): At 11th level, the herbalist
Green Thumb (Su): At 3rd level, the herbalist's gains immunity to all poisons.
connection with nature grants her the ability to suggest
certain courses of action to it. The herbalist's capacity to Natural Prodigy (Su): At 20th level, the herbalist has
do so is represented by a green thumb pool, which gained a connection to the natural world that causes
refreshes every day at dawn and has a maximum capacity druids and rangers to gaze upon her with envy. The
of 1/2 the herbalist's class level + her Wisdom modifier, herbalist's green thumb pool increases by 5.
rounded down. The following green thumb abilities
are available starting at 3rd level.
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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).

Table: The Herbalist

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The Conservationist
The Herbalist Base Class
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Favored Class Bonuses CONSERVATIONIST (HERBALIST)

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.

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) Mantrap


Capacity: 1 Capacity: Special see Effect

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.

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
The Herbalist Base Class
Interjection Games

Flowerchild (Herbalist) Walking Garden (Ex): When a flowerchild first


acquires a familiar, she selects one of the seven standard
The flowerchild is an archetype of the herbalist class. biomes (desert, forest, grasslands, mountains, tundra,
underground, wetlands). The familiar grows plants of that
Some herbalists don't go through the trouble of carrying biome on its back. Whenever the flowerchild uses her find
around all of those pots and vessels. Instead, they forge a herbs class feature, she makes an additional roll on the
bond with nature itself and have nature follow them table corresponding to the biome her familiar has on its
around. back. At 5th, 9th, 15th, and 19th level, the flowerchild
makes an additional roll on the table corresponding to the
Natural Bond (Ex) biome her familiar has on its back, a maximum of 5 rolls
at 19th level.
At 1st level, a flowerchild forges a bond with a creature in
the same manner that a wizard selects a familiar. A Speak with Master (Ex): If the master is 5th level or
flowerchild's familiar follows the exact same rules as a higher, a familiar and the master can communicate
wizard's familiar with the exception that it uses the verbally as if they were using a common language. Other
progression table shown below. creatures do not understand the communication without
magical help.
This ability replaces earthenware jars.
Speak with Animals of Its Kind (Ex): If the master is
Alertness (Ex): While a familiar is within arm's reach, 7th level or higher, a familiar can communicate with
the master gains the Alertness feat. animals of approximately the same kind as itself
(including dire varieties): bats with bats, cats with felines,
Empathic Link (Su): The master has an empathic link hawks and owls and ravens with birds, lizards and snakes
with his familiar to a 1 mile distance. The master can with reptiles, monkeys with other simians, rats with
communicate empathically with the familiar, but cannot rodents, toads with amphibians, and weasels with
see through its eyes. Because of the link's limited nature, ermines and minks. Such communication is limited by the
only general emotions can be shared. The master has the Intelligence of the conversing creatures.
same connection to an item or place that his familiar
does. Spell Resistance (Ex): If the master is 11th level or
higher, a familiar gains spell resistance equal to the
Improved Evasion (Ex): When subjected to an attack master's level + 5. To affect the familiar with a spell,
that normally allows a Reflex saving throw for half another spellcaster must get a result on a caster level
damage, a familiar takes no damage if it makes a check (1d20 + caster level) that equals or exceeds the
successful saving throw and half damage even if the familiar's spell resistance.
saving throw fails.

Table: The Flowerchild's


Familiar

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Biome Find Herbs Tables

Table: Desert

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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
Table: Wasteland information on custom biomes, see section
Custom Biomes.

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Table: Wetlands

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Herbalist Feats FRUIT CULTIVATOR (HERBALISM)

CULTIVATOR SAVANT (HERBALISM) Prerequisites: Extra Herbs, herbalist 5th

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)

EXPERT FRUIT CULTIVATOR (HERBALISM) Prerequisites: Extra Herbs, herbalist 9th

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 Herb Log Arctic Poppy (herb)


Biomes: Tundra
Rules: Capacity: 1
Recipes: none
1: When an herb is eaten, chewed, or applied to a wound,
it follows the exact same attack of opportunity rules as a Appearance: Found in the arctic desert upon otherwise
potion. When applied to an item, it acts as either an oil or barren ledges of rock, the arctic poppy is a hint of bright
a poison, depending on context. If a poison, it follows the green and yellow in a sea of white and brown.
rules for poisons, including accidental poisoning.
Effect: When one unit of arctic poppy is chewed as a
2: If an herb is administered to an individual under the standard action, the chewer gains a limited immunity to
effects of various status effects that render the individual death. If the chewer would be killed by damage, he is
unable to act it is assumed that the administering instead set to one hit point above death and automatically
character can get the herb to work. stabilizes. The chewer must be living to elicit this benefit.
This protection persists for a number of rounds equal to 1
3: Herbs only function if used by the herbalist who picked + 1/5 the herbalist's class level (max 5).
it. An herbalist is counted as having used it if she makes
an action to do so. In this manner, an herbalist can quite Baneberry (fruit)
readily administer her herbs to other creatures. This rule Biomes: Forest
can be broken by a small selection of specific herbs. Capacity: 4
Recipes: Aconite Poison, Stillheart Poison,
4: If the herbalist cooks, those who wish to receive a The Van Winkle
benefit must eat immediately the leftovers have
no powers. It is a DC 15 Survival check to find generic Appearance: Baneberry sports compound leaves on
produce. long stalks, a thin stem, small white flowers, and black
berries of about one third of an inch in diameter. It is
5: Brewed plant products made by an herbalist go bad these berries that contain the greatest concentration of its
overnight just like everything else, but they can be held natural poison.
and used by other characters without losing their powers.
Effect: One unit of baneberry can be applied to a weapon
as though it were a poison. Living creatures dealt damage
Acidbite Lichen (herb) by a weapon coated in baneberry juice must make a DC 10
Biomes: Mountains, Tundra, Underground + 1/2 herbalist class level + herbalist's Wisdom modifier
Capacity: 2 Fortitude save or be fatigued for 1d4 rounds. If the
Recipes: none herbalist is 11th level or higher, the victim is exhausted
instead of fatigued.
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 baneberry
minute per herbalist level.
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The Herbalist Base Class
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Barbary Fig (fruit) Calamus (herb)


Biomes: Desert, Grasslands Biomes: Wetlands
Capacity: 4 Capacirty: 4
Recipes: none Recipes: Calamus Oil

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

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.
Cattail (herb)
Brighteye (fungus) Biomes: Wetlands
Biomes: Underground Capacity: 2
Capacity: 4 Recipes: Cattail Glue, Elemental Cattail
Recipes: Stabbed Eye Elixir
Appearance: Cattails grow thick masses of vertically
Appearance: This small, buttonlike mushroom feeds oriented leaves up to ten feet in length, among which are
off of psychic energy, and few psychic emanations are situated pistils that are shaped much like brown cylinders.
stronger than that of a sentient moments before death. As
such, it is typically found very near hazards that have the Effect: Cattail has two uses.
capacity to kill.
1: One unit of cattail can be used instead of trail rations or
Effect: When one unit of brighteye is chewed as a generic produce when cooking other plants. If used in this
standard action, the chewer's senses sharpen, granting an fashion, treat the herbalist's class level as 2 higher for the
alchemical bonus to the Perception skill equal to 2 + 1/2 purpose of determining how many creatures can consume
the herbalist's class level (max +10). This effect persists the food, if applicable, and for determining the magnitude
for one minute. 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.

black alder
17
The Herbalist Base Class
Interjection Games

Chimera's Fang (fruit) Chokevine (Herb)


Biomes: Forest Biomes: Mountains
Capacity: 1 Capacity: 2
Recipes: none Recipes: Elemental Chokevine

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.

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.
Barbary fig
18
The Herbalist Base Class
Interjection Games

Coldsnap (Herb) Conkers (fruit)


Biomes: Mountains, Tundra Biomes: Forest
Capacity: 2 Capacity: 4
Recipes: Attuned Specifitine Recipes: 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

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 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:

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
fiddleheads lasts for 1 minute.

19
The Herbalist Base Class
Interjection Games

Desert Thornapple (herb) Dryad's Saddle (fungus)


Biomes: Desert Biomes: Forest
Capacity: 4 Capacity: 4
Recipes: Toxic Cocktail Recipes: Fungal Feast

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

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
theorized source of elderberries individuals instead. Cooking dwarf cattail requires one
unit of trail rations or an equivalent amount of fresh
Destroying Angel (fungus) produce, as well as 10 minutes of cooking time. Those who
Biomes: Forest, Underground consume the herbalist's cooking, a fullround action if
Capacity: 1 simply inhaled, containing dwarf cattails gain a +1 size
Recipes: Destroying Puffball bonus to armor class, attack rolls and saving throws, but
take a 1 penalty to damage rolls, combat maneuver
Appearance: Destroying angels are easily recognized by bonus, and combat maneuver defense. At 10th level, the
a filigreelike structure halfway down the stalk. Some bonuses are increased to +2 and the penalties are
puffballs engulf the mushroom, making it a priority to cut increased to 2. This effect persists for 1 hour or until the
puffballs in half to see if it has consumed an angel. recipient gains the sickened or nauseated condition.

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.
Elderberries (fruit)
Drowning Man (herb) Biomes: Desert, Forest
Biomes: Mountains, Underground, Wetlands Capacity: 2
Capacity: 4 Recipes: Strawberry Wine
Recipes: Toxic Cocktail
Appearance: Nobody has ever gotten a good look at the
Appearance: This strange herb roots itself at the water's source of elderberries, as they smell far too foul for
edge and grows toward the water, its thin, translucent anyone to not try to look away.
leaves literally floating on the surface of the water itself.
Tiny rootlets grow from the stem. Effect: When one unit of elderberries is crushed and
rubbed onto the body of a creature, a standard action that
Effect: One unit of drowning man can be applied to a is a melee touch attack, it must make a DC 10 + 1/2 the
weapon as though it were a poison. Creatures dealt herbalist's class level + the herbalist's Wisdom modifier
damage by a weapon coated in destroying angel must Fortitude save or be nauseated by the smell. The victim
make a DC 10 + 1/2 the herbalist's class level + the may make a new save every round if nauseated and is
herbalist's Wisdom modifier Fortitude save or take 1 point immune to the scent for 24 hours once a successful saving
of Strength damage plus an additional point of Strength throw is made. The scent of elderberries persists for
damage for every 4 herbalist levels beyond 1st. rounds equal to the herbalist's level.

20
The Herbalist Base Class
Interjection Games

Fang of the Mountain (fungus) Fly Amanita (fungus)


Biomes: Mountains, Tundra Biomes: Tundra, Underground
Capacity: 1 Capacity: 4
Recipes: Stillheart Poison Recipes: none

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.

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. fool's parsley

21
The Herbalist Base Class
Interjection Games

Frostcap (herb) Groundelder (herb)


Biomes: Mountains, Tundra Biomes: Grasslands
Capacity: 2 Capacity: 4
Recipes: Elemental Cattail, Elemental Chokevine, Recipes: none
Proximity Shardbloom
Appearance: A member of the carrot family,
Appearance: Frostcap sports a wiry, pale blue stem that groundelder is characterized by its long, wispy stem and
terminates in a fluffy white tuft. This tuft is not a bloom. the hemispherical clouds of tiny blooms that dot the
Rather, it reproduces asexually via runners. uppermost reaches of the plant. It is further distinguished
from other wild carrots in that its flowers and leaves
Effect: When one unit of frostcap is minimally processed resemble that of the elder.
and applied to a metal weapon as though it were an oil,
the weapon rapidly frosts over in a deep chill. A weapon Effect: Groundelder has two uses.
chilled in this fashion deals additional cold damage equal
to 1 + 1/3 the herbalist's class level (max 7). This effect 1. One unit of groundelder can be used instead of trail
lasts for 1 minute per herbalist class level. rations or generic produce when cooking other plants. If
used in this fashion, treat the herbalist's class level as 2
Gnomish Puffball (fungus) higher for the purpose of determining how many
Biomes: Mountains, Tundra, Underground creatures can consume the food, if applicable, and for
Capacity: 1 determining the magnitude of the benefits granted to the
Recipes: Destroying Puffball, Fungal Feast consumer.

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.

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.
groundelder

22
The Herbalist Base Class
Interjection Games

Heart of the Mountain (fungus) Hen of the Woods (fungus)


Biomes: Mountains Biomes: Forest
Capacity: 1 Capacity: 4
Recipes: Heart's Blood Recipes: Fungal Feast

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.

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
holy ghost 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.
23
The Herbalist Base Class
Interjection Games

Late Spider Orchid (herb) Moss Campion (herb)


Biomes: Grasslands Biomes: Tundra
Capacity: 4 Capacity: 4
Recipes: none Recipes: none

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

Marsh Marigold (herb) Needlegrass (herb)


Biomes: Wetlands Biomes: Desert, Grasslands
Capacity: 4 Capacity: 4
Recipes: Toxic Cocktail Recipes: Stabbed Eye Elixir

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.

24
The Herbalist Base Class
Interjection Games

Old Man Winter's Beard (herb) Palmer's Agave (fruit)


Biomes: Tundra Biomes: Desert
Capacity: 4 Capacity: 1
Recipes: none Recipes: none

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.

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.
muskroot

25
The Herbalist Base Class
Interjection Games

Phosphor Mushroom (fungus) Phosphor Weed (herb)


Biomes: Underground Biomes: Tundra, Underground
Capacity: 1 Capacity: 4
Recipes: Fungal Feast Recipes: none

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.

Effect: When one unit of pricklegrass is minimally


processed and applied to a metal weapon as though it
Phosphor Puff (fungus) were an oil, the weapon rapidly gains a dull sheen and
Biomes: Tundra, Underground becomes wickedly sharp. A weapon treated in this fashion
Capacity: 2 deals additional bleed damage equal to 1 + 1/6 the
Recipes: Fungal Feast herbalist's class level (max 4). This effect lasts for 1
minute per herbalist class level.
Appearance: This large, round puffball glows slightly,
generating a supply of heat. Puckerberry (herb)
Biomes: Forest, Wetlands
Effect: Phosphor mushrooms have two uses. Capacity: 2
Recipes: Elemental Cattail, Elemental Chokevine,
1: One unit of phosphor mushroom can be used as a Strawberry Wine
source of light. It illuminates as though it were a candle.
At 7th level, it illuminates as though it were a torch. Appearance: Growing at the base of old trees, this
shadeloving bush loves moist, even waterlogged earth
2: An herbalist can brew a batch of fresh puff beer in a and is characterized by the small, yellow berries hanging
mere 10 minutes. The addition of a plant that increases from it in heavy clumps.
the herbalist's effective class level when cooked increases
the number of doses of beer yielded by 1. Only one plant Effect: When one unit of puckerberry is minimally
can be added in this manner. A batch of puff beer processed and applied to a metal weapon as though it
contains 1d4 doses, each of which can be consumed as were an oil, the weapon rapidly begins to hiss and small
though it were a potion. Each dose grants the drinker fast pockmarks appear in the blade. A weapon treated in this
healing 2 for rounds equal to half the herbalist's class fashion deals additional acid damage equal to 1 + 1/3 the
level, rounded down and minimum 1. herbalist's class level (max 7). This effect lasts for 1
minute per herbalist class level.
Puff beer can be passed from the herbalist to another
creature without it losing its efficacy.

26
The Herbalist Base Class
Interjection Games

Rampant Liverwort (herb) Shardbloom (herb)


Biomes: Tundra, Underground Biomes: Tundra, Underground
Capacity: 4 Capacity: 4
Recipes: Nullmagic Elixir Recipes: Proximity Shardbloom

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.

Effect: One unit of scarlet pimpernel can be applied to a


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

Spider Milkweed (herb)


Biomes: Desert, Forest
Capacity: 4
Shadowbloom (herb) Recipes: Toxic Cocktail
Biomes: Underground, Wetlands
Capacity: 2 Appearance: Growing up to three feet in height, but
Recipes: none usually only somewhere in the vicinity of half of that,
spider milkweed is noted for growing an umbel heavy
Appearance: Found in the deep, dark places of the enough to tip the plant over into a stooped position. This
world, the shadowbloom is noted for the swirling purple umbel is globular in appearance and is a solid blanket of
coloration of its central flower. pale green flowers with small spots white and maroon for
color.
Effect: One unit of shadowbloom can be applied to a
weapon as though it were a poison. Creatures dealt Effect: One unit of spider milkweed can be applied to a
damage by a weapon coated in shadowbloom must make weapon as though it were a poison. Creatures dealt
a DC 10 + 1/2 herbalist class level + herbalist's Wisdom damage by a weapon coated in spider milkweed must
modifier Fortitude save or take 2d6 points of acid make a DC 10 + 1/2 herbalist class level + herbalist's
damage. This save must be made each round for a Wisdom modifier Fortitude save or take 1 point of
number of rounds equal to the herbalist's class level. Constitution damage plus an additional point of
Unlike other poisons, shadowbloom attacks pretty much Constitution damage for every 4 herbalist levels beyond
anything and will affect any and all corporeal creatures. 1st.

27
The Herbalist Base Class
Interjection Games

Springroot (herb) Swampweed (herb)


Biomes: Grasslands, Wetlands Biomes: Wetlands
Capacity: 2 Capacity: 1
Recipes: Attuned Specifitine Recipes: none

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.

2: When used in a compress, standard bearer mimics the


effects of each other herb in the compress. If an herb does
not allow its effects to stack in a compress, this extends
the duration of the effect instead. (For example, if a
compress is made of 2 common yarrow, 1 puckerberry,
and 1 standard bearer, then the net effect of the compress
will be 4 common yarrow and an extended puckerberry.)

Given its propensity to draw other species to it, a standard


bearer cannot be placed into a cultivation pot.
dryad's saddle

28
The Herbalist Base Class
Interjection Games

Ubiquitine (herb)
Biomes: All
Capacity: 4
Recipes: All, Extremophilic Elixir, Heart's Blood,
Ubiquitium

Appearance: Ubiquitine is thoroughly generic in


appearance and needs. In fact, it is so generic that it can
grow in any biome however, it is specific about its generic
needs. In other words, given it has become hardy enough
to impose upon itself a sense of aesthetics, it only grows in
places that are themselves suitably generic.

Effect: Ubiquitine has two uses.

1: A single unit of ubiquitine can replace a single unit of


any other herb in a recipe. Use of two or more units of
ubiquitine in this fashion will cause the concoction to be
too generic and the recipe will fail. As it is, the use of one
unit of ubiquitine in this fashion increases the Craft DC of
the recipe by +5.

2: A unit of ubiquitine can mimic the effects of any one


other herb found with it in a particular compress.

If two plants in cultivation pots other than ubiquitine


itself ever share a biome of origin, any ubiquitine in
cultivation pots gets upset about how aesthetically
unpleasing its surroundings are and promptly dies.

Vanilla Grass (herb)


Biomes: Grasslands
Capacity: 2
Recipes: Attuned Specifitine

Appearance: Growing in tufts that reach about three


feet tall, vanilla grass is characterized by hairy ligules of
up to 0.4" long and sports needlelike red flowers whose
average length is approximately 2.5".

Effect: When one unit of vanilla grass is crushed and


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

Venus Hair Fern (herb)


Biomes: Desert, Forest, Mountains
Capacity: 4
Recipes: none

Appearance: Also known as the black maidenhair fern,


the fronds of the fern are light green in color and grow
from rhizomes that creep along. The frond rachis are
black, hence its other common name.

Effect: When one unit of venus hair fern is eaten as a


standard action, it confers an alchemical bonus equal to 1
+ 1/3 the herbalist's class level (maximum +6) to saving
throws against confusion effects, sanity effects, and Will
saves to disbelieve illusions. This effect lasts for 1 minute.

29
The Herbalist Base Class
Interjection Games

Wild Angelica (herb) Wolfsbane (herb)


Biomes: Mountains, Wetlands Biomes: Grasslands
Capacity: 4 Capacity: 4
Recipes: none Recipes: Aconite Poison

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.

Effect: When one unit of wild strawberry is squeezed


between the thumb and forefinger and thrown as a
thrown splash weapon, it explodes with a gout of
improbably concentrated citric acid, dealing 1d6 points of
acid damage plus an additional 1d6 points of acid damage
for every 3 herbalist class levels past 1st to all creatures in
a 5 foot radius of the impact site. A successful Reflex
saving throw (DC 10 + 1/2 the herbalist's class level + the
herbalist's Wisdom modifier) reduces the damage by half. Yellow Morel (fungus)
At 8th level, those who fail their Reflex save are caught in Biomes: Forest, Grasslands
a cloying, sweet syrup and are entangled for 1d4 rounds. Capacity: 1
Recipes: Fungal Feast

Appearance: Described by those who hunt them as


yellow pine cones with a stalk, yellow morels are a
delicacy among mushrooms and are notable for not
having a toxic analog, thus making them a safe first
mushroom to seek out.

Effect: One unit of yellow morels can be cooked and


served to a group numbering up to half the herbalist's
class level, rounded up. Cooking yellow morels 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 yellow morels gain a +1 morale
bonus to attack and damage rolls, temporary hit points
wild angelica equal to the herbalist's class level, and a +2 morale bonus
to saving throws against nonmagical poison. At 10th level
and every ten levels thereafter, all granted morale bonuses
increase by +1 (max +3 to attack and damage, +4 against
poison at level 20). These effects last for eight hours or
until the recipient gains the sickened or nauseated
condition.

30
The Herbalist Base Class
Interjection Games

The Recipe Book Bottled Insight


Ingredients: 1 Black Alder, 1 Palo Verde Bark
As stated before, recipes are the means by which Craft DC: 18
herbalists truly differentiate themselves from one Capacity: 4
another. By combining their favored herbs in new and
interesting ways, herbalists can define themselves as Effect: Made from the barks of trees, bottled insight is an
specialists. attempt to store their memories and thoughts in a way
that animals can process. The drinker gets a bonus to his
All recipes require 1 hour of effort and a single Craft next Knowledge check equal to the herbalist's class level.
(alchemy) check. Given cooking psuedoalchemical goods Further, he may attempt a Knowledge check that he has
from raw materials that have been blessed by nature itself already failed without the help of bottled insight. This
is a rather risky venture at the best of times, all materials effect persists for 1 minute.
are wasted if the Craft (alchemy) check fails by any
amount. Further, an herbalist can never take 10 on her Calamus Oil
Craft checks when working with recipes. Too many things Ingredients: 3 Calamus
can go wrong! Craft DC: 22
Capacity: 3
Like the herbalist's plants, all recipe end products spoil
overnight if not kept in a preservation vessel. As such, like Effect: When sprayed on a willing creature as a standard
the herbalist's plants, all recipes also have a stated action, a lovely sweet smell fills the general area. As it
capacity that shows how many units of the compound can turns out, this smell is rather vile to arthropods.
fit in a single preservation vessel. Further, like the Whenever an insect or arachnid of any sort attempts to
herbalist's plants, all recipe end products become inactive physically attack a creature sprayed with calamus oil, it
if not used by the herbalist, excepting brews such as must make a DC 10 + 1/2 the herbalist's class level +
strawberry wine. Each recipe produces 1 unit of output herbalist's Wisdom modifier Will save. If the save fails,
unless stated otherwise. the insect or arachnid can't follow through with the
attack, that part of its action is lost, and it can't physically
Given recipes scale nicely with level, there are no attack the warded creature for the duration of the oil's
prerequisites for the recipes with higher DCs. If an effect. Given melee touch spells require physical contact,
herbalist truly wishes to focus hard enough to make they are treated as physical attacks for the purpose of
difficult recipes early, then she'll likely not be able to calamus oil. Calamus oil has a duration of 1 round per
reliably collect the ingredients, anyway. herbalist class level.

Aconite Poison
Ingredients: 3 of any combination of Baneberry,
Pheasant's Eye, Wolfsbane
Craft DC: 22
Capacity: 2

Effect: One unit of aconite poison can be applied to a


weapon as though it were a poison. Living creatures dealt
damage by a weapon coated in aconite poison are affected
for 1d4 rounds and must make a DC 10 + 1/2 herbalist
class level + herbalist's Wisdom modifier Fortitude save
each round or be paralyzed for 1 round. Whether or not
this saving throw is successful, all passive and gaze
abilities that cause fear effects do not function for the
duration of the poison's effect. This is because the victim Cattail Glue
is too lethargic to be particularly terrifying. Ingredients: 2 Cattail OR 4 Dwarf Cattail OR 1 Cattail, 2
Dwarf Cattail
Attuned Specifitine Craft DC: 25
Ingredients: 2 Specifitine, 2 of any combination of Capacity: 1
Cinderbloom, Coldsnap, Springroot, Vanilla Grass
Craft DC: 25 Effect: While not as sticky as a tanglefoot bag, cattail glue
Capacity: 2 is an annoyance of a similar sort. One unit of cattail glue,
and the vessel containing it, can be thrown as a thrown
Effect: When chewed as a standard action, the chewer splash weapon. Creatures in the square struck must make
gains resistance to the appropriate energy type that most a DC 10 + 1/2 the herbalist's class level + the herbalist's
recently damaged the chewer (fire if made with Wisdom modifier Reflex save or become entangled for
cinderbloom, cold if made with coldsnap, electric if made 2d4 rounds. Further, the concentration check to cast
with springroot, acid if made with vanilla grass) equal to while entangled in this manner has a DC of 5 + the
the herbalist's class level. This effect persists for 1 minute herbalist's class level + the spell level. A preservation
per herbalist level. vessel can be replaced by any container with a lid or cork,
such as a flask or clay pot.

31
The Herbalist Base Class
Interjection Games

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

Elemental Cattail Effect: When one unit of extremophilic elixir is drank as


Ingredients: 1 Cattail, 1 of any combination of a standard action, the drinker becomes immune to all
Flametongue, Frostcap, Puckerberry natural environmental hazards to which he is presently
Craft DC: 24 exposed, such as snowstorms, sandstorms, stifling heat,
Capacity: 2 bitter cold, an unbreathable atmosphere, enormous air or
water pressure, or even total immersion in magma
Effect: The herbalist may swing one unit of elemental however, should the chewer leave that environmental
cattail as though it were a club of her size. If it hits, it hazard while this effect is in effect, he finds that a
deals bludgeoning damage and explodes in a cloud of historically kinder, gentler environment is now
elementallycharged fluff. This fluff sticks to the creature particularly hazardous to him. For example, an individual
damaged by the cattail and deals 1d6 points of the who drinks extremophilic elixir in lava now takes cold
appropriate energy damage (fire if made with damage equal to the fire damage done by lava if NOT in
flametongue, cold if made with frostcap, acid if made with lava. An individual who drinks extremophilic elixir
puckerberry) each round for rounds equal to the underwater chokes in the open air. An individual who
herbalist's class level. In addition to the elemental drinks extremophilic elixir deep underwater takes reverse
damage, the fluff behaves as the glitterdust spell, but can crushing damage as his body tries to rip itself apart under
be scraped off by dealing damage equal to twice the normal pressure. In essence, that which is hazardous
herbalist's level to it. Given it is immobile and stuck to the simply changes. This effect persists for one minute per
creature in question, the creature automatically hits the herbalist level. If the user drinks an additional
fluff. Others trying to help the creature must hit an AC of extremophilic elixir while one is already in effect, the
10. Given this not a magical effect, the fluff is permanent duration is reset, but the hazards to which the drinker's
and will not go away unless removed manually. body becomes accustomed does not change.

Note that although elemental cattail can be wielded as Fungal Feast


though it were a club, it cannot be affected by herbs that Ingredients: 1 Yellow Morel, 2 of any combination of
act as oils or poisons. Dryad's Saddle, Gnomish Puffball, Hair of the Mountain,
Phosphor Mushroom, Phosphor Puff
Craft DC: 35
Elemental Chokevine Capacity: 1
Ingredients: 1 Chokevine, 1 of any combination of
Flametongue, Frostcap, Puckerberry Effect: One unit of fungal feast is cooked up at the end of
Craft DC: 24 the one hour craft time for the recipe and can be served to
Capacity: 2 a group numbering up to five times the herbalist's level.
Those who immediately consume the herbalist's cooking,
Effect: The herbalist may swing a unit of elemental a fullround action if simply inhaled, gain a +1 morale
chokevine as though it were a whip of her size. If it hits, bonus to attack and damage rolls, temporary hit points
the herbalist immediately makes a grapple attempt as a equal to the herbalist's class level, and a +2 morale bonus
free action with a bonus to her CMB equal to 1 + 1/5 the to saving throws against nonmagical poison. At 10th level
herbalist's class level for using the chokevine (max CMB and every ten levels thereafter, all granted morale bonuses
+5). If the grapple check is successful, the vine leaves the increase by +1 (max +3 to attack and damage, +4 against
herbalist's hand and the victim is strangled and poison at level 20). These effects last for eight hours or
constricted, dealing 2d4 points of constriction damage until the recipient gains the sickened or nauseated
and the herbalist's level / 2 points of the appropriate condition.
energy damage (fire if made with flametongue, cold if
made with frostcap, acid if made with puckerberry) each
round for rounds equal to half the herbalist's
class level (minimum 1). Further, the victim cannot

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Heart's Blood Stillheart Poison


Ingredients: 1 Heart of the Mountain, 1 Ubiquitine Ingredients: 1 Fang of the Mountain, 3 Baneberry
Craft DC: 31 Craft DC: 39
Capacity: 1 Capacity: 1

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.

Roasted Chestnuts The Van Winkle


Ingredients: 1 Cinderbloom, 2 Conkers Ingredients: 1 Baneberry, 1 Hemlock
Craft DC: 25 Craft DC: 33
Capacity: 2 Capacity: 1

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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Thornpalm Elixir Yarrow Paste


Ingredients: 2 Acorn, 2 Palo Verde Bark Ingredients: 2 Common Yarrow, 1 Hair of the Mountain
Craft DC: 26 Craft DC: 22
Capacity: 2 Capacity: 4

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

Effect: By concentrating down ubiquitine, the herbalist


produces a pale grey fluid that yearns to be something
more aesthetically pleasing. A spell of up to 3rd level can
be cast onto the ubiquitium, along with caster level x spell
level x 25 gp worth of powdered silver, effectively
transforming it into a potion or thrown splash weapon of
that spell. Once transformed, it must still remain in one of
the herbalist's preservation vessels or spoil overnight. If
the herbalist utilizes a preservation vessel as a thrown
splash weapon, it is destroyed, but the vessel can readily calamus
be replaced by any container with a lid or cork, such as a
flask or clay pot.

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Biome Summary Tables


Table: Desert Summary
Use these tables to organize your daily herbs!

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Table: Forest Summary

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Table: Grasslands Summary

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Table: Mountain Summary

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Table: Tundra Summary

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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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Table: Wetlands Summary

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Custom Biomes Cholla Cactus 2


Cinderbloom 2
You've seen the system, now add to it yourself! Coldsnap 2
Common Yarrow 1
Creating a new biome really isn't all that bad. Over the Conkers 1
next few pages, the process of creating a new biome, Creosote Bush 4 (Desert iconic)
populating it with herbs, and even cooking up some new Deeproot Creeper 1
recipes is discussed. Desert Thornapple 1
Destroying Angel 4
First, let's consider the balancing of herbs. Every biome Drowning Man 1
has a list of herbs that fall into three tiers of power, each Dryad's Saddle 1
with their own point value. Under each of these point Dwarf Cattail 1
value tiers, a number of roles must be filled, more or less. Elderberries 2
Fang of the Mountain 4
1 point herbs Fiddleheads 4
Healing Flametongue 2
Status Buff Fly Amanita 1
Status Buff Fool's Parsley 1
Poison Frostcap 2
Poison Gnomish Puffball 4
Defense Groundelder 1
Skill Hair of the Mountain 1
Damage Heart of the Mountain 4 (Mountains iconic)
"Smartass" ex. Rampant Liverwort, Wild Angelica, Hemlock 4
Ubiquitine Hen of the Woods 2
Holy Ghost 1
2 point herbs Late Spider Orchid 1
Weapon Oil Marsh Mallow 1
Defense Marsh Marigold 1
Status Effect Moss Campion 1
Damage Muskroot 1
Needlegrass 1
4 point herbs Old Man Winter's Beard 1
Iconic ex. Heart of the Mountain, Swampgrass Opium Poppy 4
Poison Palmer's Agave 4
Group Buff Palo Verde Bark 1
Pheasant's Eye 1
Each of the 20 entries on a biome's find herbs table Phosphor Mushroom 4 (Underground iconic)
contains precisely 10 points of herbs drawn from a list Phosphor Puff 2
created using the above system. In order to ensure decent Phosphor Weed 1
survivability, all 20 entries contain at least one point of Pricklegrass 2
healing plants. Given there is a total of 200 points of Puckerberry 2
plants on a find herbs table, the breakdown is as follows. Rampart Liverwort 1
Scarlet Pimpernel 1
4 point herbs: 48 points Shadowbloom 2
2 point herbs: 52 points Shardbloom 1
1 point healing herb: 20 points Specifitine 1
All other 1 point herbs: 80 points Spider Milkweed 1
Springroot 2
This is all well and good if the user intends to build a new Standard Bearer 4 (Grasslands iconic)
biome with all new herbs, but what if all that is desired is Swampweed 4 (Wetlands iconic)
a mix and match of what already exists to better fit what Ubiquitine 1
the user desires? To address this, an alphabetical listing of Vanilla Grass 2
every herb in this supplement with its point value follows. Venus Hair Fern 1
Wild Angelica 1
Acidbite Lichen 2 Wild Strawberry 2
Acorn 1 Wolfsbane 1
Arctic Poppy 4 (Tundra iconic) Yellow Morel 4
Baneberry 1
Barbary Fig 1 The next two pages contain empty versions of the find
Black Alder 1 herbs and summary tables for particular biome.
Brighteye 1
Calamus 1 As a final note, the DC for recipes is (10 + 3 * the number
Cattail 2 of plants used + the point value of each plant ^2).
Chimera's Fang 4 (Forest iconic) Enjoy the Herbalist!
Chokevine 2 Bradley Crouch, Interjection Games
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Table: The ____________

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Table: ________ Summary

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OPEN GAME LICENSE Version 1.0a 8. Identification: If you distribute Open Game Content You must clearly
indicate which portions of the work that you are distributing are Open
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modify, translate and otherwise create Derivative Material of Open Game Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC
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The Book of Experimental Might. Copyright 2008, Monte J. Cook. All
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3.Offer and Acceptance: By Using the Open Game Content You indicate Advanced Players Guide. Copyright 2010, Paizo Publishing, LLC Author:
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The Herbalist Base Class, Copyright 2013, Bradley Arthur Crouch.
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Product Identity. You agree not to indicate compatibility or coadaptability This document is copyright Bradley Arthur Crouch of Interjection Games,
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