A question about Druidic Herbalism


Rules Questions


It says in the description:

This acts like the Brew Potion feat, but only for spells on the druid spell list

I have a wisdom of 16 which means I can make three potions. Being first level does this mean I can create a potion from all the first level Druid spells? Or the ones I choose for my starting spell list?


If it works like Brew Potion, you need to be able to cast the spell. For Druids, that means you have to have it prepared.

Druids, however, 'know' each spell (of appropriate level) on their list. Each day you communicate with nature spirits (or however you choose to theme it) and choose new spells to prepare. So I don't know what you mean by 'staring spell list'.


Druids have access to all druid spells so you're not confined to a starting list.

I think the line from the player's companion means that you cannot multi-class to a different spell casting class e.g. a sorcerer and use spells of its list for potion crafting.


Decimus Drake wrote:

Druids have access to all druid spells so you're not confined to a starting list.

I think the line from the player's companion means that you cannot multi-class to a different spell casting class e.g. a sorcerer and use spells of its list for potion crafting.

I think it also means that you can't craft cooperatively -- for example, no partnering with your wizard buddy to make free potions of enlarge person.


Thank you for all the help :)

Well from what I read since my Wisdom mod is a +3 I can craft three free potions. After that I need to pay the gp value of any new potion I want to create more. The ability to create and give healing potions and not having to memorize the first 1-3 levels of Cure spells frees up what I can memorize. I don't dislike healing in the game but I'm not going to complain if I can use my spell slots for other spells. Too bad Shillelagh works only on a non-magical oak club or quarterstaff.


Has there been any clarifying on what exactly the "free" covers?


Tapeworm02 wrote:
Has there been any clarifying on what exactly the "free" covers?

What was there that needs clarified? It's wisdom bonus potions per day following the normal potion rules.


graystone wrote:
Tapeworm02 wrote:
Has there been any clarifying on what exactly the "free" covers?
What was there that needs clarified? It's wisdom bonus potions per day following the normal potion rules.

Im curious what free covers. Is it just gold cost or not using spell slots or no time cost or no matirial cost?


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Tapeworm02 wrote:
graystone wrote:
Tapeworm02 wrote:
Has there been any clarifying on what exactly the "free" covers?
What was there that needs clarified? It's wisdom bonus potions per day following the normal potion rules.

Im curious what free covers. Is it just gold cost or not using spell slots or no time cost or no matirial cost?

Ah... It's kind of straight forward.

Gold cost: Well free is free. How much is free... 0gp
Materials: Sure, you need 0gp worth...
Spells: Yes
Time: 2hrs at 1st, 1hr at 4th, 1 min at 7th.

"Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion."

SO it says right here how it works. Everything works like a potion. Cost is free and "To brew a potion, you must use up raw materials costing one half this base price". So 1/2 of 0 is? Time = "Brewing a potion takes 2 hours if its base price is 250 gp or less". 0gp is 250gp or less. Slots = "The act of brewing triggers the prepared spell". Uses slots normally.


graystone wrote:
Tapeworm02 wrote:
graystone wrote:
Tapeworm02 wrote:
Has there been any clarifying on what exactly the "free" covers?
What was there that needs clarified? It's wisdom bonus potions per day following the normal potion rules.

Im curious what free covers. Is it just gold cost or not using spell slots or no time cost or no matirial cost?

Ah... It's kind of straight forward.

Gold cost: Well free is free. How much is free... 0gp
Materials: Sure, you need 0gp worth...
Spells: Yes
Time: 2hrs at 1st, 1hr at 4th, 1 min at 7th.

"Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion."

SO it says right here how it works. Everything works like a potion. Cost is free and "To brew a potion, you must use up raw materials costing one half this base price". So 1/2 of 0 is? Time = "Brewing a potion takes 2 hours if its base price is 250 gp or less". 0gp is 250gp or less. Slots = "The act of brewing triggers the prepared spell". Uses slots normally.

This just seems more and more like a useless option because according to magic item creation you can only make one item per day.

The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires 8 hours of work per 1,000 gp in the item’s base price (or fraction thereof), with a minimum of at least 8 hours. Potions and scrolls are an exception to this rule; they can take as little as 2 hours to create (if their base price is 250 gp or less). Scrolls and potions whose base price is more than 250 gp, but less than 1,000 gp, take 8 hours to create, just like any other magic item. The character must spend the gold at the beginning of the construction process. Regardless of the time needed for construction, a caster can create no more than one magic item per day. This process can be accelerated to 4 hours of work per 1,000 gp in the item’s base price (or fraction thereof) by increasing the DC to create the item by 5.

Not only that but at lvl 1 i have a wis score of 18 so mod 4 but can only cast 2 first lvl spells. it isnt until lvl 3 druid that i am able to utalize my wis score to its potiential and that is assuming i didnt cast any spells that day.

Silver Crusade

It helps if you read the whole ability.

Herbalism (2nd paragraph) wrote:
A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).


Rysky wrote:

It helps if you read the whole ability.

Herbalism (2nd paragraph) wrote:
A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).

This isnt actually helpful at all. My whole line of questioning was trying to clarify what "free" covers. If it said "A druid can create a number of herbal concoctions per day equal to her Wisdom modifier" that would get around the one per day, and thats great. But they indclude the word "free" so no time cost, no spell slot cost, not gp cost? "Additional concoctions cost the same as creating an equivalent potion using Brew Potion." Implying the free concotions dont cost the same so im trying to get a claification on what the word "free" includes.


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Tapeworm02 wrote:
Not only that but at lvl 1 i have a wis score of 18 so mod 4 but can only cast 2 first lvl spells. it isnt until lvl 3 druid that i am able to utalize my wis score to its potiential and that is assuming i didnt cast any spells that day.

I'm going to do the same as Risky and say "It helps if you read the whole ability."

In this case, read the Brew Potion feat. "You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects." As such it's simple/easy to see you can make all your free potions. If you need a hint: you have spells lower than 1st; as such, you can always make 0 level potions.

Since a druid can pick new spells every day, this means a druid can bank less used 0 level cantrips as potions. Super-useful? maybe not but we're talking 1st level after all.

As to Risky's post, it WAS helpful for your per day question. I think I answered your other questions. Every one can be found by looking at the ability and related text.

So to clarify your questions: you can make your wisdom bonus in potions per day. That means no cost/materials, level 0-3 spells are used and expended as normal, and times is normal with the exception that free potions don't count towards your magic item per day limit.

For myself, I love the option. I don't think I'll make a druid in the near future that doesn't use this option.

Liberty's Edge

DRUIDIC HERBALISM wrote:


Druids can use their intimate connection to nature to gain a mastery over the beneficial powers of natural ingredients.
Druidic herbalism is a nature bond option that can be taken by any druid at 1st level except those with archetypes or alternate class features that alter or replace nature bond or mandate a specific nature bond choice.
Nature Bond (Ex): Instead of granting access to a domain or an animal companion, a druid’s bond with nature can take a third form: access to druidic herbalism.
A druid who chooses to learn druidic herbalism can use combinations of nuts, berries, dried herbs, and other natural ingredients along with appropriate containers to create herbal concoctions or magic consumables that function like potions. This acts like the Brew Potion feat, but only for spells on the druid spell list. Herbal concoctions are typically thick and sludgy, and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion. Herbal concoctions created with herbs that cause special effects when ingested (see page 10 of Pathfinder Player Companion: Heroes of the Wild) retain those effects as well as the appropriate spell effect.
A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. Additional concoctions cost the same as creating an equivalent potion using Brew Potion. Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).

At 4th level, a druid’s increasing skill with herbalism means that she can disguise the effects of her herbal concoctions. When a creature attempts a Perception or Spellcraft check to identify one of the druid’s concoctions, the concoction appears to be a different herbal concoction of the druid’s choice unless the creature exceeds the identification DC by 5 or more. The druid must designate this false result when creating the concoction. If a creature exceeds the identification DC by 5 or more, it correctly identifies the concoction, though not that the druid tried to fool it.
Additionally, at 4th level, when the druid creates additional concoctions, she need pay only half the normal cost to create them. It takes her only half the normal time to create her concoctions, and she can create concoctions of spells from any spell list, as long as she can cast the spell. At 7th level, when the druid creates concoctions with potential false identification results, a creature attempting to identify the concoction must exceed the identification DC
by 10 or more to determine the concoction’s true identity.
Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.

So, the ability creator say two very different things:

- the creation time is the same as normal potions and the ability work as the Brew potion feat;
- "A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier."

So a level 3 druid with a 20 in wisdom can brew free 5 potions in a day (thanks to his 6 spell slots), but to do that he need 10 hours (while he is limited to 8 working hours in a day and only 1 magic item).

Then the ability creator go even further:
- "Additional concoctions cost the same as creating an equivalent potion using Brew Potion."

Where he get the time to craft those potions?
Note that increasing the DC don't help, as it allow you to make 1,000 gp of work on a single item in 4 hours. Not on multiple items. And if the potion cost 250 gp or less you already spend only 2 hours.

So apparently the ability creator thought that it was possible to make an unlimited number of potions in a day. That is a fairly common houserule, as Brew potions is the weakest item creation feat, but it is an houserule.

Personally I think that the latter part about the "special concoctions" give a better idea of what he was trying to do: infusions for druids.

And that raise (again) the question What is the duration of an infusion?

So, my answer to the the OP question is: ask your GM. whoever wrote the ability seem to have missed some key rule about magic item creation.

The only one that can decide if you cna make multiple potions in a day in your game is your GM.

Note that the special concoctions don't have that limit, as they are infusions, so you can make as many of them as you wish, as long as you have spell slots.

Silver Crusade

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They didn't miss anything, the ability flat out says you can make a number of concoctions per day equal to your Wisdom modifier. Specific trumps general.


Diego Rossi wrote:

So, the ability creator say two very different things:

- the creation time is the same as normal potions and the ability work as the Brew potion feat;
- "A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier."

These are not in conflict: Specific trumps general. The ability says you can make Wis bonus in free potions a day, so you can. Then it says "Additional concoctions cost the same as creating an equivalent potion using Brew Potion." So you can make more and since it says everything else is based on brew potion you follow it's rules for anything not mentioned.

Diego Rossi wrote:
So a level 3 druid with a 20 in wisdom can brew free 5 potions in a day (thanks to his 6 spell slots), but to do that he need 10 hours (while he is limited to 8 working hours in a day and only 1 magic item).

The ability gives you a CLEAR exception: A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. They are clearly not included in the per day/working hours limit. Also, potions can be made of 0 level spells so slots doesn't matter as their slots aren't expanded.

Diego Rossi wrote:
Where he get the time to craft those potions?

Sounds like a downtime ability at levels 1-6 unless you are only adventuring a few hours a day or not making your full amount. Once you hit the 1 min limit though, there is no isue with adventuring.

Diego Rossi wrote:
And that raise (again) the question What is the duration of an infusion?

Ah... It says doesn't it? "function like extracts created by an alchemist with the infusion discovery." So "The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots". Replace extract with spell. now extract: "An extract, once created, remains potent for 1 day before losing its magic". Nothing in infusion mentions the duration, just negating "An extract immediately becomes inert if it leaves the alchemist’s possession".

So it last for 1 day or until used and until it's used the spell slot is occupied. What was the issue in question? It seems simple. I can't see any justification for lasting forever.

Liberty's Edge

graystone wrote:


Diego Rossi wrote:
And that raise (again) the question What is the duration of an infusion?
Ah... It says doesn't it? "function like extracts created by an alchemist with the infusion discovery." So "The extract created now persists even after the alchemist sets it down. As long as the extract exists, it continues to occupy one of the alchemist's daily extract slots". Replace extract with spell. now extract: "An extract, once created, remains potent for 1 day before losing its magic". Nothing in infusion mentions the duration, just negating "An extract immediately...

It sem that the chirurgeon archetype disagree with you:

PRD wrote:
Infused Curative: At 2nd level, a chirurgeon's extracts of cure spells automatically act as infusions, and can be used by non-alchemists. When a chirurgeon prepares his extracts, he may choose to render any or all of his infused curatives inert and prepare other extracts to replace them (unlike infusions, which continue to occupy the alchemist's daily extract slots until consumed or used). This ability replaces poison use.

Liberty's Edge

graystone wrote:
Diego Rossi wrote:

So, the ability creator say two very different things:

- the creation time is the same as normal potions and the ability work as the Brew potion feat;
- "A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier."

These are not in conflict: Specific trumps general. The ability says you can make Wis bonus in free potions a day, so you can. Then it says "Additional concoctions cost the same as creating an equivalent potion using Brew Potion." So you can make more and since it says everything else is based on brew potion you follow it's rules for anything not mentioned.

Specific "you can make as many as you wisdom bonus". Nothing about that taking no time, nothing about being capable to craft for more than 8 hours.

graystone wrote:


Diego Rossi wrote:
So a level 3 druid with a 20 in wisdom can brew free 5 potions in a day (thanks to his 6 spell slots), but to do that he need 10 hours (while he is limited to 8 working hours in a day and only 1 magic item).
The ability gives you a CLEAR exception: A druid can create a number of free herbal concoctions per day equal to her Wisdom modifier. They are clearly not included in the per day/working hours limit. Also, potions can be made of 0 level spells so slots doesn't matter as their slots aren't expanded.

Now you are inventing stuff. There is nothing the ability that say you can exceed 8 hours of work.

There are very few cantrips that are worth turning into a potion, but granted, if you want to make potions of resistance, you aren't limited by your spell slots.

graystone wrote:


Diego Rossi wrote:
Where he get the time to craft those potions?
Sounds like a downtime ability at levels 1-6 unless you are only adventuring a few hours a day or not making your full amount. Once you hit the 1 min limit though, there is no isue with adventuring.

Yes, level 7 change the ability, as already said.

Liberty's Edge

Rysky wrote:
They didn't miss anything, the ability flat out says you can make a number of concoctions per day equal to your Wisdom modifier. Specific trumps general.

The trump the 1 magic item/day rule at most. Not the crafting time rule.

Silver Crusade

Diego Rossi wrote:
Rysky wrote:
They didn't miss anything, the ability flat out says you can make a number of concoctions per day equal to your Wisdom modifier. Specific trumps general.

The trump the 1 magic item/day rule at most. Not the crafting time rule.

There's 24 hours in a day.


Diego Rossi wrote:
It sem that the chirurgeon archetype disagree with you:

And what did the original prone shooter prove? ;)

Also if you read, there is the option to, at ANY TIME, to "render his infused curatives inert and prepare other extracts to replace them". Note "An extract, once created, remains potent for 1 day before losing its magic" So you don't get the option to "render his infused curatives inert". That's what the change is, not permanence. It'd worded stupid, but it's not saying what you think it does.

Diego Rossi wrote:
Specific "you can make as many as you wisdom bonus". Nothing about that taking no time, nothing about being capable to craft for more than 8 hours.

The time is stated, as the feat. as for the 1/day rule... I don't know what to say to you. If it says you can make wisdom bonus/day and then follows the normal rules after that, then do it. Seems simple.

Diego Rossi wrote:
Now you are inventing stuff. There is nothing the ability that say you can exceed 8 hours of work.

This is the only one that might be in question but it's also the one that's least likely to come into play as you need to start with a 20 wisdom. Now that I look it over again, you might have to stick to the 8 hrs but as I said it'd be a 20 starting wisdom issue...

For me, it's not really something to worry about but if someone answered the question I wouldn't mind.

Liberty's Edge

Rysky wrote:
Diego Rossi wrote:
Rysky wrote:
They didn't miss anything, the ability flat out says you can make a number of concoctions per day equal to your Wisdom modifier. Specific trumps general.

The trump the 1 magic item/day rule at most. Not the crafting time rule.

There's 24 hours in a day.
Magic Item Creation wrote:


The caster can work for up to 8 hours each day. He cannot rush the process by working longer each day, but the days need not be consecutive, and the caster can use the rest of his time as he sees fit. If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours' worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. If time is dedicated to creation, it must be spent in uninterrupted 4-hour blocks. This work is generally done in a controlled environment, where distractions are at a minimum, such as a laboratory or shrine. Work that is performed in a distracting or dangerous environment nets only half the amount of progress (just as with the adventuring caster).

Silver Crusade

Ah, point, but that too is covered in the ability.

Herbalism wrote:

Additionally, at 4th level, when the druid creates additional concoctions, she need pay only half the normal cost to create them. It takes her only half the normal time to create her concoctions, and she can create concoctions of spells from any spell list, as long as she can cast the spell. At 7th level, when the druid creates concoctions with potential false identification results, a creature attempting to identify the concoction must exceed the identification DC by 10 or more to determine the concoction’s true identity.

Additionally, at 7th level, a druid can create any herbal concoction in 1 minute. She can also create a special concoction of any spell higher than 3rd level that she can cast, but to do so, she must expend a spell slot of the same level. These special concoctions do not cost her anything to create and function like extracts created by an alchemist with the infusion discovery.


Rysky wrote:
Ah, point, but that too is covered in the ability.

Yep, 20 wis people from 1st-3rd lose out on one free potion/day.

Silver Crusade

graystone wrote:
Rysky wrote:
Ah, point, but that too is covered in the ability.
Yep, 20 wis people from 1st-3rd lose out on one free potion/day.

Oh noes! Whatever will they do?


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Rysky wrote:
graystone wrote:
Rysky wrote:
Ah, point, but that too is covered in the ability.
Yep, 20 wis people from 1st-3rd lose out on one free potion/day.
Oh noes! Whatever will they do?

LOL that's what I thought too. ;)

I don't think I've ever met a druid that started with a 20 wis so I doubt I'd ever find someone this affected. As such, it seems super corner case to me.

Liberty's Edge

Rysky wrote:
graystone wrote:
Rysky wrote:
Ah, point, but that too is covered in the ability.
Yep, 20 wis people from 1st-3rd lose out on one free potion/day.
Oh noes! Whatever will they do?

And can't do he extra potions.

And the level 2+ potions, or even the level 1 with a CL of 6+ cost more than 250 gp, so they require 8 full hours (down to 4 with the 4th level ability).

Level 7 resolve all that.


Diego Rossi wrote:
And can't do he extra potions.

One extra potion/day is lost. Just one. For those that start with a 20 wis. Just one.

Diego Rossi wrote:
And the level 2+ potions, or even the level 1 with a CL of 6+ cost more than 250 gp, so they require 8 full hours (down to 4 with the 4th level ability).

You seemed to have missed the meaning of free... That potion with a CL of 6+ that you get for free? that's 0gp. What does the feat say? 250gp or less are made in 2hr. No issue.

Let me remake the chart:
Potion Base Costs
Spell level 0 [base cost 0]
Spell level 1 [base cost 0]
Spell level 2 [base cost 0]
Spell level 3 [base cost 0]
The costs for materials and ingredients are subsumed in the cost for brewing the potion: 25 gp × the level of the spell × the level of the caster.

So 0 gp[free] × the level of the spell × the level of the caster = 0gp no matter what level of spell or caster.

Liberty's Edge

graystone wrote:
Diego Rossi wrote:
And can't do he extra potions.

One extra potion/day is lost. Just one. For those that start with a 20 wis. Just one.

Diego Rossi wrote:
And the level 2+ potions, or even the level 1 with a CL of 6+ cost more than 250 gp, so they require 8 full hours (down to 4 with the 4th level ability).

You seemed to have missed the meaning of free... That potion with a CL of 6+ that you get for free? that's 0gp. What does the feat say? 250gp or less are made in 2hr. No issue.

Let me remake the chart:
Potion Base Costs
Spell level 0 [base cost 0]
Spell level 1 [base cost 0]
Spell level 2 [base cost 0]
Spell level 3 [base cost 0]
The costs for materials and ingredients are subsumed in the cost for brewing the potion: 25 gp × the level of the spell × the level of the caster.

So 0 gp[free] × the level of the spell × the level of the caster = 0gp no matter what level of spell or caster.

You seem to have lost the meaning of "and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion", text that is part of the ability.

In only a thing you are right, I wrote "cost" instead of "are priced", as what matter, when you evaluate the time needed to make a magic item, is the sell price, not the production cost.

PRD wrote:
Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours.
DRUIDIC HERBALISM wrote:
Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).

Herbal concoctions are priced exactly as normal potions, the crafting cost don't matter for that. Ant the crafting time is based on the price of the magic item.


Wait, are you sure base price is sale price?


Starbuck_II wrote:

Wait, are you sure base price is sale price?

Nope, they are often the same number but they are different things.

Diego Rossi wrote:
graystone wrote:
Diego Rossi wrote:
And can't do he extra potions.

One extra potion/day is lost. Just one. For those that start with a 20 wis. Just one.

Diego Rossi wrote:
And the level 2+ potions, or even the level 1 with a CL of 6+ cost more than 250 gp, so they require 8 full hours (down to 4 with the 4th level ability).

You seemed to have missed the meaning of free... That potion with a CL of 6+ that you get for free? that's 0gp. What does the feat say? 250gp or less are made in 2hr. No issue.

Let me remake the chart:
Potion Base Costs
Spell level 0 [base cost 0]
Spell level 1 [base cost 0]
Spell level 2 [base cost 0]
Spell level 3 [base cost 0]
The costs for materials and ingredients are subsumed in the cost for brewing the potion: 25 gp × the level of the spell × the level of the caster.

So 0 gp[free] × the level of the spell × the level of the caster = 0gp no matter what level of spell or caster.

You seem to have lost the meaning of "and their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion", text that is part of the ability.

In only a thing you are right, I wrote "cost" instead of "are priced", as what matter, when you evaluate the time needed to make a magic item, is the sell price, not the production cost.

PRD wrote:
Creating an item requires 8 hours of work per 1,000 gp in the item's base price (or fraction thereof), with a minimum of at least 8 hours.
DRUIDIC HERBALISM wrote:
Druids can sell their herbal concoctions just as if they were potions (though NPCs unfamiliar with druidic herbalism may need some convincing before purchasing these wares).

Herbal concoctions are priced exactly as normal potions, the crafting cost don't matter for that. Ant the crafting time is based on the price of the magic item.

"The item cost does not influence the base price (which determines the cost of magic supplies), but it does increase the final market price." Base price is there to figure out "cost of magic supplies' and is NOT the market price. Now for "For many items, the market price equals the base price.": these means that they are different things. Then "Magic supplies for items are always half of the base price in gp."

So, going by the above market price and base price are different thing and base price is ALWAYS twice the magic supply cost. Then we add in what the feature changed about the potions:Free, meaning 0 magic supply cost. So 0 x 2 = 0. Then using "250 gp × the level of the spell × the level of the caster" Means 0 x spell level x caster level and that always equals 0.

#2 you can sell you potions as normal so you pull pull the the Core book, go to Potions under Magic items and there is a list of potions market prices. Note this is a different table, Potions Costs, than the one in the item creation section, Creating Potions.

Liberty's Edge

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If we follow your logic, the sale price of the herbalist concoctions is 0.


Diego, can I just ask a question? Are you more concerned about people producing a large quantity expensive potions for free to then potentially sell for a considerable profit a number of times per day?

Either way, the sale price is the same, since once again, market price is not the same as base price. If that was the case, any abilities that reduce base price would result in fairly hefty loss in profit, and why would adventurers ever buy from anyone other than these expert crafters who produce these goods at such a low price? Market prices are static my dude.


Diego Rossi wrote:
If we follow your logic, the sale price of the herbalist concoctions is 0.

Recall I mentioned 2 different chart: One in creation, that lists base costs and a second in magic items that listed sale prices. Changing the numbers on one doesn't alter the numbers on the other. Where your logic trips up is thinking the cost of making the potion has to be directly linked to the sale price.

Remember, the ability in question already tells you about the sale price: "Druids can sell their herbal concoctions just as if they were potions". The chart in the magic section doesn't CARE about the base cost, just level of spell and caster level. "The price of a potion is equal to the level of the spell × the creator's caster level × 50 gp." Nothing about base price.


The system needs a tweak for sure. Great idea but needs a change.

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