p24 Needlegrass can now have poisons applied to it.
p28 Only a single standard bearer can be used to gather additional plants at a time.
p38 Grassland Table changed to Mountain Table, as it should have been this entire time.
p43 Added comma
Underground summary - added hair of the mountain
Forest Find Herbs - added carriage returns to make prettier
Underground Find Herbs - added carriage returns to make prettier
Yep, the book has been updated for over a year now. The main rough patch remaining is extremophilic elixir, which I think I can handle when I come back around to compile this in a physical book.
I've got my dear, sweet mother doing watercolors of plants for an herbalist/brewmaster/baker book that'll Kickstart in January. She was initially quite rusty, but, starting with her third piece, 20 years of rust is falling away well enough for her to be the primary artist on the book.
Things I know will happen are a moonshiner (brewmaster/gunslinger) and an herbalist/brewmaster theurge of sorts.
|1 person marked this as a favorite.|
Aaaand now the herbalist has her own character sheet:
https://www.dropbox.com/s/8067szu8zh3tvgq/herbalist_sheet.zip?dl=0 with clipart by gsagri04 and placidoaps.
Went a little crazy on this one, hope it ended up well.
Please check my profile for more characters sheets for third-party classes, they are piling up!
|1 person marked this as a favorite.|
Here's a 7th level sample of the Herbalist class, ready to be dropped in any game as an enemy or friendly NPC. I originally used her as a substitute in a paid module, so there's a spoiler box around her description – though I don't think there's anything game-wrecking written there.
There are stats for everything and short descriptions of any new mechanics needed to play it even without having the book (and I hope you'll enjoy the experience so much you’ll buy it later!).
The character isn't over-optimized, but is supposed to be competent at its purpose – in this case, she's spread over buffing, healing, and dealing some damage.
Character on Google Docs
Female halfling herbalist 7
NG Small humanoid (halfling)
Init +1; Senses perception +14
AC 19 touch 15 flat-footed 18 (+1 size, +1 dex, +3 armor, +1 enhancement, +2 deflection, +1 natural)
hp 49 (7d8+14)
Fort +9 Ref +5 Will +11; +2 vs. fear
Speed 20 ft
Melee silver sickle +7 (1d4+1), melee touch +6
Ranged thrown herbs +7
Str 10, Dex 12, Con 14, Int 14, Wis 18, Cha 9
Base Atk +5 CMB +4 CMD 15
Feats extra pot, extra herbs x2, fruit cultivation
Skills acrobatics +3, climb +3, craft (alchemy) +12, heal +10, knowledge (geography) +6, knowledge (nature) +8, knowledge (religion) +3, perception +14, sense motive +7, stealth +7, survival +10
Languages common, halfling, elven, goblin
Combat Gear potion of resist fire 10, potion of invisibility; Other Gear Headband of inspired wisdom +2, ring of protection +2, Amulet of natural armor +1, Cloak of resistance +2, +1 darkleaf wooden armor, +1 silver sickle, 734 gp.
Find Herbs (DC 17)
Each day, roll a d20 and check the number on a table, according to the biome you are currently standing in (in this case, it’s Forest), to see which kinds of herbs you find. At 7th level, you roll four times. 4 rolls: 3, 15, 19, 17.
A herb eaten, chewed, rubbed on or applied to a weapon provokes attacks of opportunity just like a potion/oil. They only work if used or administered by the herbalist herself. Cooked herbs must be eaten immediately or lose effect. All actions below are standard, unless noted.
Leftover herbs decay on the next day.
- Acorn (x2): chewed. +3 natural armor AC. 7 minutes.
- Baneberry (x3): injury poison. Fortitude or fatigued. 1d4 rounds.
- Black alder (x4): chewed. +4 vs diseases. 1 minute.
- Common yarrow (x4): rubbed. heals 3d8 hit points. Fast healing 1 for 7 rounds. May be used against undead as a melee touch attack that provokes attacks of opportunity. No save.
- Conkers (x2): splash weapon. 4d8 points of damage against a single creature. Reflex for half. 7 points of damage to leather or hide equipment. Only works against creatures made of flesh.
- Destroying angel (x2): injury poison. Fortitude or take 7 damage to Constitution.
- Dryad’s saddle (x2): chewed. +4 alchemical bonus to ride. 7 minutes.
- Elderberry (x1): melee touch attack. Fortitude or become nauseated (unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.). New save roll every round, for 7 rounds. After a successful roll, he’s immune for 24 hours.
- Fool’s parsley (x2): injury poison. Fortitude or throat swollen (mute). 1d4 rounds.
- Hen of the woods (x2): cooked with trail rations or fresh produce, during 10 minutes. Feeds 5 people. +4 enhancement bonus to initiative. 1 hour or until sickened or nauseated.
- Muskroot (x4): rubbed or melee touch attack. Stench causes -2 penalty to attack rolls to target and everything it threatens. 1 minute or until washed off. Doesn’t work on creatures without a sense of smell or immune to poison.
- Puckerberry (x1): weapon oil. +3 acid damage. 7 minutes.
- Venus hair fern (x1): chewed. +3 to saves vs. confusion, insanity and illusions. 1 minute.
Cultivation Pots 3 pots (3 units in each)
You can plant herbs you want to save for another day in your cultivation pots, up to three units of each in a single pot. Once a day you can pick one unit from each pot.
- Black alder (x3) only 50% of yielding a plant, since it’s a fruit and not a herb.
- Common yarrow (x3)
- Venus hair fern (x3)
Preservation Vases 2 vases
Any plant placed in a preservation vase is “frozen” in time, never decaying no matter how long it’s kept there.
- Ubiquitine (x4): replaces one plant in a recipe (see below) increasing the Craft DC by +5. Or mimics the effects of any one other plant in a compress (see below).
- Yellow morel (x1): cooked. Feeds 5 people. +1 morale bonus to attack and damage rolls, and +2 morale bonus to saves vs. non-magical poison. 8 hours or until sickened or nauseated
As a full round action, create a compress that combines three of her herbs and apply it to a willing creature. Can be used three times a day.
Combines plants into new products, using Craft (alchemy).
- Calamus Oil (x1): spray. One target becomes repulsive to insects and arachnids for 7 rounds. They must pass a Will save (DC 17) or are incapable of attacking him for the duration.
- Heart’s Blood (x1): chewed. Gain 12 temporary hit points, DR 3/- and fast healing 2 for 7 rounds. After its effects end, heals 3d6 hit points.
- Nullmagic Elixir (x1): drinkable. Gain spell resistance 17 for 1d4 rounds.
- Yarrow Paste (x1): rubbed. Heal 3d12. Fast healing 2 for 7 rounds. Can be used against undead, as a melee touch attack that provokes attacks of opportunity, but doesn’t allow a saving throw.
Green Thumb pool 7 points
- Bounty of nature: spends all her points to collect all the plants in her cultivation pots. This takes one hour and prevents her from using Find Herbs on this day.
- Extra cultivation: spends 2 points to collect one extra unit of a plant from her cultivation pots, as a full round action. Can be used four times a day without spending any points, to get four herbs. Black alder costs twice as much, in points and free uses, due to it being a fruit and not a herb.
- Potent poison: spends 1 point to increase the DC of one of her poisonous plants by +1, as a swift action. Lasts for 1 minute.
- Focused foraging: spends 1 point to re-roll when using Find Herbs.
The herbalist cannot accidentally poison herself when applying a plant on a weapon.
She does not have stats in the adventure, since she won’t participate actively in the fight, but it’s mentioned she’s a cleric 3/wizard 3/ mystic theurge 1, with intelligence and wisdom 18.
The coincidence between the character’s profession and one of the third-party classes I own, and also the imagery of an old halfling grandma brewing a weird soup for the party right before the main battle convinced me to adapt her. Not to mention having her moving around plastering the character wounds with weird unguents and making them chew on roots and odd fruits feels very uncanny, just like the whole mood of this module.
Although she could do some damage, I’d stick to the original intention and keep her on buffing and healing duty. Specially if the party is small or at minimum recommended level, she’ll have a lot to do to keep everybody around for the whole of the last conflict.
If you liked this sample, I have a thread running exclusively for characters made from third-party material, including many more from Interjection Games: http://paizo.com/threads/rzs2t61h?3rdParty-Character-Samples