The Herbalist Base Class (PFRPG) PDF

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Have you ever killed a man with a handful of grass? She has.

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

Designed to play as an assassin / rogue / chaos druid, the herbalist uses the plants around her as a substitute for spells per day. As such, she is dependant upon her surroundings as a means of power acquisition. That is to say, if she is in the forest, the plants she can acquire are vastly different from those in the desert. Each biome (desert, forest, grasslands, mountains, tundra, underground, and wetlands) has been carefully balanced to provide healing, support, offensive, and defensive capabilities regardless of where the herbalist is.

Now, the idea of randomly generating "plants per day" may seem a bit daunting. Fear not! All the complexity has been boiled down to a few rolls on one of a set of simple tables. What's more, each biome has been summarized on a single sheet, including the functions of each herb in that biome, and each summary sheet contains a handy column for recording just how many of that herb the herbalist has.

"Alright, but what about moving from biome to biome? Won't I lose access to the plants I like?"

Well, yes and no. Though an herbalist will lose access to going out and picking a biome's herbs if not in that biome, she always has the option to plant her favorite plants in terra cotta pots that she hauls around, thus letting her always be sure that certain tactical options will ALWAYS be available, no matter how strange her daily plants pool may be. Further, an herbalist can carry over a small subset of her plants per day to the next day, allowing her to benefit from a glut of an herb she particularly enjoys and giving her the ability to survive the lack of an herb she leans upon heavily.

"Fine, but isn't the idea of having everything an entire biome can do small enough to fit on a page rather limiting?"

Again, no! The herbalist can cook down her herbs using recipes to create new and exciting concoctions, some of which are wildly different from what they started out as!

"What if I end up somewhere that isn't one of your biomes? What if there are no plants at all?"

The notion of an area with no plants is addressed within the class mechanics. If a new and exciting biome comes along, the very system used to create the standard biomes in the first place is presented in its entirety at the back of the document, including the raw, editable tables used to make the tables within the supplement in the first place! It shouldn't be too hard to mix the herbs up and make it yourself with that kind of support.

This product includes:

  • The Herbalist base class
  • The Conservationist archetype
  • The Flowerchild archetype
  • Eight pages of biome find herbs tables
  • The Herb Log, containing 69 herbs with physical descriptions and, for many, art
  • The Recipe Book, containing 22 recipes.
  • Eight pages of biome summary tables
  • Complete rules and formulae for creating your own biomes, including the unitless point values used to assign relative power levels to the herbs in the seven standard biomes
  • Raw .png files for all of the biome summary tables, as well as a blank biome summary table and blank biome find herbs table.
  • The blank Microsoft Publisher 2003 tables so you can make your own biomes look as good as possible.

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Great option for casters

*****

Summary: The herbalist is a caster that gets random “spells” each day, based on her surroundings, and gets to keep a few for the next day (in magical pots and vases).

Main abilities: Wisdom and Intelligence.

Gameplay experience: This is a great class for a player that wants to play as a spell caster but doesn’t actually want to bother optimizing when choosing spells. And I happen to have a player just like that – one time, when she was playing as a druid, I printed out a 2 page spell list, just to see her picking all her spells from the first half of the first page, not even reading the rest. Grrrr.

But with the herbalist she just rolls a d20, marks down what she's got and off we go. In the first session she focused only on healing and damage, to later on, while double checking her herb list, to discover all this other plants that would’ve come really handy on some skill tests, saving throws and even combat maneuver rolls. Now she started to plan ahead and came up with creative ways to use her plants.

She even surprised me with a very nice exploit: whenever there are some days of downtime between encounters or adventures, she’ll just use these free find herb rolls to hog all the plants she can and pick the better ones for her vases and pots – she’s got a great reserve of powerful venoms and weapon oils, waiting for the next boss battle.

Ramblings: Some thoughts on the archetype classes available, though no real gameplay experience with them yet.

The preservationist seems to be the more obvious choice for a melee herbalist, with the carnivorous plant backpack giving away a free attack, and also the free healing and weapon buffs.

Flower child - it would be more fluff than anything, but I’d really prefer to see a small intelligent plant pet (kinda like the elf druid archetype in the ARG) following the herbalist around instead of a regular familiar…

Rating: Five out of five stars.

Suggestions: A underwater plants biome table, fille with algae and the like. Maybe some beach/river/coast variations, for adventures on boats.

The herbalist doesn’t quite need magic crafting since she has it built in her class powers as Recipes. But I would like to see it expanded with more generic and easy recipes (maybe some of them are known by all herbalists, recipes used to train apprentices, with very low DCs), like reversing the effects of poisons (STR poison becoming a minor bull’s strength), or just an antidote; or combining two harmless plants from a single biome to produce a smaller or weaker enhancement (when consumed gives +1 to the herbalists level when calculating effects using plants from the same biome), mixing leftover plants to make some fertilizer and get one extra plant for the next find herbs roll; maybe more recipes that can be carried around outside of preservation vases (I guess all this could instead become an archetype, a cooking mama herbalist).

To sum it up, changes that would make the recipe system more common place to the herbalist, a little bit more like the standard magical crafting. It probably becomes more regular as the character levels up and gets dozens of herbs on his find rolls, but at the first levels it is almost never used.


An Endzeitgeist.com review

*****

This base-class is 48 pages (!!!!) long, 1 page front cover, 1 page ToC, 1 page SRD, leaving us with 45 pages of content, so let's take a look, shall we!

Base-wise, the Herbalist gets d8, 2+Int skills per level, proficiency with simple weapons and the scythe, light armors and shields (but incurs arcane spell failure to have herbs degrade), gets 3/4 BAB-progression, good fort- and will-saves. They also need to have neutral as part of their alignment axis. At first level, they get 1 find herb roll, which is expanded to up to 10 on 20th level. They start with one cultivation pot and can gain up to 6 and also have 2 preservation vessels that are also expanded to up to 6 at 20th level - now all of these concepts I'll elaborate, but one after the other, so bear with me.

At first level, herbalists learn compressing and applying, as a full-round action, into compresses that apply all benefits of the plants used in them to a willing recipient - first a maximum of 2 herbs, later to a maximum of 6 herbs to be combined in one compress. This can be used 1/day +1 at 3rd level and +1 time for every 3 levels for a maximum of 7/day at 18th level. I also already mentioned cultivation pots and preservation vessels. Cultivation Pots are the means by which herbalists may carry favorite plants with them - 3 units of one plant can be planted in a pot in 10 minutes and over night, the plant grows to full maturity. 1 unit can be harvested from a planted plant per day.

Preservation vessels allow herbalists to maintain plants - units of a plant either collected or otherwise harvested don't decay over night, providing more control over plant-selection. The amount of plants that can be placed in a preservation vessel depends on the given plant.

By now, you'll have realized that herbs are crucial - but how are they found? Essentially, the herbalist may collect herbs each day - in order to collect herbs, a herbalist needs to determine which biome s/he currently is in (more on that later). Depending on the biome, a herbalist rolls on the area's table, which then determines the herbs a herbalist gets. At higher levels, herbalists may roll multiple times, thus gaining much more herbs and more control about them.

Furthermore, at 1st level,2nd level and every 2 levels afterwards, the herbalist also gets a recipe to create unique effects, but again, more on that later. Poison Use and Venom Immunity also are part of a herbalist's arsenal and herbalists get a so-called green thumb-pool at 3rd level equal to 1/2 class level + wis-mod, rounded won. These points, among others, may be used to save herbalists in areas sans plants - if no plants are available, the whole pool may be expended to create 2 maximum capacity plants from his/her cultivation pots. More common uses would be to expend two points for +1 unit of a plant in one of the cultivation pots, increase poison DCs or reroll their herb foraging rolls, ignore poison immunity with one herb. The capstone adds +5 to the Green Thumb-pool.

We also get favored class options for the core-races, tieflings, aasimar, drow, goblins, hobgoblins, kobolds, orcs and puddlings before getting two archetypes, first of which would be the conservationist: These herbalists gain special cultivation pots - which contain rare herbs and are PERMANENT. These exotic cultivation pots will never hold regular herbs and conservationists start with 1 such pot and get +1 at 5th level and every five levels beyond that - Conservationists thus get unique, rare plants - but at the cost of regular cultivation pots. Unfortunately, we only get 5 such rare plants - here's potential for more content. One such plant is an extremely potent healing agent (d8 per level, at 10th level even raise dead!), others are leaves that can enchant temporarily weapons to be magical, haste oneself or gain herbalist class levels DR/-. Here we also get lacking spell-italicization as minor editing hick-ups - also, the coolest of the rare plants lacks the herb descriptor -by intention! Why? Because it is not harvested. It is a massive venus mantrap, strapped to the back of the conservationist - these mantraps act as reach weapons that may make one bite attack per round at his BAB, dealing 1d8+wis-mod damage - without taking an action, which is rather neat indeed. And no, you can't have more than one - they bite each other to death. Still, if the image of a herbalist with a giant man-eating plant strapped to the back doesn't excite you, what will?

The second archetype herein would be the Flowerchild. Flowerchildren get a wizard's familiar at first level instead of earthenware (i.e. no cultivation or preservation pots), but said familiar may grow herbs of a chosen standard biome on its back - much like a living chia-pet that also, of course, get advancements over the levels.

All right, I've already mentioned biomes - and next up, we get a massive array of tables, each featuring 20 entries: The biomes provided are deserts, forests, grasslands, mountains, tundra and underground and wetlands - as well as wastelands as one custom type of biome created for a specific niche in a given campaign setting. 9 new feats are also provided, allowing you to be able to use extra cultivation via green thumb 2/day, gain +1 cultivation pot, may grow a plant not usually available for cultivation pots in said pots, learn to grow fruit and fungi in pots, gain a green thumb ability to prevents a poison from being consumed by poisoning once or poison weapons quicker with herbs or get standard growth rate for fruit or fungi cultivated in pots (instead of half the rate).

All right, so that's ALL the other stuff - let's get down to the herbs themselves! Herbs are eaten, chewed or applied to wounds and follow in application the same rules as using potions. Herbs only work if used by the herbalist who collected them - herbalists applying herbs to others count as using them. Brewed produce made by herbalists go bad over night, but can be used by non-herbalists. Each herb's entry features a listed biome (or multiple ones), the required capacity the herb has and recipes using them, if applicable. There also are three classes of herbs - herbs, fruit and fungi, with the latter two requiring aforementioned feats to be cultivated.

Beyond these, we get descriptions of the appearances and effects -and here things start getting interesting - while one would expect just duplicated spell-effects, we instead actually get unique abilities for each of the plant - and there are A LOT of herbs in here. Acidbite Lichen, for example, can be used as thrown splash weapons that deals continuous acid damage, whereas acorns can be chewed for enhancement-bonuses to natural armor and arctic poppies actually prevent you from dying from damage, instead stabilizing at 1 point away from death - but the effect only lasts for 1 + 1/5 rounds time-frame, so you better know when you're about to die! Powerful, but also rather cool and limited enough to keep it from unbalancing the game. Some also have interesting secondary effects - chewing barbary figs, for example, not only nets you 1+ 1/3 class level (max 7) fast healing for one minute AND staves off dehydration for one day - rather important when taking the fact into account that the figs grow in grasslands and deserts...

Moderately powerful poisons can also be found among the herbs, as are bonuses against diseases, increased perceptions, rerolls versus the sickened and nauseated conditions etc. Or take Cattail: The herb can either be used as trail rations OR be used as an impromptu club that explodes upon impact into the seed-like equivalent of the glitterdust spell. And then there's the chokevine - a whip-like vine that constricts foes upon a successful CMB-attempt (with +1 +1/5 class level as bonus) that not only deals damage via constriction upon hitting and also impedes verbal spellcasting - and honestly, imho a concentration check should still make that possible: Default instantaneous silence feels a bit strong for my conservative tastes, even if the vine can be broken with successful combat maneuvers.

The herbalist can also throw damaging cacti at foes, protect him/herself/allies from fire/cold, heal allies, get rid of poisons at the cost of temporary nausea or, of course, add a massive amount of poison-like herbs on weapons, induce hallucinogenic visions or have a herb-like equivalent of a light-source. You probably get the idea by now - herbs are essentially utility-style resources and for brevity's sake, I won't go into details for all of them -just be aware that there's a LOT going here - even before going into recipes and that apart from the chokevine and e.g. the speech-impeding fool's parsley that severely impede spellcating, the herbs should not be too powerful for any campaign - in fact, if considered as essentially an alchemist-style jack-of-all-trades that is especially well suited to harassing spellcasters, it works.

But back to recipes - they require Craft (Alchemy) and take an hour. Recipes scale skill-wise nicely with the levels, as they have different skill-DCs and required capacities of varying ingredients limiting the general availability of the recipes. The recipes include gaze-attack negating poisons, glue-bombs, the option to infuse weapon-herbs (like aforementioned vines/clubs) with elemental powers and there also are some truly weird ones - Take the Extremophilic Elixir: It makes you you immune to all negative elemental hazards you are currently exposed to - at a price: When taken in lava, for example, lava-damage is presented - but upon leaving lava, the character takes lava-amount cold-damage unless the elixir has run its course. When imbibed under water, one loses the capability to breathe air - you get the idea. VERY cool idea with A LOT of storytelling potential if handled right by the DM...but the rules-wording is simply not as concise as you'd expect - does adaption to lava also allow you to breathe lava for example and make you choke in air that's not suffused by toxic volcanic gasses? DMs will need to decide that on a case by case basis and while I' personally don't have an issue with that, I do know that some of you will - and unfortunately there are some instances of occurrences like this herein.

Also interesting rules-wise - strawberry wine actually ages in preservation vessels, increasing its potency or take some herbs (and additional cost) to store spells of up to 3rd level into a potion or thrown weapon.

We also get massive tables - one for each biome, with the respective herbs listed including abbreviated effects before getting into one of the best things about this book - the do-it-yourself biome generator for the DM, which includes an easy point-buy-list of herbs to create your own, more varied biomes! We also get empty find herbs and summary-tables for our own biomes.

In the accompanying archive, we get .png-files of the tables and .pub-files for maximum convenience.

Conclusion:

Editing and formatting are very good, though not perfect - I noticed a couple of instances where spells were not italicized and 2 minor glitches, but not enough to rate this down. Layout adheres to Interjection Games' 2-column b/w-standard and the pdf's artworks are really fitting stock artworks of plants. The pdf comes fully bookmarked for your convenience.

Oh boy. This took me forever to get done. Why? Because ANY class that features a not wholly reliable source of primary power is so much more complex to properly judge. Usually, I'm not keen on terrain-dependent classes, since their balancing usually makes them too powerful, or more commonly, too weak. The Herbalist manages to nicely offset the pitfalls of design like this by virtue of its means of preserving herbs and growing them in pots - which allows for some control without invalidating the basic idea of the class. In contrast to e.g. the Gypsy, the Herbalist also does not wilder in spells, but gets its very own, massive array of unique abilities, which gets two thumbs up as far as I'm concerned.

Throwing lethal cacti or botanic bombs at foes while a mantrap on your back bites any foes who dare come near you not only makes for an interesting character concept, but for a fun proposition for a playing experience. Judging the balance of this class was mostly the reason this review to me forever to finalize - while some of the herbs offer rather powerful effects (especially the no-verbal-component-casting herbs feeling a bit powerful), they ultimately have to be earned by harvesting and are not reliably available, necessitating some planning on behalf of the player and also meaning that herbalists will, at least partially, need to be versatile in their roles on the battleground and change tactics depending on the herbs available.

In the end, I tend to consider the class well-crafted, though I would have e.g. enjoyed more conservationist rare plants to choose from. The biome-generator and massive amount of different options thus available for enterprising DMs is yet another glorious addition to the pdf that makes a massive difference in how useful the pdf is. Without it, you'd be seeing me complaining hard right now, but its presence makes a massive difference. Now this class is not particularly cheap, but what you get for your bucks is a class that can be honestly considered completely DIFFERENT from ANY class I've read for PFRPG. In an interview in Pathways #27 designer Bradley Crouch stated that he'd like to be more of a designer in the mad genius-vein - and this pdf shows.

I wouldn't have expected to ever see a class that features some abilities that are this weird, a herb-based class that is based on extraordinary/supernatural abilities etc. - and honestly, this class build had the potential to easily go wrong in vast amounts of ways. Thankfully, author Bradley Crouch has managed to evade most of the pitfalls and instead provides us one complex, easy to start playing, yet difficult to master class that dares to be different from established class designs - while it sometimes uses mechanics that could be simpler or closer to established design-standards, while it feels a bit jury-rigged here and there, that also works somewhat in its favor, enhancing its distinct flavor while admittedly sometimes feeling a bit clunky.

When all's said and done, though, I do consider this class fun and while a wording here and there could be slightly more concise, there was no instance where I was confused as to the effect of the respective powers.

Hence, my final verdict will clock in with two scores - 4 stars for those of you who are nitpicky about aforementioned minor gripes. And for those willing to make some decisions on the fly, with a tolerance for a slightly jury-rigged feeling on the designs side, 5 stars - and usually I'd omit my seal of approval, but quite frankly, I'd wish for more classes to be this courageous, unique and interesting. Hence I'll keep it - 5 stars + seal of approval for one truly DIFFERENT class that offers a unique playing experience - just be aware that there are a couple of slightly rough patches to be found herein and try to determine to which type of player/DM you'd belong. And in case you wondered: I count myself part of the latter category.

Endzeitgeist out.



Now available! :P


I am not sure sir, but I think you may be a MACHINE!!!! Seriously - this was a homebrew post about a week ago, no matter how much background stuff you had. Now it is pages and pages of STUFF!!!
I am seriously impressed by your output.


23 hours of QA, math, and layout in the last two days. I had intended to crank out two small products today, but laziness took over. Only one. Expect it tomorrow :P


Thanks for the purchase. I appreciate it, specially on this big one!


Howdy! I found some table defects when playing my herbalist last night, so I will be repairing them as soon as I'm done applying to some freelance writing shops.


Intriguing...


It's just a missing entry on the underground biome summary and a couple of cosmetic fixes. Nothing game-breaking :)


Patch Notes

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

Table changes

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


Reviewed first on Endzeitgeist.com, then submitted to GMS magazine and Nerdtrek and posted here, on OBS and d20pfsrd.com's shop! Cheers!


are these patch notes already accounted for in the book? And any thoughts on feats for hybriding the brew master and herbalist classes, I can see so many interesting possibilities.


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.


OOOh, Sounds fun,


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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
______________________________________
Aimara_________________________________
XP 3,200
Female halfling herbalist 7
NG Small humanoid (halfling)
Init +1; Senses perception +14
______________________________________
DEFENSE_______________________________
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
______________________________________
OFFENSE_______________________________
Speed 20 ft
Melee silver sickle +7 (1d4+1), melee touch +6
Ranged thrown herbs +7
_______________________________________
STATISTICS______________________________
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

Compress
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.

Recipes
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
Renews everyday.
- 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.

Poison Use
The herbalist cannot accidentally poison herself when applying a plant on a weapon.

ROLE-PLAYING

Spoiler:
Aimara is the herbalist in the tiny village of Rooknest, the wise NPC that knows the background surrounding the current adventure the player characters are knee deep in, Curse of the Full Moon. She offers to accompany them on the last part.

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


So, what weight/size are earthenware jars? Is it assumed they're carried around like a wizard's spell component pouch, or do I need to buy myself a cart?


I always imagine herbalists as something like Ginko from Mushishi: image. Everything fits inside a backpack!

Hah, that pic even has a nice example of a Flowerchild familiar.


Ragi's got the right of it. It's just not fair to assign weights to class features.


im really liking this class,but 2+int mod skill points per level seems really low for this kinda class, why is this?


Because she's got the power of a full caster and is tied with the herald of the void for most powerful IG release.

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