[Interjection Games] The Herbalist Base Class - now available!


Product Discussion


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.

The herbalist is designed to be a foil experiment to the tinker. Where, with the tinker, I withheld certain ideas to get it out the door at a lower price, the herbalist contains everything, including the kitchen sink, right from the getgo. Archetypes, sixteen pages of tables, thirteen thousand words of plants and recipes, and all the rules necessary to build your own biomes, plants, and recipes are packed away within this little 49 page tome. Also included are my raw Publisher files so you can make your biomes as "purty" as mine.

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