"Druidic Herbalism" Confusion


Rules Questions

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I have a few questions regarding Druidic Herbalism from the Healer's Handbook

Do the "free" concoctions granted by Druidic Herbalism mean I don't have to cast the spell to make the concoction either? Or do I still have to prepare the spell I want to make a concoction of, and cast it as part of the concoction creation (as with Brew Potion), but I just don't pay any gold?

At 7th level, Druidic Herbalism lets you create what are effectively "extracts". Do these special concoctions count against your Wis/day free concoctions? If they don't, then is it intended that you can't make these "extracts" of spells of 3rd level or below? As written, it looks like it's sometimes cheaper to make higher level concoctions (which only require spell slots) than lower level ones (which require spell slots and gold).

Can you make these extract-like concoctions with spells higher than 6th level? Or are you limited in the same way an alchemist would be?

All in all, this is a cool option, I'm just having trouble figuring out some of the special cases.

Shadow Lodge

Could you share the rules text?


Of course. Here's all the relevant rules text.

Healer's Handbook wrote:

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. Their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion.

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.

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.

I've omitted some things, but they're unrelated to my questions.


I believe you'd need the spells and use them still for your no cost concoctions.

Your "extracts" aren't capped at any spell level.


I was thinking of making a druid with herbalism and the brew potion rules caps the number of potions you can make per day at low level. With a 18 wisdom, you can make 4 free potions, but you can only cast 2 first level spells per day at level 1.


One thing I dislike about unbalanced rules is knowing there has to be some kind of errata on it later.

At 10th level, a druid with a +4 wisdom modifier can create 4 potions per day. 4x10x3x50=6000gp of potions. Selling them for half is 3000gp per day of making and selling potions. I can't believe the amount of money a druid can make with this ability was factored into it.

PFS will probably ban it. Regular GMs will have to come up with some rule to prevent druids from breaking WBL.


I think I heard that there are rules making them harder to sell or selling for less.

Silver Crusade Contributor

Chess Pwn wrote:
I think I heard that there are rules making them harder to sell or selling for less.

"Rules" is a rather... strong term for what it has.

Healer's Handbook 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).

This immediately tripped my problem-senses the moment I saw it.


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so, druids choice at lv1 is, animal companion, extra spell slots, or free money.

yeah, herbalism isn't getting into PFS as is. Maybe if they felt like changing it to make something that was PFS legal, like no selling them and only able to make your free ones, and they stop working when you prepare new spells.


That would be "nuked from orbit", because then nobody would take it. It would be a weaker version of infusion at that point.

I don't know what the middle ground should be, as even with no selling, a druid could be walking around with a 100 potions by the midway point in an AP.

I was going to use this to recreate a second edition dwarven fighter I had that drank potions of healing, because we had no cleric in the group.

Liberty's Edge

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Hmm, from the cited part I would think that the "free concoction" should be errated to "a druid can have as many free concoctions active as his wisdom, what he produce above that will cost and work as a potion created with brew potion". That would make selling the free potions problematic, as you will not be sure if they will ever be used.

Sadly, as it is a soft bound probably we will never see an errata. The idea is interesting, but problematic.

The concoctions of level 4+ spells have the same limit of alchemist extracts, so they cost a spell slot as long as they exit. So those aren't a big problem.


Well, Fencing Grace got a huge nerf, so maybe Druidic Herbalism will be reprinted in "Ultimate Nature" or something like that.


Considering the ability also allows faking one spell as another, I'll probably just make them unsellable in most circumstances. Stocking up on low-level spells as potions is fine, especially with the extra action economy penalty of drawing the potion. They're herbal concoctions rather than regular potions, so ruling out Accelerated Drinker. If somebody wants to worship Urgathoa for the nerfed Potion Glutton, that's a reasonable investment for quick buffs.


Chess Pwn wrote:

so, druids choice at lv1 is, animal companion, extra spell slots, or free money.

yeah, herbalism isn't getting into PFS as is. Maybe if they felt like changing it to make something that was PFS legal, like no selling them and only able to make your free ones, and they stop working when you prepare new spells.

They function like extracts, so they go poof the next day.


BigNorseWolf wrote:
Chess Pwn wrote:

so, druids choice at lv1 is, animal companion, extra spell slots, or free money.

yeah, herbalism isn't getting into PFS as is. Maybe if they felt like changing it to make something that was PFS legal, like no selling them and only able to make your free ones, and they stop working when you prepare new spells.

They function like extracts, so they go poof the next day.

Check the text again. It's only the special concoctions (4th level spells and up) that count. They're infused extracts, so they don't go poof the next day, either- they continue taking up a spell slot until used.


BigNorseWolf wrote:
Chess Pwn wrote:

so, druids choice at lv1 is, animal companion, extra spell slots, or free money.

yeah, herbalism isn't getting into PFS as is. Maybe if they felt like changing it to make something that was PFS legal, like no selling them and only able to make your free ones, and they stop working when you prepare new spells.

They function like extracts, so they go poof the next day.

Extracts do. Infusions don't, IIRC.

Sovereign Court

Pathfinder Starfinder Society Subscriber
Quote:
Their creation time, caster level, spell duplication capabilities, and all other variables and properties are identical to those of potions created using Brew Potion.

Druids are still limited by the creation time of concoctions. Which take 1 day per 1000gp of the base price. It's still doubling your money-making abilities, which is great, but not insane.

PFS has dealt with crafting classes before. I'm guessing the clarification will be fairly straightforward. Something like limit the free potions at the start of the scenario, and allow purchase of druid potions for half-price.


Healer's Handbook wrote:
Additionally, at 7th level, a druid can create any herbal concoction in 1 minute.

The crafting time limitation is no help, unfortunately.


And they can make a number per day for free, so there's no gp cost either.


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so for PFs, you get a mission briefing, you get sent by boat for a week, you show up at your destination with 25 2d8+7 potions of cure moderate?

a

Silver Crusade Contributor

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Seems balanced. ^_^


BigNorseWolf wrote:

so for PFs, you get a mission briefing, you get sent by boat for a week, you show up at your destination with 25 2d8+7 potions of cure moderate?

a

The Druid can do way better. Even at low level:

1) low level barkskin is a nice buff potion.
2) endure elements if traveling in bad weather (hot/cold place)
3) Ant Hauls for carrying gear
4) air bubbles for water travel.
5) If oils can be made (since oils are potions for objects)
a) shillelaghs for all
b) Feather steps for all
c) Everyone passes without trace (better as scroll though)
6) Every has +4 to all stats before big battles
7) Resist any element
8) Everyone climbs the ceiling

Liberty's Edge

QuidEst wrote:
BigNorseWolf wrote:
Chess Pwn wrote:

so, druids choice at lv1 is, animal companion, extra spell slots, or free money.

yeah, herbalism isn't getting into PFS as is. Maybe if they felt like changing it to make something that was PFS legal, like no selling them and only able to make your free ones, and they stop working when you prepare new spells.

They function like extracts (infusions, actually), so they go poof the next day.
Check the text again. It's only the special concoctions (4th level spells and up) that count. They're infused extracts, so they don't go poof the next day, either- they continue taking up a spell slot until used.

Actually that is the big question about infusions that hasn't jet been answered.

Some read the description as "the infusion are good as long as they exist", others as "they still are extracts, so they last only 24 hours". Both reading of the text of the rule are acceptable.

Liberty's Edge

Starbuck_II wrote:
BigNorseWolf wrote:

so for PFs, you get a mission briefing, you get sent by boat for a week, you show up at your destination with 25 2d8+7 potions of cure moderate?

a

The Druid can do way better. Even at low level:

1) low level barkskin is a nice buff potion.
2) endure elements if traveling in bad weather (hot/cold place)
3) Ant Hauls for carrying gear
4) air bubbles for water travel.
5) If oils can be made (since oils are potions for objects)
a) shillelaghs for all
b) Feather steps for all
c) Everyone passes without trace (better as scroll though)
6) Every has +4 to all stats before big battles
7) Resist any element
8) Everyone climbs the ceiling

Don't forget lesser restoration. it cure fatigue. and 2 potions remove exhaustion, plus it cure damage to your characteristics, so it is great if someone has been poisoned. And slow poison too.

At level 7+ you can make at least 5 potions every day in as many minutes at no cost. Decidedly powerful. You trade away a powerful animal companion, but depending on your party set up that can be a good trade.


Kalindlara wrote:
Seems balanced. ^_^

against a kitty of pouncy death, probably.

Against other forms of out of combat healing using a characters resources.. not so much.

It also shuts off completely before 7th level if you (like you usually do) have a mission briefing the same day as the scenario.


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Oh no, an option from the Healer's hand book that makes potions not a waste of time and money. Whatever shall we do?

Silver Crusade

Azten wrote:
Oh no, an option from the Healer's hand book that makes potions not a waste of time and money. Whatever shall we do?

Buy in bulk?


While the discussion of whether or not this option is balanced is certainly interesting, it doesn't come any closer to answering my question. Does anyone have any input on that?


Chess Pwn wrote:

I believe you'd need the spells and use them still for your no cost concoctions.

Your "extracts" aren't capped at any spell level.

Liberty's Edge

Brew Bird wrote:

I have a few questions regarding Druidic Herbalism from the Healer's Handbook

Do the "free" concoctions granted by Druidic Herbalism mean I don't have to cast the spell to make the concoction either? Or do I still have to prepare the spell I want to make a concoction of, and cast it as part of the concoction creation (as with Brew Potion), but I just don't pay any gold?

At 7th level, Druidic Herbalism lets you create what are effectively "extracts". Do these special concoctions count against your Wis/day free concoctions? If they don't, then is it intended that you can't make these "extracts" of spells of 3rd level or below? As written, it looks like it's sometimes cheaper to make higher level concoctions (which only require spell slots) than lower level ones (which require spell slots and gold).

Can you make these extract-like concoctions with spells higher than 6th level? Or are you limited in the same way an alchemist would be?

All in all, this is a cool option, I'm just having trouble figuring out some of the special cases.

The concoctions of level 4+ work as infusion. So you have to memorize the spell and spend it to make it. and it stay spent until someone drink the concoction.

Liberty's Edge

Brew Bird wrote:
Do the "free" concoctions granted by Druidic Herbalism mean I don't have to cast the spell to make the concoction either? Or do I still have to prepare the spell I want to make a concoction of, and cast it as part of the concoction creation (as with Brew Potion), but I just don't pay any gold?

Seems to be the latter to me. It says it functions as Brew Potion, so that would include having to cast the spell. The 'free' refers only to GP cost.

Quote:
At 7th level, Druidic Herbalism lets you create what are effectively "extracts". Do these special concoctions count against your Wis/day free concoctions?

I'd say yes. Otherwise, you could create Wis/day low level concoctions and unlimited high level concoctions. Not logical.

Quote:
Can you make these extract-like concoctions with spells higher than 6th level? Or are you limited in the same way an alchemist would be?

"any spell higher than 3rd level that she can cast"

So no 6th level limit.

Shadow Lodge

Pathfinder Adventure Path, Lost Omens Subscriber
Azten wrote:
Oh no, an option from the Healer's hand book that makes potions not a waste of time and money. Whatever shall we do?

It does a lot more than that. It allows you to create an unlimited number of potions for free, and sell them at the normal price. It completely breaks character wealth.

Liberty's Edge

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Theoretically, any spellcaster could set up a stand to sell 'spellcasting services' and similarly destroy the character wealth standards.

That this option puts the same mechanism in to a tangible form doesn't really change the dynamics. Most games probably just gloss over this issue and tell players, 'do not do that'. Ergo, I'd suggest the same for any druidic herbalism get rich quick scheme. Or infinite wealth via 'shrink item' shipping. Or any of a thousand other ways that magic could logically make ridiculous amounts of money that simply aren't accounted for.

Sovereign Court RPG Superstar 2011 Top 32

Even if you don't allow selling them, the fact that the druid can make Wis mod/day and just stockpile them is problematic in and of itself.


I've said it before and I'll say it again. If your druid becomes a Big Pharma billionaire, rolling around on a pile of precious metal ripped from the earth's womb, shenanigans. Shenanigans, shenanigans, shenanigans.

Shenanigans.


Eh, they trade out a spell of every level and two powers for it. Seems reasonable enough as a trade for being able to stockpile low-level buffs by using slots on previous days.


quibblemuch wrote:

I've said it before and I'll say it again. If your druid becomes a Big Pharma billionaire, rolling around on a pile of precious metal ripped from the earth's womb, shenanigans. Shenanigans, shenanigans, shenanigans.

Shenanigans.

Who actually keeps gold? They'll be rolling around in a pile of WBL-inappropriate Big 6 items if anything.


QuidEst wrote:
quibblemuch wrote:

I've said it before and I'll say it again. If your druid becomes a Big Pharma billionaire, rolling around on a pile of precious metal ripped from the earth's womb, shenanigans. Shenanigans, shenanigans, shenanigans.

Shenanigans.

Who actually keeps gold? They'll be rolling around in a pile of WBL-inappropriate Big 6 items if anything.

I still say, unless it's a barter economy, shenanigans. And even if it's a barter economy, you're just going to encourage industry and the continued depredations of homo economius, possibly even causing nascent capitalism to develop centuries early, while you strip the forests and fields of berries and leaves in an endless, unslakeable lust for stuff.

Shenanigans.


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O. M. Groetus.

That's what happened to Golarion in Starfinder! It was whittled down to a tiny planetoid nub by greedy druids making potions!

YOU USED IT UP! DAMN YOU ALL TO HELL YOU USED IT UP!!!

*pounds ground weeping*


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druid worships and reveres nature. Gold is from nature. Thus a druid can worship and revere money!


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Chess Pwn wrote:
druid worships and reveres nature. Gold is from nature. Thus a druid can worship and revere money!

I like the cut of this guy's jib.


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Chess Pwn wrote:
druid worships and reveres nature. Gold is from nature. Thus a druid can worship and revere money!

"I have to collect all the gold, so I can put it back where it belongs... yeah... that's the ticket..."


Nothing says all druids need nature to be untouched. It's the purpose of the planet's resources to be used. plants purpose is to feed rabbits. Rabbits to feed birds. Birds to feed humans.

Like we have wasteland druids and stuff where the druids destroy all living things around them. Because they like the destruction part of nature.


Shenanigans.


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quibblemuch wrote:
Chess Pwn wrote:
druid worships and reveres nature. Gold is from nature. Thus a druid can worship and revere money!
"I have to collect all the gold, so I can put it back where it belongs... yeah... that's the ticket..."

Thats one of the rationales for dragons hoarding gold in their lairs.


As far as all the questions about PFS go, doesn't PFS ban crafting anyway? Seems like that would make it a moot issue.

Shadow Lodge

QuidEst wrote:
Eh, they trade out a spell of every level and two powers for it. Seems reasonable enough as a trade for being able to stockpile low-level buffs by using slots on previous days.

Depends how much downtime you get.

If you're having about as many downtime days as adventure days (and I've been in a campaign like that) it's your Wis mod in extra level 1-3 spell slots. At low levels that's just plain better than the domain, and even at higher levels there's a lot of value in the flexibility to make whichever herbal concoctions you want instead of having to take the specific domain spell. Plus you can hand them off to other people, and the level 7 ability to make infusions lets you share personal-range spells like Elemental Body. Finally, it includes an extra ability which OP has omitted to make your concoctions look like some other magical effect, which has niche uses.

If you're getting significantly more downtime than adventuring time (Kingmaker?) and your GM lets you make as many concoctions as you're actually allowed to in that time, I do think it could easily get overpowered.


It the ability to make a lot of gold to me look like the major issue with Druidic Herbalism.

So my call would be herbal concoctions have a sell by date, say equal to the caster level of the druid making them, suggestion 1 day per caster level after which the herbal concoctions breaks down and stops working.

"So you sold a useless potion which did not work and Alas, poor Yorick the guards man dead of his wounds"


Yeah, it seems like the best way to solve the two big issues people have with this feat are to make the concoctions unsellable and limit how much stockpiling can be done.


I'd expect an errata soon just due to breaking wealth systems.

As it is a crafting 'system' pfs will do exactly what it does best. Ignore that option and ban it. I wouldn't look to them for an answer.

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