Druid Herbalism Breakdown


Rules Questions


So I'm planning to build a druid and I want to use the druid herbalism nature bond. However there's a fair amount of confusion regarding the rules on herbalism. I've done some searching, but I cannot find any fan's or developer clarifications. If anyone can find such I'd deeply appreciate a link :) So without further ado, here's the breakdown of how I think this is intended to function.

First level ability:
You get to make a number of potions for free (no monetary cost, time cost, or spell slot cost, or craft check) equal to your wisdom modifier each day. After being created they are exactly like regular potions mechanically. If you want to make more than that you use the normal potion crafting rules. They look funny, and though they have the normal value, selling them will be hard (basically a GM can keep you from breaking the WBL if they want to).

Fourth level improvements;
You can try to confuse people about what a concoction actually is. Woot?

You can create your extra concoctions in half the time and half the cost (1/4 market cost)

You can make concoctions of any spells you can cast, not just druid spells. Cause you are totally multiclassing with another caster class?

Seventh level improvments:
Your tricky cocncotions are even harder to identify. Again woot?

You can make concoctions in 1 minute. Sweet, you can brew up some stuff shower fast. This is actually useful.

You can turn a spell slot into an extract with the infusion discovery. Bombtastic, handing out all sorts of good buffs, action economy win!


baggageboy wrote:

So I'm planning to build a druid and I want to use the druid herbalism nature bond. However there's a fair amount of confusion regarding the rules on herbalism. I've done some searching, but I cannot find any fan's or developer clarifications. If anyone can find such I'd deeply appreciate a link :) So without further ado, here's the breakdown of how I think this is intended to function.

First level ability:
You get to make a number of potions for free (no monetary cost, time cost, or spell slot cost, or craft check) equal to your wisdom modifier each day. After being created they are exactly like regular potions mechanically. If you want to make more than that you use the normal potion crafting rules. They look funny, and though they have the normal value, selling them will be hard (basically a GM can keep you from breaking the WBL if they want to).

Fourth level improvements;
You can try to confuse people about what a concoction actually is. Woot?

You can create your extra concoctions in half the time and half the cost (1/4 market cost)

You can make concoctions of any spells you can cast, not just druid spells. Cause you are totally multiclassing with another caster class?

Seventh level improvments:
Your tricky cocncotions are even harder to identify. Again woot?

You can make concoctions in 1 minute. Sweet, you can brew up some stuff shower fast. This is actually useful.

You can turn a spell slot into an extract with the infusion discovery. Bombtastic, handing out all sorts of good buffs, action economy win!

Note that they follow the potion crafting rules before 7, and thus take the same time as a potion to make and require you to expend to spell you use to make them (they are free gp wise and no craft check needed).


How could they follow the time rules of potions before 7? Making a single level 3 potion should take an entire day (i think I could be wrong) and you're supposed to be able to make as many as your wisdom mod each day which could be as many as 5 potions...


Its a day if the cost is more than 1000gp its 2 hours if its 250 or less with no specified time for things that land between those costs.


baggageboy wrote:
How could they follow the time rules of potions before 7? Making a single level 3 potion should take an entire day (i think I could be wrong) and you're supposed to be able to make as many as your wisdom mod each day which could be as many as 5 potions...

Yep that is exactly how they work. You can either make 1 expensive potion, or 4 'cheap' potions per day until the ability modifies the creation time. So at first level you can make 4 free potions on a downtime day, since the most expensive potion you can make is 50gp.

Once you hit 3rd level you can finally make a potion that is valued over 250gp. Now you have the option of making 1 'powerful' potion per day, or 4 cheap ones.

4th level double the amount of "free" potions you could possibly make, like you have a +8 wis mod.

7th level: now you live the dream. 1 minute per potion means you can make your "free" potions very quickly. Also means you can test your GMs patience by making 1/4 price potions and selling them until you hit the purchase cap of the community you are in every day.

The most broken thing you can do is make Concoctions of Channel the Gift to give yourself (or others) your wis mod in extra 3rd level spells per day. Takes you 14 days to walk to the next dungeon? That is 14 x wis mod in liquid spell slots. Traveling with captain Fireball? Load him up and convince him to get one of those drinking feats. Grab that one tankard that lets you store 6 potions in it and you're basically rapid firing one of your prepared spells every round for 'free'.

Also remember that there is no reason not to put your full levels into your 'free' potions. A normal Cure Moderate heals 2d6+3, yours cures 2d6+10 because its free. Your potion of Barkskin gets made at your full caster level, because you don't pay to make it.


baggageboy wrote:
How could they follow the time rules of potions before 7? Making a single level 3 potion should take an entire day (i think I could be wrong) and you're supposed to be able to make as many as your wisdom mod each day which could be as many as 5 potions...
Brew Potion wrote:

You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell and spells with a range of personal cannot be made into potions.

You potions have no price (they're free), so they take 2 hours to brew. Any additional take the normal amount of time as they would cost.

At level 4 they take an hour to brew.

At level 7 they take 1 minute.


willuwontu wrote:
baggageboy wrote:
How could they follow the time rules of potions before 7? Making a single level 3 potion should take an entire day (i think I could be wrong) and you're supposed to be able to make as many as your wisdom mod each day which could be as many as 5 potions...
Brew Potion wrote:

You can create a potion of any 3rd-level or lower spell that you know and that targets one or more creatures or objects. Brewing a potion takes 2 hours if its base price is 250 gp or less, otherwise brewing a potion takes 1 day for each 1,000 gp in its base price. When you create a potion, you set the caster level, which must be sufficient to cast the spell in question and no higher than your own level. To brew a potion, you must use up raw materials costing one half this base price.

When you create a potion, you make any choices that you would normally make when casting the spell. Whoever drinks the potion is the target of the spell and spells with a range of personal cannot be made into potions.

You potions have no price (they're free), so they take 2 hours to brew. Any additional take the normal amount of time as they would cost.

At level 4 they take an hour to brew.

At level 7 they take 1 minute.

Even if you make the potions for free, it doesn't change the base price of the potion, or the crafting time unless it explicitly says so.


Interesting. This means that the value of herbalism is even more dependent on the pacing of an adventure. If you don't really have hours to spend on it herbalism is useless until 7.


Technically not useless. You can get 4 hours of crafting done every 2 adventuring days. That is 2 potions of 250gp or less every 2 days traveling/adventuring.

Admittedly its no where near as useful as an animal companion or a domain without downtime. On the other hand, with downtime its arguably better than either since you can make a supply of concoctions greater than your daily limit of spells given enough time.

As you grow in level the value of Druidic Herbalism becomes questionable. Just how good is 5 extra 3rd level potions to a 15th level caster? It really depends. If you build yourself for it, you could be or help one of those casters that aimed for Spell Perfection and do something spectacular.


It's pretty good even without a lot of downtime, especially if your character concept just doesn't include an animal companion. I could also see a druid 4/wizard 3/mystic theurge getting even more mileage out of their ever-growing cache of free low-level spells, especially with that silly channel the gift business.

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