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Herbs and plants

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Herbs and useful plants and fungi abound in most wilderness regions, and while these valuable plants can be obtained in special markets or shops, the skilled herbalist knows where to go to gather these resources by hand in the wild.

Gathering Herbs

Gathering herbs is similar to foraging and can be accomplished while you are traveling or as your sole activity during an 8-hour period. If you gather herbs while traveling, your overland speed is halved. Spending 8 hours doing nothing but gathering herbs from the area grants 1 additional yield of each herb you’re gathering.

When you start your day of herb gathering, you must declare which herb you are looking for. If you have 5 ranks of Profession (herbalist), you can search for two different types of herbs at once, and for each additional 5 ranks you have in this skill, you can search for one additional herb, to a maximum of 5 herbs at once if you have 20 ranks in Profession (herbalist).

Each herb listed below has a gather DC. At the end of the time spent gathering, attempt a Profession (herbalist) or Knowledge (nature) check against each herb’s gather DC. If the terrain you are searching in is one of your favored terrains, you can attempt a Survival check instead. If the herb in question is present in the region you searched (this is always subject to the GM’s discretion), success results in a single yield of that herb. Success by 5 or more grants 1 extra yield. Success by 10 or more grants 2 extra yields.

A single yield of herb weighs 1/10 of a pound unless otherwise noted in its yield section in the stats below.

In addition to determining whether a particular herb is available to gather in a region, the GM also determines how many attempts to gather that herb can be attempted in the region. Typically, a region can support 1d4 herb-gathering expeditions before the herbs must be given 2d6 months to regrow.

Preparing Herbs

Most herbs must be prepared to unlock their potency. If this is the case for an herb, its stat block describes the method required to process it, the Craft (alchemy) DC to accomplish this task, and the amount of time needed to do so. A Profession (herbalist) check can be conducted instead of a Craft (alchemy), but the DC of the check to prepare the herb increases by 5 in this case. If the preparer fails this check by 5 or more, the dose of the herb is ruined; if she fails by less, she can try again with the same herbs.

Preparing Multiple Herbs

An herbalist can normally prepare one type of herb per day, but she can prepare a number of doses of that single type of herb equal to her ranks in Profession (herbalist). An herbalist with 7 or more ranks in Profession (herbalist) can simultaneously prepare a second type of herb. At 14 ranks in Profession (herbalist), the character can prepare up to three types of herbs at the same time.

Herb Lifespan

A raw, unprepared herb spoils 24 hours after it is harvested. A prepared herb spoils after 1 month unless otherwise noted in its Use entry.

The herbs presented below are intended to represent a wide range of helpful plants; you can use these as examples for the creation of new herbs. Each herb is presented in its own stat block.

The first line of the block presents the name and the price the herb is sold for in markets and herbalist shops. This is followed by a brief description of the herb’s appearance.

The next entry provides the DC of the Profession (herbalist) check to find and gather the herb with a day’s worth of work. This is followed by the yield—the base number of doses that can be gathered each day. Extra yields can be gained with greater success on a gathering roll or by taking an entire day to do nothing but gather herbs.

After that, the block provides the terrain the herb appears in. This is followed by information about how the herb must be prepared in order for it to be used. Finally, the use for the prepared herb is detailed at the end of the stat block. Applying, eating, or using a prepared herb typically requires a standard action that provokes attacks of opportunity, unless otherwise specified in the description.

Statistics

Herbs and Plants
Item Craft DC Gather DC Price Location Description
Allbell 75 gp Remove fatigue, but gain exhaustion later
Angelstep 15 18 25 gp temperate or warm deserts Bolster heal checks on mortally wounded, better death saves vs negative energy.
Barbarian Chew 1 gp Bonus round of rage
Belladonna 2 gp Unpleasant hallucinations and pain relief
Black Amaranth 12 18 100 gp temperate or warm forests or plains Gentle repose
Bloody Mandrake 15 20 15 gp any plains or swamps +1 CL when removing conditions or adding morale bonus
Bone Reed 10 24 75 gp any swamps Double effect of resting
Cloud Puff 12 18 100 gp any mountains +2 vs mind-affecting, -2 to wisdom-based skill checks
Dragon Rose 15 18 25 gp any forests or mountains Weapon bypasses DR/Magic
Dream Lichen 25 30 2,000 gp see description Sleep to get new save vs. curse or mind-affecting effect, or succeed on removing temporary negative level.
Dreamer's Star 18 5 gp forests or plains Restful sleep in 6 hours in stead of 8
Flayleaf 20 gp Immune to pain effects for 4 hours, but also suffer -5 vs. mind-affecting effects
Garlic 1 sp Good for food and vs. vampires
Goblinvine special 16 30 gp any forests, mountains, plains, or swamps Thrown ball. Induce itching on non-goblinoids. DC 10 fortitude or a -2 ability checks, attack rolls, saving throws, and skill checks
Leechwort 15 16 3 gp warm forests or swamps +1 to many heal checks, +2 to stop bleeding
Love-In-Idleness 14 20 150 gp any forests Poison effect that imparts a -2 to sense motive and -1 vs. mind-affecting effects for the next 2d4 hours.
Mimameith 20 25 600 gp any forests or mountains DR 2/bludgeoning, fire resistance 5, and immunity to bleed effects for 1 hour.
Moly 25 25 1,200 gp any forests or plains Carrying fresh moly gains a +4 resistance bonus on saving throws against spells and spell-like abilities. Fresh for 12 hours. After processing it can dispel an active creature, object, or area (CL 6th)
Nepenthe 16 20 400 gp warm forests or swamps Grant creature a new saving throw to immediately end a single mind-affecting effect
Poppy Tears 20 gp see description +1d2 str, -2 vs. illusions and mind-affecting effects. 1d2 hours of fatigue Damage 1d2 Con and 1d2 Wis damage after an hour
Seeing Slime see text 19 160 gp any underground, see description Darkvision 30' for 24 hours.
Tobacco 1 gp Feels good, addictive.
Twilight Dagger 15 18 50 gp deserts +1 alchemical bonus on caster level checks to overcome spell resistance.
Winterbite 12 11 20 gp any cold +2 alchemical bonus on scent-based Perception checks for an hour
Wolfsbane 5 sp Toxic, but can ease pain. Also fights lychanthropy