Herbalism
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Spheres of Guile
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Operatives of the Herbalism sphere are able to utilize their knowledge of herbal lore and remedies to bolster their allies, as well as restore them from many of the afflictions that befall adventurers in the field.

Associated Skill: Profession (herbalist).

When you gain the Herbalism sphere, you gain 5 ranks in Profession (herbalist), plus 5 ranks per additional talent spent in the Herbalism sphere (maximum ranks equal to your Hit Dice). If you already have ranks in Profession (herbalist), you may immediately retrain them.

Skill Leverage: You unlock skill leverage with the Profession (herbalist) and your choice of the Heal or Knowledge (nature) skill.

You also acquire the Herbal Lore and Naturalist's Eye abilities.

Herbal Lore (Ex)

Choose two of the following herb types. You learn the practical applications of these herbs, and where they can be found in the wild. Gathering a batch of herbs requires 1 hour, and may be done during the same period of time required to prepare spells or other daily abilities. You may gather an additional batch of herbs at any time by spending 1 hour gathering herbs. Herbs may be gathered anywhere that plants or fungi grow, including caves or densely packed cities but not a lifeless demiplane.

A single batch of herbs contains a number of herbs equal to your ranks in the associated skill + your operative ability modifier, and contains any combination of herbs you can gather. A gathered herb loses its potency after 24 hours. You may only gather a number of batches per day equal to your operative ability modifier.

Unless otherwise specified, consuming a herb is a standard action, and grants its benefits for a number of rounds equal to 1/2 your ranks in the associated skill + your operative ability modifier, or until the user benefits from the herb, whichever comes first, unless otherwise indicated.

  • Bitter Herbs: Known for their restorative properties, a bitter herb can be consumed to heal 1 point of ability damage after 10 minutes has elapsed.
  • Bland Herbs: Used to slow or hasten natural bodily processes, a bland herb can be consumed to reduce the next instance of weapon damage received by an amount equal to your operative ability modifier. Alternatively you may reduce the value of the next instance of bleed damage you would suffer by an equal amount.
  • Cool Herbs: Used to boost cognitive functions, a cool herb can be consumed to gain a +2 competence bonus to the next Intelligence-, Wisdom-, or Charisma-based ability check or skill check the user attempts within the herb’s duration.
  • Dry Herbs: Utilized to protect the body and mind, a dry herb can be consumed to allow the user to reroll the next saving throw they attempt within 1 round. The user can spend a swift action chewing the herb to extend the duration for an additional round (to a maximum number of rounds equal to the herb’s duration).
  • Spicy Herbs: Used to enhance and alter physical abilities, a spicy herb can be consumed to gain a +2 competence bonus to the next Strength-, Dexterity-, or Constitution-based ability check or skill check the user attempts within the herb’s duration.
  • Sweet Herbs: Known to encourage natural healing processes, a sweet herb can be consumed to gain fast healing 1 for a number of rounds equal to your operative ability modifier.

Naturalist’s Eye [approach] (Ex)

You may adopt this approach as a swift action. While you maintain this approach, you gain a +1 insight bonus to Knowledge (nature) and Survival checks, increasing by 1 per 4 ranks in the associated skill you possess.

Additionally, you can always determine the condition of plants that you can see, such as if they are healthy, damaged or wilting, poisoned, etc. This includes plant creatures, as if you had succeeded at a Heal check to assess its health (page 50). If you attempt a check to determine the source of damage or anomalous conditions on a plant, you can spend 1 use of skill leverage to treat the check as though you had rolled a 15 on the die.

Finally, you regain 1 skill leverage when you successfully identify a plant or plant type creature that you have never encountered before.


Herbalism Talent Types

Concoction

Some Herbalism talents are marked (tincture) or (tonic), granting you additional concoctions to create with your gathered herbs.

Concoctions are temporary consumables that you can prepare, which are consumed as a standard action, and can be applied to a willing adjacent creature as a full-round action.

You may prepare a number of concoctions you know in 15 minutes equal to 1 + 1 per 4 ranks you possess in the associated skill. Every concoction has a base herb cost, which must be paid from any type of herb you currently possess. Concoctions remain potent for 24 hours after their creation; it is trivial (DC 0 Appraise) to recognize that a concoction has no monetary value.

When creating a concoction, you may choose to create either a tincture or a tonic using a talent with the corresponding tag.

Tincture: A tincture usually grants short-term benefits as noted in their description.

Tonic: A tonic grants a long-term benefit, lasting for 1 hour per 2 ranks you possess in the associated skill (minimum 1). A creature can only benefit from 1 tonic at one time, plus 1 tonic per 4 Hit Dice they possess.

Twists

Most concoctions list one or more twists. A twist grants additional or altered effects to a concoction, requiring you to spend the listed additional herbs as part of its creation. A concoction can have multiple different twists but you cannot add a specific twist more than once to a concoction (unless otherwise noted).


Herbalism Talents

Apothecary's Appraisal [utility]

While you maintain the naturalist’s eye approach, you may identify poisons and potions as a swift or immediate action, attempting a Craft (alchemy) or Profession (herbalist) check against the save DC of the poison (if a poison), or a DC 15 + the potion's spell level (if a potion) to identify them. You must either be handling the potion or poison in question, or witness it affecting a creature within 30 feet.

If you successfully identify a poison while maintaining this approach, you can spend 1 herb as a standard action to create and administer a remedy against that specific poison to a creature within your reach. Attempt a Profession (herbalist) check against the poison’s save DC when you create this remedy. On a success, the remedy suppresses the effects of the poison for 1 minute; on a failure, the remedy confers a +4 alchemical bonus to saving throws against the poison.

Battlefield Medic

Whenever you use Heal to provide first aid, treat caltrop wounds, or treat poison, you do not provoke attacks of opportunity, can do so as a move action, and can take 10 on the check (even when distracted or in combat).

Additionally, if you would successfully perform first aid on a creature who is dying or otherwise at a negative hit point total, you can expend one use from a healer's kit to have the creature regain an amount of hit points equal to your operative ability modifier (minimum 1) and become conscious.

If you are maintaining the physician's efficacy approach, you also do not provoke attacks of opportunity when attempting to treat deadly wounds as a 1-round action or shorter.

Associated Feat: Combat Medic (Pathfinder Roleplaying Game: Ultimate Combat).

Double Dose

As a swift action you may combine two of the same herb into a “double-dose.” A double-dose may not be used to create concoctions but when consumed as normal, any numerical effects of the herb are increased by 1.

Efficient Healer [utility]

You can use a sweet herb as if it were a healer's kit with a single use. Also, you do not take a penalty when treating deadly wounds without a healer’s kit. When you use a healer's kit, you can use a sweet herb alongside it, increasing the circumstance bonus granted by the healer’s kit by 2.

Additionally, whenever you provide long-term care to a creature, they are treated as if they had a complete day of rest when determining the benefits of their rest, in addition to healing 2 points of ability drain to all ability scores after their rest. If they were already receiving complete bed rest, they treat their character level as being an amount higher equal to your operative ability modifier (minimum 1) when determining the amount of healing gained from rest.

Finally, you can tend to an additional patient at a time when providing long-term care for every rank in Heal you possess.

Large Batch

You may gather an additional 2 types of herbs. In addition, you double your operative ability modifier when determining how many herbs you gather in a batch. You may select this talent an additional time, selecting 2 additional types of herbs to gather. Taking this talent a second time does not increase the total amount of herbs gathered per batch.

Medical Know-How [utility]

You gain Heal as an additional associated skill for this sphere.

Ounce Of Prevention

You may benefit from one additional tonic at one time, +1 per 10 ranks in the associated skill.

Physician's Efficacy [approach]

You can adopt this approach as a swift action. While maintaining this approach, you can treat deadly wounds by spending 10 minutes; if you exceed the DC to treat deadly wounds by 5 or more, you add twice your operative ability modifier (minimum 1) instead of your Wisdom modifier. Additionally, you can spend 1 use of skill leverage to ignore the daily limit on a creature when treating deadly wounds on them.

For every 5 ranks in Heal you possess, you reduce the time taken to treat deadly wounds this way by one step on the following list: 10 minutes, 1 minute, full-round action, standard action, move action, swift action. Attempting to treat deadly wounds as a full-round action or shorter provokes attacks of opportunity.

Additionally, you can apply a concoction to a willing adjacent creature as a standard action. You can spend 1 use of skill leverage when adopting this approach to reduce the time taken to treat deadly wounds by two additional steps for as long as you maintain this approach, and you can treat deadly wounds on a creature an additional time per day.

Pre-emptive Preparation [plan]

You can reveal any single concoction you could have created (including twists) as a plan by using a full-round action. You spend the necessary herbs when the plan is revealed.
Alternatively, you can spend 1 use of skill leverage to reveal this plan as a standard action, immediately gaining a batch of herbs (as long as it does not exceed your daily limit).

You may reveal both of these plans in the same full-round action (still spending 1 use of skill leverage as normal), allowing you to create concoctions or apply twists to any pre-existing concoctions using the herbs gathered from revealing this plan.


Concoction Talents

Crimson Coagulant (tonic)

Cost: 2 herbs or 1 bland herb

This tonic allows the imbiber to immediately stabilize whenever they are reduced to 0 hit points or fewer, although they are still disabled if they become conscious, as normal. At the start of each round the imbiber remains stabilized this way at a negative hit point total, they regain 1 hit point. This healing only makes the imbiber conscious again if they are brought to 0 or more hit points.

Twists

  • 1 bitter herb: Whenever the imbiber would fall unconscious due to being reduced to a negative hit point total, they may choose to remain conscious and disabled. The imbiber still suffers 1 point of damage if they take a strenuous action, but they are stable due to this tonic’s base effect.
  • 1 bland herb: The imbiber reduces the value of any bleed damage they suffer by an amount equal to your operative ability modifier (minimum 1).
  • 1 dry herb: The imbiber also treats their Constitution score as being 2 higher when determining the number of hit points they can be reduced to below 0 without dying, increasing by 1 per 3 ranks in the associated skill.
  • 1 sweet herb: At the start of each round the imbiber remains stabilized at a negative hit point total, they heal an additional amount of hit points equal to 1/2 your associated ranks (minimum 1). Additionally, while disabled, the imbiber is not staggered, though performing a strenuous action still deals 1 point of damage to them. Taking a full-round action deals 2 points of damage to them.

Energizer (tincture)

Cost: 2 herbs or 1 bitter herb

This tincture removes the fatigued condition from the imbiber, or reduces the exhausted condition to fatigued. A creature can also imbibe this tincture to gain the benefits of resting for 8 hours without needing to sleep. The imbiber must still avoid any strenuous activity for 8 hours to regain the use of daily class features but may remain awake during that time. Any vigorous activity such as fighting, traveling or similar ends the effect, and creatures must imbibe another or sleep for the remaining hours to avoid fatigue and to gain the benefits of a full night’s rest.

Twists

  • 1 bitter herb: Instead of curing fatigue, the imbiber is immune to the next instance of fatigue or exhaustion they suffer in the next 10 minutes. Any effect that bypasses immunity to fatigue or exhaustion also bypasses this twist.
  • 1 spicy herb: The imbiber gains a +1 alchemical bonus to the next initiative check they make in the next 10 minutes. This bonus increases by 1 for every 6 ranks you possess in the sphere’s associated skill.
  • 1 sweet herb: The imbiber instead completely removes the exhausted condition, instead of reducing it.

Fortifying Mixture (tonic)

Cost: 3 herbs or 2 dry herbs

This tonic grants the imbiber a +1 resistance bonus to all saving throws, increasing by 1 per 5 ranks you possess in the sphere's associated skill.

Twists

  • 1 herb: The tonic also grants an alchemical bonus to saving throws against certain conditions or effects equal to +1 + 1 per 3 ranks you possess in the associated skill, depending on the herb used, according to the table below. You may add this twist multiple times, selecting a new herb each time.
  • 1 esoteric herb: The tonic also grants spell resistance equal to 10 + your ranks in the sphere’s associated skill.
Herb Save Type
Bitter Death effects, energy drain
Bland Sickened, nauseated, ability damage
Cool Charms, compulsions
Dry Blinded, dazzled, deafened, entangled
Spicy Fatigue, exhaustion, sleep, pain
Sweet Disease, poison

Healing Poultice (tincture)

Cost: 3 herbs or 2 sweet herbs

This tincture grants the imbiber fast healing 1 for 1 minute + 1 minute per 10 ranks you possess in the associated skill. This fast healing increases by 1 for every 3 ranks you possess in the associated skill.

Special: A healing poultice that benefits from an esoteric herb immediately ends after it heals 10 hit points per rank in the associated skill.

Twists

  • 1 sweet herb: The imbiber receives temporary hit points equal to half your ranks in the associated skill plus your operative ability modifier. The target's total combined current hit points plus the temporary hit points from this concoction may not exceed the target’s maximum hit points.
  • 1 bland herb: Whenever the imbiber is healed from this tincture’s fast healing and they are also suffering bleed damage, the imbiber is treated as if they had received first aid to stop the bleeding with an effective check result equal to 5 + your ranks in the associated skill + your operative ability modifier. This does not require the use of a healer’s kit.
  • 1 cool herb: This tincture also grants a +3 alchemical bonus on concentration checks, increasing by 1 per 4 ranks in associated skill you possess. Additionally, whenever the imbiber attempts a concentration check caused by receiving damage (including ongoing damage), you halve the damage for the purposes of determining the concentration check DC; if the damage dealt is less than your associated skill ranks, you automatically succeed the concentration check.

Inkeye Elixir (tonic)

Cost: 1 herb

This tonic grants the imbiber low-light vision and darkvision 20 feet. Additionally, if the imbiber has light sensitivity or light blindness, they may ignore any penalties associated with harsh light that they would suffer.

Twists

  • 1 bland herb: The imbiber’s darkvision increases by 20 feet, plus 5 feet per 2 ranks you possess in the associated skill. Additionally, if the imbiber is within dim light, the miss chance associated with being in dim light increases by 10%.
  • 1 spicy herb: The imbiber’s coloration changes to match their environment. The imbiber gains a +2 circumstance bonus to Stealth checks, increasing by 1 per 4 ranks in the associated skill you possess.
  • 1 dry herb: The imbiber gains a +3 alchemical bonus to saving throws against the dazzled and blinded conditions, in addition to gaze attacks, patterns, and other vision-based effects. The bonus increases by 1 per 4 ranks you possess in the associated skill.
  • 1 cool herb: The imbiber may roll twice and take the highest result when attempting Perception checks made to notice a creature within an area of dim light or darkness. They also gain a +2 circumstance bonus to attack rolls made to confirm critical hits against creatures they have concealment against.
  • 1 esoteric herb: The imbiber gains the see in darkness ability, allowing them to see perfectly in darkness of any kind, including that created by deeper darkness.

Jellybone Mixture (tincture)

Cost: 2 herbs

When this tincture is imbibed, the imbiber can more easily escape from bonds and effects that impede movement for 1 minute. If the binding or effect requires 1 round or shorter to escape from, you reduce the action required to break free by one step (1 round to 1 full-round action, a standard action to a move action, a move action to a swift action), to a minimum of a swift action. If it requires more than 1 round to break free, you only take half the required time. They also gain a +2 alchemical bonus to Escape Artist checks and to their CMD against grapple attempts, increasing by 1 per 4 ranks in the associated skill you possess.

Twists

  • 1 bland herb: The imbiber reduces the action required to break free from a binding by one additional step, and can attempt to escape from restraints requiring 1 minute as a full-round action.
  • 1 dry herb: The imbiber gains DR/slashing or piercing equal to 1/2 your ranks in the associated skill. Additionally, half the bludgeoning damage you suffer becomes nonlethal damage.
  • 1 spicy herb: The imbiber gains a +5-foot alchemical bonus to all speeds, in addition to taking the minimum damage from falling damage (as if they had rolled a 1 on each die of damage). This bonus increases by 5 feet per 6 ranks in the associated skill you possess.
  • 1 sweet herb: This tincture’s bonus also applies to saving throws against effects that would restrict their movement or ability to act. This includes paralysis, slow effects, entanglement, telekinesis, etc. Additionally, the first time that the imbiber is affected by such an effect (and allows a saving throw), they can roll the saving throw twice, taking the highest result.
  • 1 esoteric herb: T he imbiber’s body is reduced to a nearly liquid consistency. The imbiber gains the compression universal monster ability, and may spend a move action to move 5 feet through any surface that allows liquid to pass through it. If this tincture also possesses the spicy twist, the imbiber is immune to fall damage. If this tincture also possesses the dry twist, the imbiber gains a 25% chance to ignore the extra damage from critical hits and precision damage. This chance increases by 5% for every 2 ranks you possess in the associated skill.

Metalmind Solution (tincture) [utility]

Cost: 2 herbs or 1 cool herb

This tincture grants the imbiber a +2 alchemical bonus to saving throws against illusion effects and the fascinated and impressed conditions, and to Bluff checks to lie or claim an implausible truth. This bonus increases by 1 per 5 ranks in the sphere’s associated skill you possess. This tincture’s effects last for 1 minute.

Twists

  • 1 bland herb: The imbiber reduces the action cost to orient themselves to reduce a disorientation condition by one step (1 round, full-round, standard, move, swift, free); if it takes longer than 1 round to orient themselves, the time required to do so is halved. Additionally, the bonuses associated with the imbiber being impressed with a creature is halved.
  • 1 cool herb: The alchemical bonus applies to skill checks to recall information. Additionally, the imbiber gains 1 temporary use of skill leverage. If they would not normally possess skill leverage, they may still use this skill leverage to utilize its general uses. The imbiber can only gain this temporary use of skill leverage once every 2 hours.
  • 1 dry herb: The alchemical bonus also applies to saving throws and skill check DCs to discover or invoke the imbiber’s motivations, to learn about their mind or goals (such as detect thoughts or the sense goal skill use) or that reduces their degree of alertness.

Serum Of Ireful Ardor (tincture)

Cost: 3 herbs or 2 spicy herbs

This tincture grants the imbiber a +2 alchemical bonus to Strength-based ability checks and skill checks, increasing by +2 for every 5 ranks you possess in the associated skill. Additionally, the imbiber reduces any self-imposed penalties to their attack rolls or AC (such as when charging, raging, or using the Power Attack feat) by 1, +1 per 10 ranks in the associated skill you possess. This tincture lasts for 1 round per rank you possess in the associated skill

Twists

  • 1 bland herb: The first time the imbiber suffers damage after imbibing this tincture, they gain a number of temporary hit points equal to your ranks in the associated skill + your operative ability modifier (minimum 1). These temporary hit points are gained before the damage is dealt and disappear at the end of their next turn.
  • 1 spicy herb: The imbiber gains a +2 morale bonus to weapon damage rolls, which increases by 1 per 5 ranks in the associated skill you possess.
  • 1 bitter herb: The imbiber ignores any ability damage or drain affecting their physical ability scores, in addition to the penalties associated with any negative levels they are suffering from for the tincture's duration.

Soothing Draught (tincture)

Cost: 2 herbs

This tincture reduces the severity of any anger, disorientation, or fear effect on the imbiber or that begins during the tincture’s duration by one step (panicked to frightened, frightened to shaken, shaken to normal). This tincture lasts 1 round per rank you possess in the sphere's associated skill.

Twists

  • 1 bitter herb: This tincture reduces any penalties to their ability checks, saving throws, and skill checks by 1, plus 1 per 6 ranks in the associated skill you possess.
  • 1 bland herb: This tincture reduces the severity of the listed conditions by two steps instead of one step..
  • 1 esoteric herb: The imbiber gains immunity to any effect this tincture would apply its benefits to for the duration of the tincture.

Speakeasy Special (tonic) [utility]

Cost: 3 herbs

This tonic grants the imbiber a +2 competence bonus to Diplomacy and Bluff checks. This bonus increases by 2 for every 5 ranks you possess in the sphere’s associated skill.

Twists

  • 1 bland herb: The bonus from this tonic also applies to Sense Motive checks. Additionally, when you create this tonic, you can choose to halve the bonuses the tonic grants and change the tonic’s bonus types to an alchemical bonus.
  • 1 spicy herb: The bonus from this tonic also applies to Intimidate checks.
  • 1 cool herb: Whenever the imbiber modifies a creature’s attitude using Diplomacy (or Intimidate if this tonic has the spicy twist), the attitude adjustment is increased by one step.

Swiftwind Philter (tincture) [utility]

Cost: 2 herbs

This tincture grants the imbiber a +3 alchemical bonus to Acrobatics checks made to balance, jump, soften a fall, or wall hop, in addition to always being treated as having a running start for Acrobatics checks, and their jump distance can exceed their base speed. This bonus increases by 1 per 4 ranks in the associated skill you possess. This tincture lasts for 10 minutes.

Twists

  • 1 spicy herb: The alchemical bonus applies to Fly checks, and the imbiber increases the maneuverability of any fly speed they possess by one step, in addition to treating their size category as being one higher when determining whether or not they would be checked or blown away.
  • 1 cool herb: The alchemical bonus applies to Sleight of Hand checks. Additionally, it does not take twice as much time to take a subtle action, and the imbiber no longer takes the -20 penalty for attempting a Sleight of Hand check as a move action.
  • 1 bland herb: The alchemical bonus applies to Disable Device checks. The DC to fast disable using Disable Device is halved to -4 (instead of -8) per step.

Vitiating Unguent (tonic)

Cost: 2 herbs

This tonic grants the imbiber an amount of energy absorption equal to 3 x your ranks in the associated skill to either acid, cold, fire, electricity, or sonic damage. Damage is applied to this absorption after applying resistances and vulnerabilities.

Energy absorption functions as energy resistance, except that the amount of damage resisted reduces the total value of the energy absorption, and the imbiber chooses how much to resist (for example, if the imbiber suffers 10 fire damage and they have 15 fire absorption, they can resist 5 damage, taking 5 fire damage and reducing their fire absorption by 5).

Twists

  • 1 bland herb: The imbiber's energy absorption increases to 4 x your ranks in the associated skill.
  • 1 dry herb: You may choose two damage types to grant energy absorption. Both sources of absorption are tracked as if they were the same source when used in this way.
  • 1 sweet herb: Whenever the imbiber completely negates a source of energy damage using this energy absorption, they also heal an amount of hit points equal to 1/2 the negated damage.

Exceptional Talents

Coraltooth Flux (tonic)

Prerequisites: Associated skill 5 ranks, Herbalism sphere.

Cost: 2 herbs

The imbiber gains the amphibious special quality, allowing them to breathe both air and water. They also gain a swim speed equal to their base speed. This is a polymorph effect.

Twists

  • 1 bland herb: The imbiber gains the keen scent special quality, allowing them to notice other creatures by scent in a 180-foot radius underwater, and can detect blood in the water at ranges of up to a mile.
  • 1 cool herb: The imbiber gains the benefits of tremorsense of up to 60 feet while they are touching water, and only detects anything in contact with the same body of water as them. Additionally, they do not suffer miss chance from concealment or total concealment against creatures that possess the water subtype as long as they are within range of their tremorsense. While the imbiber is completely submerged within water, the imbiber gains blindsight up to 60 feet against creatures that are at least partially submerged in the same body of water.
  • 1 spicy herb: The imbiber doubles the swim speed granted by this tonic. If they already possess a swim speed, it increases by 20 feet.

Efficient Herbalist

Prerequisites: Associated skill 6 ranks, Herbalism sphere.

You reduce the herb cost of any concoction you create by 1 (minimum 1). This does not apply to twists.

Esoteric Herb

Prerequisites: Associated skill 10 ranks, Herbalism sphere.

You have learned to harvest the unique esoteric herb, a fabled plant with miraculous properties. An esoteric herb can be consumed to reroll any d20 roll made within the next hour as a free action that can be taken outside of the user's turn, even after the results are revealed. You may only gather a single esoteric herb per batch. A single concoction may only be affected by a single esoteric herb.

In addition to specific esoteric twists, you may instead add an esoteric herb to any concoction as a twist, granting the following unique effects: When applied to a tonic, the user can spend a free action to double the numerical effects of the tonic for 1 minute; after which the tonic's effects end, regardless of the remaining duration.

When applied to a tincture, any noninstantaneous duration of the tincture is increased to 10 minutes per rank in the associated skill, or multiplied by 10, whichever is longer. A creature may only benefit from a single tincture with this twist at one time.

Note: GMs should feel free to disallow certain twists that use this herb as though they were their own exceptional talent.

Eternal Tonic

Prerequisites: Profession (herbalist) ranks 15, Herbalism sphere (Esoteric Herb).

You can spend 8 hours and an esoteric herb creating a tonic that has a duration of permanent. A creature can only benefit from a single permanent tonic at one time; consuming another ends the previous one’s duration.

Necrotic Suffusion (tonic)

Prerequisites: Associated skill 5 ranks, Herbalism sphere.

Cost: 2 herbs

This tonic reverses the imbiber's reaction to positive and negative energy, causing a living creature to be healed by negative energy and harmed by positive energy, and vice versa.

Twists

  • 1 bland herb: The imbiber is considered to be undead as well as their original creature type for the purposes of any effects that would benefit the imbiber due to being undead.
  • 1 cool herb: The imbiber gains a +10 alchemical bonus to Disguise checks attempted to appear living, dead, or as an undead creature. Mindless undead automatically see the imbiber as an undead creature.
  • 1 dry herb: The imbiber gains a +2 alchemical bonus to saving throws against mind-affecting effects and to Fortitude saving throws that do not affect objects, increasing by 1 per 5 ranks in the associated skill you possess.
  • 1 sweet herb: The imbiber can reverse their reaction to positive and negative energy as an immediate action, which lasts for 1 round.

Pound Of Cure

Prerequisites: Associated skill 5 ranks, Herbalism sphere.

You may consume 2 tinctures as a standard action, or apply 2 tinctures to another creature as a full-round action.

Rejuvenating Poultice

Prerequisites: Associated skill 5 ranks, Herbalism sphere (Healing Poultice).

You gain the following additional twists you can add to the Healing Poultice tincture:

  • 1 bland herb: While benefiting from this tincture’s fast healing, any severed limbs that the imbiber has incurred regenerate after 1 round. Additionally, the imbiber’s body is not destroyed when they are killed by an effect that would render a body destroyed, annihilated, or otherwise not whole (such as disintegrate).
  • 1 esoteric herb: The fast healing granted by this talent continues to function even if the imbiber dies, and can also benefit dead creatures. If this healing brings the target's negative hit point total to below their Constitution score, then it comes back to life and stabilizes at their new hit point total. A creature can only be dead for 1 round per 2 ranks in the associated skill you possess to benefit from this tincture. Abilities that extend the time limit on raising a creature from the dead (such as the gentle repose spell) benefit from this twist as normal. A creature brought back to life this way gains a temporary negative level, and immediately loses the benefits of this tincture.

Starshimmer Extract (tonic)

Prerequisites: Associated skill 5 ranks, Herbalism sphere.

Cost: 2 herbs

This tonic causes the imbiber to increase the level of illumination within a 15-foot radius around them by one step to a maximum of dim light, increasing by 5 feet per 4 ranks in the associated skill.

Twists

  • 1 bland herb: The imbiber can survive without air, making them immune to effects that require breathing, and allowing them to survive underwater or even within a vacuum. Additionally, all creatures within the dim light produced by this tonic gain a 20-foot fly speed (clumsy maneuverability) for as long as they remain within the area. This fly speed increases by 10 feet for every 5 ranks in the associated skill you possess.
  • 1 cool herb: Allies within the area of dim light created by this tonic gain cold resistance equal to the number of ranks you possess in the associated skill.
  • 1 dry herb: The maximum light level that this tonic creates is increased to normal light, but is still only increased by one step.
  • 1 spicy herb: Creatures within the area of dim light created by this tonic also become dazzled for as long as they remain within the area. Whenever a creature becomes dazzled within this dim light, the penalties of the dazzled condition increase by 1, plus 1 per 5 ranks in the associated skill you possess. Additionally, the imbiber becomes immune to the dazzled condition.

Swampslick Flux (tonic)

Prerequisites: Associated skill 4 ranks, Herbalism sphere.

Cost: 2 herbs

The imbiber suffers no penalty to their speed or to Acrobatics or Stealth checks in bogs and undergrowth (or similar swampy terrain), in addition to gaining the benefits of greensight with a range of 60 feet, allowing them to see through thick plant matter as if it were transparent.

Twists

  • 1 bland herb: The imbiber gains the stench special quality, except that the saving throw DC is equal to your Herbalism sphere DC. The sickened condition lasts for 1 minute.
  • 1 cool herb: The imbiber’s greensight range is doubled.
  • 1 spicy herb: The imbiber gains a tongue with a range of 10 feet, which can be used to pick up items no greater than 10 lbs., attempt Sleight of Hand checks, perform steal or disarm combat maneuvers, or deliver melee touch attacks. The tongue is not a prehensile limb.

Drawbacks

Herbology Expert

You lose the Naturalist’s Eye approach. You gain the Double Dose talent.

Refined Practices

You lose the herbal lore ability. You gain the Battlefield Medic, Efficient Healer, or Physician’s Efficacy talent.

Unconventional Concoctions [alternate start]

Choose a Profession skill (such as Profession (brewer, butcher, or cook)) that is relevant to the creation of food, mixtures, or concoctions (up to GM discretion). You use the chosen skill as the associated skill for the Herbalism sphere instead of Profession (herbalist).

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