Herbalism
Table of Contents
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Spheres of Guile
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Diamond Spheres: Invention & Ingenuity
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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: Heal or Profession (herbalist) (depending on your chosen package).

You gain 5 ranks in your package's associated skills, plus 5 ranks per additional talent spent in the Herbalism sphere (maximum ranks equal to your Hit Dice). If you already have ranks in the associated skill you may immediately retrain them.

Skill Leverage: You unlock skill leverage with your chosen package’s associated skill and Knowledge (nature).

Package: When you gain the Herbalism sphere, choose one of the following packages: (herbal) or (remedy). You can take the Expanded Herbalist talent to gain an additional package.

Herbalism Packages

Herbal Package

Associated Skill: Profession (herbalist).

You gain the herbal lore and naturalist’s eye abilities.

Herbal Lore (Ex)

Choose three 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 one saving throw they attempt within a number of rounds equal to your operative modifier. The user decides whether to reroll the saving throw after the results are revealed and must take the second result even if it is worse.
  • Intense Herbs: Used to elicit a short-term benefit or one that alters the user’s energy, an intense herb can be consumed to gain a +5-foot alchemical bonus to all of the user’s speeds for the herb’s duration.
    Special: If you possess the Double Dose talent, the numerical increase instead applies to the herb’s duration.
  • Sour Herbs: Used to rapidly ferment or sour a concoction to enhance its effects–although typically with unfortunate side effects–a sour herb can be consumed to gain a +2 competence bonus to saving throws against disease and poison effects. At any point during the herb’s duration, the user can spend a swift action to retch, making them sickened for 1 round and granting them a new saving throw against any poisons they are suffering from (a failed attempt does not further the poisons effects).
  • 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 the herb’s duration.
  • Tainted Herbs: Used to harm as opposed to heal, a tainted herb can be used as a contact or ingested poison that deals 1 Constitution damage (immediate onset, Fortitude negates). A tainted herb can be added to a concoction as a twist, making it tainted. A tainted concoction changes any bonuses that it grants to an equivalent penalty, as well as reversing any other effects of the concoction. Some twists may not be able to be cleanly ‘reversed’ (such as the Energizer bitter herb twist), and may be incompatible. In these instances, the twist instead increases the saving throw DC of the tainted concoction by 1. A tainted concoction is considered an injury or ingested poison (chosen upon creation) for abilities that rely on it, and when exposed to it, grants a Fortitude save to negate its effects. [DRS]

Naturalist’s Eye [approach] (Ex)

You may adopt this approach as a swift action. While you maintain this approach, you gain a +2 insight bonus to this package’s associated skill checks, Knowledge (nature) and Survival checks, increasing by 1 per 4 ranks in the associated skill you possess. You can also identify a poison or potion as a swift or immediate action with a successful associated skill check against the save DC of the poison (if a poison) or 15 + the potion’s spell level (if a potion)–to identify a poison or potion, you must either be handling it or witness it affecting a creature within close range.

Additionally, you can use this package’s associated skill instead of any Dexterity-, Intelligence-, Wisdom-, or Charisma-based skill check made against a plant creature or any such check made in regards to plants. Whenever you attempt such a check, you can spend 1 use of skill leverage to treat the check as though you had rolled a 15 on the die–this is treated as if you had taken 10 on the check.

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

Remedy Package

Associated Skill: Heal.

You gain the medical expertise and physician’s efficacy abilities.

Medical Expertise

When you treat deadly wounds on a creature, you only need 10 minutes to do so, can do so an additional time per day, and if you exceed the DC by 5 or more, you can add your operative modifier (minimum 1) instead of your Wisdom modifier to the amount healed. 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 this package’s associated skill you possess, you reduce the time taken to treat deadly wounds this way by 1 step (10 minutes > 1 minute > full-round > standard > move > swift); attempting to do so as a full-round action or shorter provokes attacks of opportunity.

Physician’s Efficacy [approach]

You can adopt this approach as a swift action. While adopting this approach, you gain a +2 insight bonus to Heal checks, +1 per 4 associated ranks. You can also treat deadly wounds as a full-round action (which provokes attacks of opportunity); or one step faster if you can already do so as a full-round action.

You can spend 1 use of skill leverage when adopting this approach to allow you to treat any roll of a 4 or lower on a Heal check as if you had rolled a 5 instead, as well as allowing you to add twice your operative modifier (minimum 1) instead of your Wisdom modifier if you exceed the DC to treat deadly wounds by 5 or more.


Herbalism Talent Types

Concoction

Some Herbalism talents are marked (tincture) or (tonic), granting you additional concoctions to create with your gathered herbs. You must possess the (herbal) package to take such talents.

Concoctions are temporary consumables that you can prepare, which you can apply to yourself or a willing or unconscious creature within your natural reach as a standard 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 an aroma, tincture or a tonic using a talent with the corresponding tag.

Aroma [DRS]: An aroma creates an invisible 10-foot radius cloud that is centered on (and follows) the creature that it is applied to. An aroma can be applied to an unwilling creature as a standard action with a successful melee touch attack.

A creature can only be affected by a single aroma at one time. An aroma’s duration is listed within its description, although it is suppressed by moderate wind (11+ mph) for as long as the user is within such an area, and is completely neutralized if they go underwater (or are suitably saturated, up to GMs discretion).

An aroma is treated as a strong scent for the purposes of the scent ability, which doubles the normal radius that such a creature becomes affected by an aroma. An aroma is considered an ‘odor’-based effect (similar to the stench universal monster ability).

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).

Remedy Talents

You must have the (remedy) package to gain (remedy) talents.

For each non-utility (remedy) talent you possess, you heal an additional amount of hit points when treating deadly wounds equal to your operative modifier (minimum 1).


Herbalism Talents

Domestic Botany [utility] [DRS]

Source: Diamond Spheres: Invention & Ingenuity

You gain a number of additional uses for herbs–if such a herb use grants a benefit when consumed, it lasts for 1 hour (unless otherwise specified).

  • Bitter or Dry Herb: The herb can be used as a single-use antidote kit. Alternatively, this herb can be added to up to 1 cubic foot of food or drink as a standard action to remove any impurities, diseases, or other forms of contaminants within it. When consumed, this herb also eliminates the effects of a hangover, as well as conferring a +4 alchemical bonus to the next Heal check attempted on the imbiber to treat a disease or poison.
  • Bland or Sweet Herb: The herb can be used as a single-use healer’s kit. When consumed, this herb also confers a +4 alchemical bonus to the next Heal check attempted on the imbiber to provide first aid or treat deadly wounds.
  • Cool or Spicy Herb: The herb can be used as a tindertwig or torch. When consumed, this herb also confers a +4 alchemical bonus to saving throws made to resist hot (cool herb) or cold (spicy herb) temperatures.
  • Intense Herb: The herb can be used as a single-use disguise or perfume kit. When consumed, the user reduces the next instance of nonlethal damage they suffer by an amount equal to your operative modifier (minimum 1). If the herb is taken during a period of rest, the user reduces the time they require to rest by 2 hours, although they cannot take strenuous activity during this time–this effect is cumulative with multiple herbs consumed.
  • Sour or Tainted Herb: The herb can be used as a single-use symptom kit. When the imbiber uses the herb to retch, the action to do is also treated as if they had created a diversion (and may use your package’s associated skill modifier to do so instead of their Bluff).

If such a herb is used to replicate a tool, it can be used alongside an actual set of tools (or similar item that replicates such tools, like a Lifeblood (harvest) component) to increase the granted circumstance bonus by +2. A herb used to replicate a tool in this way is not considered to be a tool for any other purpose.

Double Dose

As a swift action you may combine two herbs into a “double-dose.” A double-dose may not be used to create concoctions. A double-dose provides the benefits of both herbs when consumed. If a double-dose is made with two of the same herb, any numerical effects of the herb are increased by 1 + 1 per 4 ranks in the associated skill.

Expanded Herbalist [DRS]

Source: Diamond Spheres: Invention & Ingenuity

You gain one Herbalism sphere package which you do not already possess. You unlock skill leverage with the package’s associated skill (in addition to the other benefits associated with gaining a new package)

Large Batch

You may gather an additional 3 types of herbs. In addition, you double your operative ability modifier when determining how many herbs you gather in a batch.

You can take this talent multiple times–each time you do so, choose an additional 3 types of herbs.

Ounce Of Prevention

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

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.

Redolent Scents [DRS]

Source: Diamond Spheres: Invention & Ingenuity

The sense of smell is a powerful yet fine-tuned sense, which can be tailored to allow for greater flexibility.

Whenever you create an aroma, you can choose to have it only affect your allies, enemies, or a specific creature type of your choice (and subtype, if you choose a humanoid or outsider).

Additionally, whenever you create an aroma that requires a Fortitude save, you can replace any Fortitude saves that it permits with a Will save. This makes such an aroma a mind-affecting effect.

Vaporous Concoctions [DRS]

Source: Diamond Spheres: Invention & Ingenuity

The radius of your aromas increase to 20 feet, +5 feet per 5 associated ranks. Additionally, an aroma only halves its area in moderate wind, and only becomes suppressed in strong wind (21+ mph).

You can spend an additional herb when creating a concoction to have it be vaporous. A vaporous concoction can be used as if it were a splash weapon with a range increment of 10 feet, with a creature being directly hit by it having the concoction applied to them.

A vaporous aroma causes the cloud it creates to become visible in the form of a thick veil of vapor, imposing concealment (20% miss chance) against attacks originating outside of the area that target creatures within the area (and vice versa), as well as causing the aroma’s effects to linger for 1 round after a creature leaves the area (or otherwise ceases being affected by it, such as the duration elapsing or the area being dispersed).


Concoction Talents

Bewitching Brew (tincture) [DRS]

Source: Diamond Spheres: Invention & Ingenuity

Cost: 3 herbs or 1 esoteric herb.

This tincture grants the imbiber a +1 alchemical bonus to Spellcraft and Use Magic Device checks for 10 minutes. This bonus increases by +1 for every 5 associated ranks you possess.

Whenever the imbiber would lose spell points (or a spell slot) due to failing a concentration check, they can attempt a Will saving throw (DC equal to 15 + half the effect’s caster level). On a success, they retain the spell points (or spell slot) spent.

Twists

  • 1 bitter herb: The imbiber ignores the effects of any ability damage or drain affecting their mental ability scores.
  • 1 dry herb: The alchemical bonus granted by this tincture also applies to saving throws made against magical effects (such as spells, spell-like abilities, magical sphere abilities, and supernatural effects).
  • 1 intense herb: Once per hour, the imbiber can reduce the spell point cost of a magical sphere ability they cast by 1 (minimum 1 spell point).
  • 1 sweet herb: The imbiber does not need to attempt a Will save to retain lost spell points if the magical sphere effect only costs 1 spell point–if it requires more than 1 spell point, the imbiber retains 1 spell point even on a failed save.
  • 1 tainted herb: Whenever the imbiber suffers damage, they must succeed at a Fortitude save or treat the damage as if it were continuous for the purposes of concentration checks for a number of rounds equal to your operative modifier (minimum 1). If the imbiber would suffer a greater amount of damage during this time, they must attempt another Fortitude save or have the concentration DC change to account for the new damage value.

Special: If you created this tincture with an esoteric herb, its duration is increased as though the esoteric herb were added to the tincture as a twist.

Clarifying Incense (aroma) [DRS]

Source: Diamond Spheres: Invention & Ingenuity

Cost: 2 herbs or 1 cool herb.

All creatures that can smell the aroma can take 10 on skill checks even when threatened or distracted, and gains a +4 alchemical bonus to concentration checks, +1 per 5 associated ranks you possess. This aroma lasts for 1 minute.

If an affected creature can achieve martial focus, they can regain their martial focus as a move or swift action once during the aroma’s duration.

Twists

  • 1 cool herb: Whenever an affected creature attempts an Intelligence- or Wisdom-based skill check and rolls a natural 5 or below, they can reroll the attempt–they must take the new result, even if it is worse. Additionally, affected creatures that can achieve martial focus can regain it using this aroma up to twice during the aroma’s duration.
  • 1 dry herb: All affected creatures gain a +1 alchemical bonus to Will saves, +1 per 6 associated ranks you possess. If this aroma has the tainted twist, this bonus instead becomes a penalty to saving throws against mind-affecting effects.
  • 1 sour herb: If an affected creature could achieve martial focus, instead of being able to regain martial focus as a move or swift action using this aroma, they can do as part of using a combat or skill sphere ability (excluding those used as a free action or by expending an attack of opportunity); if the ability required the expenditure of martial focus, they regain it after it is expended. If the creature does so, they become sickened for 1 round–this is a pain effect.
  • 1 tainted herb: The penalty to concentration checks also applies to Intelligence-, Wisdom-, and Charisma-based skill checks. Additionally, whenever an affected creature expends their martial focus, they must succeed at a Will saving throw or have the ability or effect function as though they did not expend their martial focus–this causes the action to be lost only if the ability required the expenditure to function at all.

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.
  • 1 tainted herb: The imbiber immediately fails stabilization checks that they attempt while dying. If the imbiber can usually act while dying, they lose the ability to do so for 1 minute.

Energizer (tincture)

Cost: 2 herbs or 1 intense herb
When imbibed, this tincture grants a +1 alchemical bonus to initiative checks to the imbiber for 10 minutes; this bonus increases by +1 per 6 associated ranks. During this time, if the imbiber becomes fatigued or exhausted (or is already), the condition is removed–this can only occur once during the duration, and excludes effects that would bypass an immunity to such conditions.

The imbiber also gains the benefits of resting for 8 hours without requiring sleep–any vigorous activity such as fighting, traveling, or similar during this time ends this effect, requiring the imbiber to sleep for the remaining hours or imbibe another Energizer to avoid fatigue and to gain the benefits of a full night’s rest.

Twists

  • 1 bitter herb: The imbiber can have the fatigued or exhausted condition removed from them a second time during the duration.
  • 1 cool herb: The imbiber cannot be flat-footed, and does not lose their Dexterity bonus to AC against invisible creatures. They still lose their Dexterity bonus to AC if immobilized or feinted. If the imbiber has the uncanny dodge ability, they instead gain the improved uncanny dodge ability.
  • 1 intense herb: For 3 rounds, the imbiber gains a +10-foot alchemical bonus to all speeds they possess, +5 feet per 6 associated ranks. Additionally, the imbiber can move 10 feet instead of 5 feet whenever they make a 5-foot step.
  • 1 spicy herb: The imbiber can take a full-round worth of actions during a surprise round. Additionally, the imbiber ignores the first time they are interrupted during a rest due to vigorous activity, as long as such an interruption lasts no longer than 15 minutes.
  • 1 tainted herb: The imbiber becomes fatigued (or exhausted if they are already fatigued) for 10 minutes.

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
Intense Fear, confused, dazed, fascinated
Sour Disorientation, paralyzed, staggered, stunned
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 5 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 bland herb: Healing from this tincture counts as an amount of magical healing equal to 5 x the amount of fast healing granted by this tincture for the purpose of effects that are removed or treated by magical healing, such as bleed damage, caltrops, or similar effects.
  • 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.
  • 1 intense herb: When this tincture is imbibed, the imbiber is healed as though the fast healing had elapsed for 3 rounds, but then does not benefit from the fast healing for 3 rounds.
  • 1 sour herb: The fast healing granted by this tincture is tripled, although its duration changes to 3 rounds, +2 rounds per 5 associated ranks in the associated skill you possess.
  • 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 tainted herb: The imbiber suffers an amount of bleed damage equal to double the normal amount of fast healing this tincture normally grants. If this concoction has an intense herb twist, instead of its normal effects, the intense herb instead causes the imbiber to suffer the bleed damage immediately when they are affected by the concoction. If this concoction has a sweet herb twist, the bleed damage is triple the normal amount of fast healing, instead of double.

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 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 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 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.
  • 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 tainted herb: The imbiber loses any darkvision or low-light vision they possess, and gains light sensitivity for 1 minute.

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 10 minutes. 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 esoteric herb: The 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.
  • 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 tainted herb: The imbiber increases the action cost to break free from bindings or effects (or twice as long if it requires more than 1 round to do so).

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.

Pleasant Fragrance (aroma) [utility] [DRS]

Source: Diamond Spheres: Invention & Ingenuity

Cost: 2 herbs or 1 sweet herb

All creatures that can smell the aroma gain a +2 circumstance bonus to Diplomacy checks and to any checks made as an impressive display for 1 hour, as long as the target of these skills are also affected by the aroma; this increases by +1 for every 5 associated ranks you possess. This aroma lasts 1 hour.

Additionally, whenever a non-hostile creature spends at least 1 round within the aroma’s area, they must attempt a Will saving throw or become impressed towards the creature that the aroma is applied to for 1 hour, although some creatures may gain a bonus or penalty on this save depending on how easily (or otherwise) they are swayed by pleasant scents, up to the GMs discretion. On a successful save, the creature becomes immune to this additional effect for 1 hour.

Twists

  • 1 cool herb: The aroma’s bonus also applies to the DC to inflict affected creatures with anger and disorientation effects.
  • 1 dry herb: An impressed creature within the aroma does not lose the impressed condition if they perceive the creature they are impressed by fail a significant challenge or if they become impressed with another creature. Additionally, a successful save only causes the creature to become immune for 1 minute instead of 1 hour.
  • 1 sour herb: The aroma’s bonus also applies to Handle Animal checks. If you wish, you can also have the aroma’s bonus to Diplomacy checks instead be applied as a penalty.

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 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.
  • 1 intense herb: For 1 + 1 round per 4 associated ranks, the imbiber can make an additional attack at their highest base attack bonus when making a full attack, and can make an additional attack of opportunity per round. This additional attack is not cumulative with similar effects (such as haste or a speed weapon).
  • 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.

Sickening Odour (aroma) [DRS]

Source: Diamond Spheres: Invention & Ingenuity

Cost: 2 herbs or 1 tainted or sour herb.

All creatures that can smell the aroma must succeed at a Fortitude saving throw or become sickened for as long as they remain within the area, plus 1 minute after. A creature that succeeds against this aroma becomes immune to its effects for 24 hours. This aroma lasts 1 minute. This is a poison effect.

Twists

  • 1 bitter herb: A creature that succeeds the saving throw against this aroma instead becomes sickened for 1 round, and does not become immune to its effects for 24 hours on a successful save. If the creature remains within the area, they must attempt a new saving throw against the aroma each round they remain within the area.
  • 1 esoteric herb: This aroma’s effects bypass any immunities that a creature may possess–including those granted by a creature type (such as undead or constructs).
  • 1 intense herb: If a creature fails their initial saving throw against this aroma (not subsequent saving throws such as from the bitter herb twist), they are nauseated for 1 round, and then sickened for the remaining duration.
  • 1 sour herb: A creature that is made sickened by this aroma treats every square as being difficult terrain for as long as they remain sickened.
  • 1 spicy herb: A creature that is made sickened by this aroma treats all creatures as if they had concealment (20% miss chance) for as long as they remain sickened.

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 tainted herb: Whenever the imbiber suffers an anger, disorientation, or fear condition, its severity increases by 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.

Stirring Vapors (aroma) [DRS]

Source: Diamond Spheres: Invention & Ingenuity

Cost: 2 herbs or 1 intense herb.

All creatures that can smell the aroma gain a +2 alchemical bonus to Strength- and Wisdom-based ability checks and skill checks, increasing by +1 per 5 associated ranks you possess. Additionally, such creatures roll saving throws against effects that would decrease their degree of alertness (including sleep effects) twice, taking the highest result. If an affected creature is already asleep when they smell the aroma, they immediately bolt awake. This aroma lasts 10 minutes.

Twists

  • 1 sour herb: Undead creatures within the area of the aroma (regardless of if they can smell it or not) must succeed at a Will saving throw or become fascinated with the bearer of the aroma and staggered for a number of rounds equal to your operative modifier (minimum 1). For each twist this aroma possesses, undead creatures suffer a -1 penalty to this save.
  • 1 spicy herb: Whenever an affected creature would be denied their Dexterity bonus to AC (including being flat-footed), they can retain 1 point of their Dexterity bonus to their AC, plus 1 per 4 associated ranks you possess. The creature is still considered flat-footed or denied their Dexterity to AC.
  • 1 sweet herb: Affected creatures gain a number of temporary hit points equal to your operative modifier (minimum 1), which last for as long as the creature can smell the aroma, plus 1 round after. These temporary hit points are refreshed if they begin their turn within the aroma.

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 sour herb: The imbiber’s energy absorption applies to all listed energy types, and increases by an amount equal to your operative modifier (minimum 1), however they suffer a -3 penalty to saving throws against effects that inflict such damage.
  • 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.
  • 1 tainted herb: The imbiber reduces any energy resistance they possess against the chosen damage type by 5 + 1 per associated rank.

Remedy Talents

Battlefield Medic (remedy) [DRS]

Source: Diamond Spheres: Invention & Ingenuity

Your Heal skill uses do not provoke attacks of opportunity. You can use Heal to provide first aid, treat caltrop wounds, or treat poison as a move action, and you can take 10 on such checks (even when distracted or in combat).

Whenever you administer first aid, you can move up to half your speed as part of the action to do so–as long as the movement is used to bring the target within reach. When you successfully administer 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 heal the creature an amount of hit points equal to your operative modifier (minimum 1) and become conscious.

You do not take a penalty when treating deadly wounds (or a similar Heal skill use) without a healer’s kit. Whenever you treat deadly wounds on a creature, you can deliver a different Heal skill use as part of the same action on the same creature at a -5 penalty.

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

Diligent Caretaker (remedy) [utility] [DRS]

Source: Diamond Spheres: Invention & Ingenuity

When you provide long-term care, you can do so in 1 hour, tend +1 patient at a time per associated rank, and the patient is treated as if they had a complete day of rest for determining the benefits. The patient also recovers from either 2 points of ability drain, or 1 temporary negative level for each day of complete rest they receive.

For every 4 ranks in the package’s associated skill you possess, a patient recovers hit points and ability damage as if they had rested for +1 day.

At 10 ranks in this package’s associated skill, whenever you provide long-term care, you can spend 1 use of skill leverage to grant all patients a new saving throw against a single curse, disease, or poison (your choice) they are suffering from–such a saving throw does not worsen the affliction on a failed save, and can only be granted to a specific affliction once. If the patient is also receiving a full day of complete rest, they get a +4 bonus.

Emergency Triage (remedy) [DRS]

Source: Diamond Spheres: Invention & Ingenuity

Whenever you use the Heal skill on a single creature, you can attempt either the same or different Heal skill use on an additional creature within your natural reach (including yourself), +1 creature per 4 ranks in the package’s associated skill. If you choose to administer different Heal skill uses, the action cost of the other uses must be the same or less than the initial action spent. You can attempt to reach multiple creatures this way at any point during a move action to move, attempting such a check when the creature enters your reach.

You can use the Heal skill on yourself (and only yourself) as a standard action–or one step faster (standard > move > swift) if you can already do so as a standard action or faster. You can also provide long-term care to yourself.

Lastly, you can administer first aid as an immediate action whenever you or a creature within reach would begin dying or suffer bleed damage.

Inoculative Treatment (remedy) [DRS]

Source: Diamond Spheres: Invention & Ingenuity

You improve the following Heal skill uses in the following ways:

  • Treat Disease or Poison: The competence bonus granted to the patient’s next saving throw to resist the affliction increases to +6, +1 per 4 ranks in this package’s associated skill. If you exceed the affliction’s save DC by 10 or more, the patient also rolls such a saving throw twice, taking the highest result.
  • Treat Deadly Wounds: Instead of healing hit point damage, you can choose to heal 1d4 points of ability damage to a single ability score of your choice. For each (remedy) talent you possess beyond this one, you can choose to either heal an additional ability score this way, or increase the die size by one step (1d4 > 1d6 > 1d8 > 1d10 > 1d12).

At 5 ranks in Heal, you can also use the Heal skill to treat a curse. You can spend 1 hour with a creature using the more particular parts of a healer’s kit (although no uses are expended). Attempt a Heal check and compare the result to the saving throw DC of a single curse or effect with the curse descriptor that is affecting the creature. If the Heal check result exceeds the curse’s save DC, its effects are suppressed for 1 day, plus 1 day for every 10 you exceed its save DC. Once a curse has been suppressed this way, it cannot be suppressed again.

Associated Feat: Acupuncture Specialist (Blood of the Ancients).

Lifekeeper (remedy) [DRS]

Source: Diamond Spheres: Invention & Ingenuity

You improve the resuscitate Heal skill use in the following ways:

  • You increase the period of time that a dead creature can be resuscitated by +1 round, +1 round per 4 Heal ranks.
  • If you successfully resuscitate a creature, they are restored to 0 hit points and do not suffer any Dexterity or Intelligence damage due to being resuscitated.
  • The DC to resuscitate a previously-resuscitated creature only increases by 5 each time, instead of 10.

You can also spend 1 hour with a dead creature and attempt a DC 10 Heal check to help stave off decay. On a success, the next 24 hours does not count towards the time limit associated with resurrection (and similar effects), as well as stopping any odor that the body may produce. This also preserves any of the body’s wounds, as well as requiring any creature attempting to reanimate or otherwise use a necromancy effect on the corpse to succeed at a magic skill check against a DC equal to 11 + your associated ranks. For each day that the creature has been dead for, the DC of this check increases by 5.

Proactive Care (remedy) [plan] [DRS]

Source: Diamond Spheres: Invention & Ingenuity

You improve the following Heal skill uses in the following ways on a successful check:

  • First Aid: The creature reduces the next instance of bleed damage they suffer within the next hour by an amount equal to your operative modifier (minimum 1).
  • Treat Deadly Wounds: Any excess healing healed through this skill use that exceeds their maximum hit point total is applied as temporary hit points which last for 1 hour–these temporary hit points cannot exceed 10 + your ranks in this package’s associated skill.
  • Treat Disease or Poison: The patient gains a +2 competence bonus to saving throws against poisons and disease for 8 hours. You can use this skill use on a creature that is not suffering from a disease or poison to grant them this bonus, although it only applies to such affliction’s with a saving throw DC equal to or below your Heal check result.

You can also reveal the use of any of these Heal skill uses as a plan performed as an immediate action. In the case of a prepared treat deadly wounds, a creature can only be healed through this plan if the damage was incurred before you prepared your plans, otherwise they only receive the temporary hit points and only for 1 minute (which still counts towards the daily limit of treat deadly wounds).

Surgeon (remedy) [utility] [DRS]

Source: Diamond Spheres: Invention & Ingenuity

Whenever you use the Heal skill to end an infestation (or a similar non-disease effect that is normally removed by remove disease), or perform an autopsy or surgery (Ultimate Engineering), you take half the time to do so. You also gain a +2 bonus to Heal checks made to perform these tasks, +1 per 4 ranks in this package’s associated skill.

Additionally, if your use of the Heal skill would deal damage to your patient (such as removing an infestation), it only deals the minimum damage–this excludes surgery, where the patient only suffers an amount of damage equal to 20% of their maximum hit points on a success, or 50% of their maximum hit points on a failed check (this damage cannot reduce the patient to less than 0 hit points).


Exceptional Talents

Compensatory Procedures (remedy) [DRS]

Source: Diamond Spheres: Invention & Ingenuity

Prerequisites: Herbalism sphere, Heal 5 ranks

You improve the following Heal skill uses in the following ways on a successful check:

  • First Aid: If you exceed the DC to deliver first aid by 5 or more, the bleeding instead becomes an equal amount of fast healing, which lasts for 1 minute or until the creature is fully healed, whichever comes first.
  • Treat Deadly Wounds: Half of the amount healed is applied as temporary hit points that persist for 1 hour.
  • Treat Disease or Poison: You can choose for the patient to harbor the affliction harmlessly within their body–in the case of a poison, it becomes a contact poison (if it was not already). If a creature touches the patient or vice versa (such as through a successful natural or unarmed attack), the creature must succeed at a Fortitude save (against the affliction’s save DC) or become subject to the affliction.

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). In addition, you may spend 1 use of skill leverage to gather a batch of herbs and prepare concoctions in the same 15 minute period. These concoctions may be prepared using herbs gathered from this batch. Also, you gather batches of herbs twice as fast.

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: Associated skill 15 ranks, Herbalism sphere (Esoteric Herb).

You can spend 8 hours and an esoteric herb creating a tonic that has a duration of permanent. This tonic does not count against the amount of tonics a creature can have active at once. A creature can only benefit from a single permanent tonic at one time; consuming another ends the previous one’s duration.

Hallucinatory Miasma (aroma) [DRS]

Source: Diamond Spheres: Invention & Ingenuity

Prerequisites: Herbalism sphere, associated skill 5 ranks.

Cost: 3 herbs

All creatures that can smell the aroma must succeed at a Fortitude saving throw or become confused for as long as they remain within the aroma, plus 1 minute after–if a creature starts their turn outside of the aroma, they receive a new saving throw against this effect. A creature that succeeds against this aroma becomes immune to its effects for 24 hours. This aroma lasts 10 minutes. This is a poison mind-affecting effect.

Twists

  • 1 bitter herb: For each round that a creature remains confused by this aroma, they suffer 1d3 points of Intelligence and Wisdom damage (a successful Will save halves this damage).
  • 1 cool herb: A creature made confused by this aroma also becomes shaken for as long as they are confused. At the start of each subsequent round, the creature must succeed at a Will saving throw or have the fear condition worsen by one step (shaken > frightened > panicked). A successful save stops the worsening of the condition for the rest of the duration–if the aroma also has the intense herb twist, a successful save only reduces the fear condition by one step. A creature forced to flee this way first determines the state of their confusion, to see if they can act normally to flee. The bearer of the aroma is treated as the source of this fear.
  • 1 esoteric herb: The hallucinations caused by the aroma begin to turn aggressive. For each round that a creature remains confused by this aroma, they suffer 1d6 points of damage per 2 associated skill ranks you possess (Will halves). If this aroma has the cool herb twist, if a creature fails this saving throw while they are panicked, they must then succeed at a Fortitude saving throw or instantly die. This is a death effect.
  • 1 intense herb: A successful save against this aroma no longer makes a creature immune against its effects. Creatures made confused by this aroma that move more than half their speed in any given action must succeed at a Will save or fall prone. If this aroma also has the cool herb twist, the creature also verbally reveals a motivation each round they remain shaken (or worse).

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 apply 2 tinctures as a standard action. Whenever you prepare concoctions, you can spend 1 use of skill leverage and choose one of the prepared concoctions; the chosen concoction can be applied as a swift action.

Reactive Biology (remedy) [DRS]

Source: Diamond Spheres: Invention & Ingenuity

Prerequisites: Herbalism sphere (Emergency Triage), Heal 5 ranks

You can use the Heal skill on yourself as a free action usable outside of your turn once per round, and doing so requires no physical action or tools. This also allows you to use the Heal skill while unconscious or even dead at a -5 penalty (although you can only use the resuscitate skill use when dead).

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 minute 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.

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. Additionally, creatures outside of this area cannot see the change in light level that the tonic causes.
  • 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), and they cannot be tracked in such an environment (unless they wish to be). The imbiber also gains 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. Additionally, they gain tremorsense for up to 20 feet, except only allowing them to detect anything in contact with the same body of water as them.
  • 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.
  • 1 esoteric herb: The imbiber becomes immune to diseases, and whenever they exceed the save DC to recover from a disease or poison by 5 or more, they are treated as though they succeeded at two consecutive saving throws.

Drawbacks

Common Uses [utility start] [DRS]

Source: Diamond Spheres: Invention & Ingenuity

Your understanding of herbs may be limited, or perhaps it's just a preference.

Prerequisites: Herbal package.

Your herbs no longer confer their normal benefits as noted in the herbal lore ability. You gain the Domestic Botany talent.

Disciplined Physician [DRS]

Source: Diamond Spheres: Invention & Ingenuity

Prerequisites: Remedy package.

You lose the Physician’s Efficacy approach. You gain a (remedy) talent of your choice.

Herbology Expert

Prerequisites: Herbal package.

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

Inedible Source [DRS]

Source: Diamond Spheres: Invention & Ingenuity

The material used to create your concoctions are highly toxic or entirely inedible.

Prerequisites: Herbal package.

Your herbs cannot be consumed. You can only use herbs to create concoctions. You gain a concoction talent.

Incompatible: Herbology Expert.

Rancher [alternate start] [DRS]

Source: Diamond Spheres: Invention & Ingenuity

Prerequisites: Herbal package.

You lose the Naturalist's Eye approach, and gain either the Domestic Botany or Large Batch talent. You use Handle Animal as this package's associated skill.

Such 'herbs' are gathered from animals instead of plants or fungus, and are reliant on the prevalence of wildlife within an area.

Unconventional Practices [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, in addition to using your ranks in that skill when meeting prerequisites that require the Herbalism sphere.


Herbalism Sphere Feats

Horticulturist (Champion, Dual Sphere) [DRS]

Source: Diamond Spheres: Invention & Ingenuity

Prerequisite: Associated ranks 3, Herbalism sphere ((herbal) package); either the Alchemy sphere ((poison) package) or Creation sphere.

Benefit: You gain the following benefits, depending on the spheres you possess:

  • Natural Toxins (Alchemy sphere ((poison) package, Herbalism sphere ((herbal) package)): You can spend a specific Herbalism sphere herb as part of creating an Alchemy sphere toxin to grant it a unique effect that affects the target of the toxin on a failed save (unless otherwise specified). This unique effect lasts for 1 minute unless otherwise specified.
    • Bitter Herb: Any penalties caused by the toxin (including conditions caused by it) increase by 1.
    • Bland Herb: The next beneficial effect to benefit the creature affected by the toxin takes 1 round to take effect (or 1 round longer if it already has a delay). The duration of such effects only begin after this delay, and any negative effects as part of the beneficial effect occur without delay.
    • Cool Herb: The toxin also imposes a -2 penalty to concentration checks and mental-based ability checks and skill checks.
    • Dry Herb: The toxin also imposes a -1 penalty to all saving throws.
    • Intense Herb: The toxin also imposes a -10-foot penalty to all speeds.
    • Sour Herb: The toxin also imposes a -2 penalty to saving throws made against poison effects.
    • Spicy Herb: The toxin also imposes a -2 penalty to physical-based ability checks and skill checks.
    • Sweet Herb: The toxin also halves any hit point healing the affected creature receives.This lasts for an amount of rounds equal to your operative modifier.
    • Tainted Herb: If the affected creature succeeds their saving throw against this toxin, they must attempt an additional saving throw at the start of their next turn–if they fail this new saving throw, they are treated as if they had failed their initial saving throw against the toxin.

You can only add one herb to a toxin.
If you possess the Pre-emptive Preparation Herbalism talent, you can reveal the plan as an immediate action when a creature is affected by one of your poisons (but before any saving throw is made), applying one of the above herb effects to it as if it were a twist.

  • Magical Preparation (Creation sphere, Herbalism sphere ((herbal) package): You can spend 1 spell point as a standard action to immediately gain a batch of herbs (which cannot include herbs gained from exceptional talents), which still counts towards your daily limit. You can spend +1 spell point when using this ability to also prepare a single concoction, spending any herb costs associated with it (which can include the batch of herbs created using this ability). You can choose to have the prepared concoction appear in the hands of a creature within your natural reach, or within the range of your create ability if you possess the Distant Creation talent.
    Special: If you possess the Divided Creation talent, you can prepare multiple concoctions this way, using the same restrictions as the create sphere ability–a single concoction is treated as a Small object for determining the amount of concoctions that can be prepared this way.

Natural Sciences (Champion, Dual Sphere) [DRS]

Source: Diamond Spheres: Invention & Ingenuity

Prerequisite: Associated ranks 3, Herbalism sphere ((herbal) package); either the Alchemy sphere ((formulae) package) or Nature sphere.

Benefit: You gain the following benefits, depending on the spheres you possess:

  • Holistic Sciences (Alchemy sphere ((formulae) package, Herbalism sphere ((herbal) package)): You can spend a specific Herbalism sphere herb as part of creating an Alchemy sphere formulae to alter its effects.
    • Bitter Herb: If the formulae has a daily limit to how many times a creature can benefit from it, this formulae does not count towards it. This can only allow a creature to benefit from a particular formulae twice as many times per day as they normally could.
    • Bland or Sweet Herb: The formulae treats its effective associated ranks as if it were 2 higher for determining how much damage it deals (bland herb) or heals (sweet herb).
    • Cool Herb: The formulae functions as if the Craft result to create it was 5 higher.
    • Dry Herb: The formulae’s saving throw DC increases by 1.
    • Intense Herb: If the formulae is a splash weapon, a single creature within the splash radius (chosen by the attacker if there are multiple such creatures) is also considered as though they were directly hit by the formulae.
    • Sour Herb: If the formulae is a splash weapon that deals damage, it loses its splash radius, but increases its damage die by one step.
    • Spicy Herb: The formulae’s range increment increases by 20 feet.
    • Tainted Herb: If the formulae is a splash weapon, on a direct hit, the target also suffers 1d2 Constitution damage (Fortitude negates).

If you possess the Pre-emptive Preparation Herbalism talent, you can reveal an Alchemy sphere formulae in place of a Herbalism sphere concoction.

  • Imbued Brews (Herbalism sphere ((herbal) package), Nature sphere): You can spend 1 spell point as a standard action to imbue a concoction with primal magic for as long as the concoction remains potent. This additional effect is depending on the Nature sphere package you possess–if you possess multiple packages, you choose one when you imbue a concoction.
    • Air: The concoction becomes vaporous (as per the Vaporous Concoctions talent). If the concoction is already vaporous, its range increment improves to 30 feet; If the concoction is an aroma, it cannot become suppressed by wind.
    • Earth: The concoction functions as if its effective associated ranks were 2 higher, +1 per 6 Nature sphere caster levels you possess.
    • Fire: The imbiber of the concoction gains an amount of temporary hit points equal to your casting ability modifier (minimum 1) + your operative modifier (minimum 1) that last for as long as the concoction does.
    • Metal: If the concoction is a tonic, it does not count towards the maximum number of tonics that the imbiber can benefit from at once. A creature can only benefit from one such tonic at one time. If the concoction is an aroma or tincture, its duration increases by 50%.
    • Plant: The concoction gains any number of the twists that the concoction could gain (this excludes herbs that require an exceptional talent to gather).
    • Water: If the concoction is an aroma, the affected area is also occupied by the Fog geomancing ability–any costs associated with the ability must be paid when you imbue the concoction. If the concoction is a tincture or tonic, it can be applied up to two times before it is expended.

A concoction can only have one such benefit applied to it at one time.


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