The Recipe Book

List of Recipes

Aconite Poison

Ingredients: 3 of any combination of: baneberry, pheasant's eye, wolfsbane
Craft DC: 22
Point Value: 2
Duration: instantaneous

Effect: One unit of aconite poison can be applied to a weapon as though it were a dose of poison with the following profile.

Type poison (injury); Save Fortitude; DC 10 + 1/2 herbalist level + Wisdom modifier; Frequency 1/round for 1d4 rounds; Effect paralysis for 1 round; Cure none (outlast it)

Attuned Specifitine

Ingredients: Specifitine, 2 of any combination of:

  • cinderbloom (fire)
  • coldsnap (cold)
  • springroot (electricity)
  • vanilla grass (acid)

Craft DC: 28
Point Value: 2
Duration: 1 minute/level

Effect: When one unit of attuned specifitine is chewed as a standard action, the chewer gains resistance equal to 5 + the herbalist's class level against the two energy types corresponding to the non-specifitine herbalism plants used to make this plant product (fire if made with cinderbloom, cold if made with coldsnap, electricity if made with springroot, acid if made with vanilla grass) equal to the herbalist's class level.

Bottled Insight

Ingredients: black alder, palo verde bark
Craft DC: 18
Point Value: 1
Duration: 1 minute, or until discharged

Effect: Treat bottled insight as though it were a brewed product. When consumed, the drinker gains an insight bonus to his next Knowledge skill check equal to the brewing herbalist's class level. Further, he may attempt a Knowledge check that he has already failed without the help of bottled insight.

As a brewed product, bottled insight can be passed from the herbalist to another creature without it losing its efficacy.

Calamus Oil

Ingredients: 3 calamus
Craft DC: 22
Point Value: 2
Duration: 1 round + 1 round/level

Effect: One unit of calamus oil may be sprayed on a willing creature within 30 feet. Whenever an insect or arachnid of any sort, including humanoid creatures with insect or arachnid anatomy, attempts to physically attack a creature sprayed with calamus oil, it must make a Will save. If the save fails, the insect or arachnid can't follow through with the attack, that part of its action is lost, and it can't physically attack the warded creature for the duration of the oil's effect. Given melee touch spells require physical contact, they are treated as physical attacks for the purpose of calamus oil.

Cattail Glue

Ingredients: 2 cattail OR 4 dwarf cattail OR cattail, 2 dwarf cattail
Craft DC: 25
Point Value: 4
Duration: instantaneous

Effect: One unit of cattail glue can be thrown as a thrown splash weapon with a range increment of 20 feet as a standard action. Creatures within 10 feet of the square that is directly hit must make a Reflex save or become entangled for 2d4 rounds. Further, the concentration check to cast while entangled by cattail glue has a DC of 10 + the herbalist's class level + the spell level.

Clarified Phosphor Beer

Ingredients: Carrageenan, phosphor mushroom
Craft DC: 33
Point Value: n/a
Doses Produced: 1d4
Duration: 1 minute, or until discharged (brew)

Effects: Clarified phosphor beer can be consumed as though it were a potion. When consumed, a dose of clarified phosphor beer causes a strange rumble to build in the stomach of the drinker, granting the drinker the supernatural ability to make a single breath attack at one point during the brew's duration. This breath attack is a 60-foot ray of light that deals 1d8 points of damage plus an additional 1d8 points of damage for every two herbalist levels beyond 1st on a successful ranged touch attack.

The first time a dose of clarified phosphor beer would spoil, it remains fresh.

As a brewed product, clarified phosphor beer can be passed from the herbalist to another creature without it losing its efficacy.

Destroying Puffball

Ingredients: Destroying angel, gnomish puffball
Craft DC: 44
Point Value: 4
Duration: instantaneous

Effect: The herbalist can place one unit of destroying puffball on the ground as a standard action. If within 30 feet of a unit of destroying puffball she picked, the herbalist may detonate it as a standard action, dealing 2 + 1/2 the herbalist's class level points of Constitution damage (rounded down), to creatures in a 10footradius burst with a Fortitude save to negate. An herbalist may detonate a destroying puffball while it is still in her inventory; however, if she does so, she is not entitled to a saving throw against the damage it deals.

Devilbane Powder

Ingredients: Rampant liverwort, shadowbloom x2
Craft DC: 28
Point Value: 4
Duration: 1 round + 1 round/level

Effect: As a standard action, the herbalist can throw one unit of devilbane powder into the air, producing a 30-foot-radius burst centered upon herself. Whenever a creature makes a caster level check against the spell resistance of a target affected by devilbane powder, the caster rolls twice and takes the better result.

Drowned Pineapple Wine

Ingredients: Carrageenan, pineapple
Craft DC: 18
Point Value: n/a
Doses Produced: 1
Duration: 1 minute/level

Effect: Drowned pineapple wine can be consumed as though it were a potion. When consumed, a dose of drowned pineapple wine grants the drinker 1d8 + the herbalist’s class level temporary hit points. The first time a dose of drowned pineapple wine would spoil, it remains fresh.

As a brewed product, drowned pineapple wine can be passed from the herbalist to another creature without it losing its efficacy.

Elemental Cattail

Ingredients: Cattail, any one of:

  • flametongue (fire);
  • frostcap (cold);
  • puckerberry (acid);
  • screaming creeper (sonic)

Craft DC: 24
Point Value: 2
Duration: instantaneous

Effect: The herbalist may swing one unit of elemental cattail as though it were a club of her size. If it hits, it deals bludgeoning damage as a club and explodes in a cloud of elementally-charged fluff.

This fluff sticks to the creature damaged by the cattail and deals 1d6 points of the appropriate energy damage (fire if made with flametongue, cold if made with frostcap, acid if made with puckerberry, or sonic if made with screaming creeper) each round for rounds equal to the herbalist's class level. In addition to the elemental damage, the fluff behaves as the dust produced by the glitterdust spell, but can be scraped off by dealing damage equal to twice the herbalist's class level to it. Given it is immobile and stuck to the creature in question, the creature automatically hits the fluff. Others trying to help the creature must hit an AC of 10. Given this not a magical effect, the fluff is permanent and will not go away unless removed manually.

Note that although elemental cattail can be wielded as though it were a club, it cannot be affected by herbalism plants that act as oils or poisons.

Elemental Chokevine

Ingredients: Chokevine, any one of:

  • flametongue (fire);
  • frostcap (cold);
  • puckerberry (acid);
  • screaming creeper (sonic)

Craft DC: 24
Point Value: 2
Duration: see text

Effect: The herbalist may swing a unit of elemental chokevine as though it were a whip of her size. If it hits, the herbalist immediately makes a grapple attempt as a free action with a bonus to her CMB equal to 1 + 1/5 the herbalist's class level for using the chokevine, rounded down. If the grapple check is successful, the vine leaves the herbalist's hand and the victim is both strangled and constricted, dealing 2d4 points of bludgeoning damage and 1/2 the herbalist's level points of the appropriate energy damage (fire if made with flametongue, cold if made with frostcap, acid if made with puckerberry, sonic if made with screaming creeper) each round for rounds equal to half the herbalist's class level, rounded down (minimum 1).

Further, the victim cannot speak, breathe, or cast spells with a verbal component for the active duration of a choking chokevine. Unique anatomical features can render this strangulation effect partially to completely ineffective. This choke may be broken by a successful combat maneuver check against a CMD of the herbalist's CMD + 1 + 1/5 her herbalist class level (maximum + 5), which ends all effects immediately. If the grapple check is not successful, the chokevine goes limp and cannot be used again.

Note that although elemental chokevine can be wielded as though it were a whip, it cannot be affected by herbalism plants that act as oils or poisons.

Elemental False Coral Snake

Ingredients: False coral snake, any one of:

  • flametongue (fire);
  • frostcap (cold);
  • puckerberry (acid);
  • screaming creeper (sonic)

Craft DC: 21
Point Value: 2
Duration: 8 hours, or until discharged

Effect: One unit of elemental false coral snake may be activated as a standard action while wielded as though it were a one-handed weapon. When elemental false coral snake activates, it gains an element pool containing 1 element point, plus an additional element point for every two herbalist levels the picker possesses. Any creature wielding an activated elemental false coral snake may consume an element point as a swift action to deal an additional 1d8 points of energy damage with its next successful physical attack made that round. The type of energy damage dealt is the type associated with the herbalism plant chosen to be an ingredient alongside false coral snake from the list above. This damage is not multiplied on a critical hit.

Starting at 7th level, the wielder may consume up to 2 element points at once, while, starting at 13th level, this increases to up to 3 element points at once. A unit of activated elemental false coral snake can only have element points drawn from it once per round. When the last element point is consumed, elemental false coral snake crumbles and becomes useless.

Extremophilic Elixir

Ingredients: 2 specifitine, 2 ubiquitine
Craft DC: 26
Point Value: n/a
Doses Produced: 1
Duration: 1 minute/level

Effect: Treat extremophilic elixir as though it were a brewed product. When one unit of extremophilic elixir is consumed as a standard action, the drinker becomes immune to all natural environmental hazards to which he is presently exposed, such as snowstorms, sandstorms, stifling heat, bitter cold, an unbreathable atmosphere, enormous air or water pressure, or even total immersion in magma; however, should the chewer leave that environmental hazard while extremophilic elixir is in effect, he finds that a historically kinder, gentler environment is now particularly hazardous to him.

For example, an individual who drinks extremophilic elixir in lava now takes cold damage equal to the fire damage done by said lava if NOT in the lava, while an individual who drinks extremophilic elixir underwater suffocates in the open air. Further, an individual who drinks extremophilic elixir deep underwater would take damage equivalent to that of being crushed by the deepwater pressure if brought back to the shallows suddenly, for his body threatens to explosively decompress. In essence, that which is hazardous at the time of consumption simply reverses itself entirely. If the user drinks an additional extremophilic elixir while one is already in effect, the duration is reset, but the hazards to which the drinker's body becomes accustomed does not change.

As a brewed product, extremophilic elixir can be passed from the herbalist to another creature without it losing its efficacy.

Note: Extremophilic elixir requires significant handwaving and creativity on the part of the game master. Ask permission before making this stuff.

Fungal Feast

Ingredients: Yellow morel, 2 of any combination of:

  • dryad's saddle
  • gnomish puffball
  • hair of the mountain
  • phosphor mushroom
  • phosphor puff

Craft DC: 35
Point Value: 4
Duration: 8 hours, or until subject becomes sickened or nauseated

Effect: Fungal feast is a cooked product whose cooking is considered complete at the instant of plant product creation. It can be served to a group numbering up to three times the herbalist's level. Those who consume the herbalist's cooking, a full-round action, gain a +1 morale bonus to attack and damage rolls, temporary hit points equal to the herbalist's class level, and a +2 morale bonus to saving throws against nonmagical poison. At 10th level and every ten levels thereafter, all granted morale bonuses increase by +1 (maximum +3 to attack and damage, +6 to saves against poison at level 20).

Heart's Blood

Ingredients: 1 heart of the mountain, 1 ubiquitine
Craft DC: 31
Point Value: 4
Duration: 1 round + 1 round/level

Effect: When one unit of heart's blood is chewed as a standard action, the chewer gains temporary hit points equal to 5 + the herbalist's class level, DR 3/- , and fast healing 2. When the effects of heart of the mountain cease, a final pulse of positive energy rocks the recipient, healing him for 1d6 points of damage for every 2 herbalist class levels the herbalist possesses. Heart's blood can be used in a compress, but takes up two slots when used in such a manner.

Nullmagic Elixir

Ingredients: 3 rampant liverwort
Craft DC: 22
Point Value: n/a
Doses Produced: 1
Duration: 1d4 rounds

Effect: Treat nullmagic elixir as though it were a brewed product. When one unit of nullmagic elixir is consumed, the drinker gains SR 11 + the herbalist's class level for 1d4 rounds.

As a brewed product, nullmagic elixir can be passed from the herbalist to another creature without it losing its efficacy.

Proximity Shardbloom

Ingredients: Frostcap, shardbloom
Craft DC: 21
Point Value: 2
Duration: 1 minute/level, or until detonated

Effect: A proximity shardbloom can be planted on the ground as a standard action that provokes attacks of opportunity. At the beginning of the herbalist's next turn, the proximity shardbloom becomes armed. If any living creature moves within 5 feet of a proximity shardbloom, it detonates, dealing 1d4 points of cold damage per herbalist level to all creatures within 5 feet of itself. A successful Reflex save negates. Should proximity shardbloom's full armed duration elapse without exploding, it melts harmlessly and becomes useless.

Roasted Chestnuts

Ingredients: Cinderbloom, 2 conkers
Craft DC: 25
Point Value: 2
Duration: 1 minute/level

Effect: One unit of roasted chestnuts can be chewed as a standard action. The chewer gains a +2 alchemical bonus to Constitution.

Sagacic Weirdlock

Ingredients: Seerbrush, weirdlock
Craft DC: 21
Point Value: 2
Duration: 8 hours, or until discharged

Effect: One unit of sagacic weirdlock may be activated as a standard action while wielded as though it were a one-handed weapon. When sagacic weirdlock activates, it gains an intuition pool containing 1 intuition point, plus an additional intuition point for every six herbalist levels the picker possesses. The wielder, or an ally of the wielder within 30 feet, may consume an intuition point as a swift action to gain a +1d3 insight bonus to its next attack roll made that round. When the last intuition point is consumed, sagagic weirdlock crumbles and becomes useless.

Stabbed Eye Elixir

Ingredients: Brighteye, any one of:

  • Cholla cactus
  • Needlegrass
  • Pricklegrass

Craft DC: 18
Point Value: n/a
Doses Produced: 1
Duration: 1 minute/level

Effect: Treat stabbed eye elixir as though it were a brewed product. When consumed, the drinker gains a competence bonus to Stealth skill checks equal to 2 + the herbalist's class level.

As a brewed product, stabbed eye elixir can be passed from the herbalist to another creature without it losing its efficacy.

Stillheart Poison

Ingredients: fang of the mountain, 3 baneberry
Craft DC: 41
Point Value: 4
Duration: instantaneous

Effect: One unit of stillheart poison can be applied to a weapon as though it were a dose of poison with the following profile.

Type poison (injury); Save Fortitude; DC 10 + 1/2 herbalist level + Wisdom modifier; Frequency 1/round for 1 round/2 levels, rounded down (minimum 1); Effect fatigued for the duration of the poison; if already fatigued, exhausted for the duration of the poison; if already exhausted, death; Cure none (outlast it)

Strawberry Wine

Ingredients: elderberries, puckerberry, wild strawberry
Craft DC: 31
Point Value: n/a
Doses Produced: 1d3
Duration: 1 minute

Effect: Treat strawberry wine as though it were a brewed product. When consumed, the drinker gains a +1 alchemical bonus to an ability score of his choice. For every 5 herbalist levels the creating herbalist possesses, the drinker gains a +1 alchemical bonus to a separate ability score of his choice.

As a brewed product, strawberry wine can be passed from the herbalist to another creature without it losing its efficacy.

The Van Winkle

Ingredients: Baneberry, hemlock
Craft DC: 33
Point Value: 4
Duration: instantaneous

Effect: One unit of the Van Winkle can be applied to a weapon as though it were a dose of poison with the following profile.

Type poison (injury); Save Fortitude; DC 10 + 1/2 herbalist level + Wisdom modifier; Frequency 1/round for 1 round; Effect sleep 1 day/level; Cure 1 save

Though potent, this poison is rather fickle. Those who have been put to sleep by the Van Winkle can be awoken in the same way as other forms of sleep. The metabolism of those affected by this compound is lowered, thus preventing starvation and dehydration while under its effects.

Thornpalm Elixir

Ingredients: 2 acorn, 2 palo verde bark
Craft DC: 26
Point Value: n/a
Doses Produced: 1
Duration: 1 round + 1 round/level

Effect: Treat thornpalm elixir as though it were a brewed product. The drinker of thornpalm elixir gains the ability to shoot wicked thorns from the palm of his hand as a standard action. Treat a fired thorn as a ranged attack that deals 1d8 points of piercing damage, plus an additional 1d8 points of piercing damage for every 2 herbalist levels beyond 1st on a successful hit. If a thorn critically hits, it also deals 1d4 points of Constitution damage.

As a brewed product, thornpalm elixir can be passed from the herbalist to another creature without it losing its efficacy.

Toxic Cocktail

Ingredients: Desert thornapple, drowning man, marsh marigold, pheasant's eye, scarlet pimpernel, spider milkweed
Craft DC: 34
Point Value: 2
Duration: instantaneous

Effect: One unit of toxic cocktail can be applied to a weapon as though it were a dose of poison with the following profile.

Type poison (injury); Save Fortitude; DC 10 + 1/2 herbalist level + Wisdom modifier; Frequency 1/round for 1 round; Effect 1 + 1/4 level damage to all ability scores, rounded down; Cure 1 save

Ubiquitium

Ingredients: 4 ubiquitine
Craft DC: 26
Point Value: 4
Duration: see text

Effect: By concentrating down ubiquitine, the herbalist produces a pale grey fluid that yearns to be something more aesthetically pleasing. If a spell of up to 3rd level that can be made into a potion is cast upon one unit of ubiquitium, it transforms into a potion of that spell with a caster level equal to the lesser of the herbalist level of the herbalist who produced ubiquitium or the caster level of the spellcaster who cast upon the ubiquitium. Once a potion, the ubiquitium no longer needs to be stored in a preservation vessel. A potion produced in this manner spoils the next time the herbalist's unpreserved herbs would normally do so.

Yarrow Paste

Ingredients: 2 common yarrow, 1 hair of the mountain
Craft DC: 22
Point Value: 1
Duration: 1 round/level

Effect: When one unit of yarrow paste is applied topically to a wound as a standard action, it immediately delivers positive energy, healing 1d12 points of damage plus an additional 1d12 for every 3 herbalist levels beyond 1st (maximum 7d12). Additionally, yarrow paste continues to slowly deliver residual positive energy, healing an additional 2 points of damage every round for rounds equal to the herbalist's class level. Since undead are powered by negative energy, this paste deals damage to them instead of curing their wounds. There is no saving throw, though applying yarrow paste to an unwilling creature is a melee touch attack that provokes attacks of opportunity.


Note: Brewed Recipes

While most plant products can be stored in a preservation vessel, brewed plant products break this rule, for brewing rules assume that the end result gets its own little vessel, like a potion vial or beer bottle. In this way, an herbalist specializing in brewed recipes can create all sorts of awesome stuff and retain her preservation vessels for holding the raw ingredients for the next big project.

Recall that brewed plant products, including those produced by an herbalism recipe, cannot be stored in preservation vessels. As such, while brews are not inconvenient for an herbalist's storage like other plant products, downtime doesn't allow for the stockpiling of booze in the way it does, say, plant glues and plants steeped in elemental juices.

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