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HERBALISM

Herb Rules

When an herbalism plant is eaten, chewed, or applied to a wound, it follows attack of opportunity rules as though it were a potion. When applied to an item, it acts as either an oil or a poison, depending on context. If a poison, it follows the rules for poisons, including accidental poisoning.

 

If an herbalism plant is administered to an individual under the effects of one or more conditions that render the individual unable to act, it is assumed that the administering character can get the plant to work.

 

An herbalism plant only functions if used by the druid who picked it. An druid is counted as having used it if she takes an action to do something with that plant. In this manner, a druid can quite readily administer her herbalism plants to other creatures. This rule can be broken by a small selection of specific plants.

 

Some herbalism plants can be cooked. If the druid cooks, those who wish to receive benefit from the cooked herbalism plant must eat immediately; the leftovers have no powers. Some cooked herbalism plants demand generic produce to mix in with the herb and provide volume for the dish. It is a DC 15 Survival check, modified as normal for foraging, to find generic produce.

 

Brewed plant products made by an druid spoil as normal for an herbalism plant, but cannot be stored in a preservation vessel. This said, they can be held and used by other characters without losing their powers.

 

The Difficulty Class (DC) for a saving throw against an herbalism plant is 10 + 1/2 the picker's effective druid level + the picker's Wisdom modifier.

Microcosms

As collecting herbalism plants takes 1 hour, a druid must be no more than half an hour away from a micrososm at the time she begins to find herbalism plants for the day in order to collect plants from it. Generally, this means the microcosm must be within 1 or 2 miles; however, any method that alters a character's speed also alters this range.

To search for microcosm herbalism plants, a druid rolls on the appropriate biomes find herbs table as normal, but does NOT collect any of the herbalism plants marked with an asterisk (*) on the rolled table entry. In exchange for giving up these plants, she also rolls on an applicable microcosm find herbs table and collects the plants listed on the rolled table entry. If a biome table has no asterisks (*), then the druid cannot look for microcosm herbs. Additionally, as searching for microcosm plants and searching for bugs replace herbalism plants marked with an asterisk (*), she cannot search for both of these special quantities at once.

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