The Herbalist Base Class

January 20, 2018 | Author: applecakes2 | Category: Herbalism, Cannabis (Drug), Grassland, Conservation, Nature
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The Herbalist Base Class

Interjection Games

Compatibility with the Pathfinder Roleplaying Game requires the Pathfinder Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/pathfinderRPG for more information on the Pathfinder Roleplaying Game. Paizo Publishing, LLC does not guarantee compatibility, and does not endorse this product.

The Herbalist Base Class Interjection Games Table of Contents The Herbalist The Conservationist Archetype The Flowerchild Archetype Biome Find Herbs Tables

1 4 6 7

Herbalist Feats

15

The Herb Log

16

The Recipe Book

31

Biome Summary Tables

35

Custom Biomes

43

Legal

46

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The Herbalist Base Class Interjection Games THE HERBALIST

Compress (Ex): At 1st level, the herbalist learns how to produce a compress that allows for the fast application of multiple plants with the herb descriptor. As a full­round action, the herbalist can construct and apply a compress to a willing creature, granting the target the effects of all of the herbs used in the compress. At 1st level, a maximum of two herbs can be used in the compress. At 5th level and every 5 levels thereafter, the maximum number of herbs that can be used in a single compress increases by 1, to a maximum of 6 at 20th level. This ability can be used once per day, plus an additional time per day at 3rd level and every 3 levels beyond 3rd, to a maximum of 7 times per day at 18th level.

While some individuals, the druids and rangers of the world, learn to coexist and be one with nature, other individuals, the alchemists of the world, learn to harness nature and force it to do their bidding. The herbalists of the world take a path between these two extremes. Herbalists see the natural world as a tool to be revered, a cornucopia of plenty that needs to be properly exercised to extract full benefit from it. From the smallest shelf mushroom to the greatest of flora, the herbalist knows the inner secrets of all things that grow upon this earth. Role: Herbalists seek out the herbs, fruit, and fungi of the terrain around them and use these finds to support their allies and debilitate their enemies in combat. Specializing in wicked poisons, restorative effects, and the production of supernaturally­charged food and alcohol, the herbalist typically has an answer for a situation.

Earthenware Jars (Su): At 1st level, the herbalist has acquired a number of earthenware jars for the storage of plant products. There are two types of earthenware jars: cultivation pots and preservation vessels. Cultivation pots: Cultivation pots are the means by which an herbalist carries her favorite plants with her no matter where she goes. An herbalist can plant three units of the same plant with the herb descriptor into a cultivation pot, a process that takes 10 minutes. Given the herbalist's connection to nature, nature kicks itself into overdrive and produces a fully grown plant by the next morning. Each day, the herbalist can pick from each of her cultivation pots, gaining one unit of the plant held within. This acquisition of plants is separate from that of the find herbs class feature and need not be done at the same time. At any time, she may empty a cultivation pot to clear it for a new plant. An herbalist begins play with 1 cultivation pot and gains an additional cultivation pot at 3rd level and every 4 levels beyond 3rd to a maximum of 6 cultivation pots at 19th level.

Alignment: Any neutral. It is said that old married couples begin to act in a similar fashion. Having been married to nature all their lives, herbalists must be neutral in at least one of the two alignment axes. (Neutral Good, Lawful Neutral, True Neutral, Chaotic Neutral, Neutral Evil) Hit Die: d8 Starting Wealth: 2d4x10 (average 50 gp.) In addition, each character begins play with an outfit worth 10gp or less. Class Skills The herbalist's class skills are Climb (Str), Craft (alchemy) (Int), Handle Animal (Cha), Heal (Wis), Knowledge (geography) (Int), Knowledge (nature) (Int), Linguistics (Int), Perception (Wis), Profession (Wis), Spellcraft (Int), Survival (Wis), Swim (Str)

Preservation vessels: Preservation vessels are the means by which an herbalist preserves her lucky findings, extra plants, and plant products resulting from the execution of a recipe for another day. In short, whatever is placed into a preservation vessel does not decay overnight like everything else an herbalist picks and produces. A single preservation vessel can carry a number of plants or plant products equal to the capacity of that plant or plant product in its entry in the Herb Log or the Recipe Book. To prevent contamination, a preservation vessel can only carry a single kind of plant or plant product; no mixing is permitted. An herbalist begins play with 2 preservation vessels and gains an additional preservation vessel at 5th level and every 5 levels beyond 5th for a total of 6 preservation vessels at 20th level.

Skill Ranks per Level: 2 + Int modifier Class Features All of the following are class features of the herbalist. Weapon Proficiency: Herbalists are proficient with simple weapons and the scythe.

Armor and Shield Proficiency: Herbalists are proficient with light armor and shields. An herbalist wearing armor or using a shield with which she is not proficient incurs a percent chance equal to the item's normal arcane spell failure chance for the contents of each of her preservation vessels to lose their potency and become useless overnight.

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The Herbalist Base Class Interjection Games Find Herbs (Ex): At 1st level, the herbalist has learned the secret to finding useful plants and unlocking their true potential, wherever she may be. Just as the wizard studies his spellbook, the cleric prays to his deific source of power, and the sorcerer simply thinks highly of himself, the herbalist goes through rituals of her own to acquire power. These rituals typically begin with a lengthy ritual of thanks and recognition to Mother Nature, whose bounty is the means by which all non­autotrophic life is sustained upon this earth. Nature having been praised, the herbalist gets to work picking local flora.

Bounty of Nature (Su): If and only if plants are totally unavailable wherever she is, the herbalist may use the entirety of her green thumb pool to produce a vast quantity of plants from her cultivation pots. She produces units of plants equal to twice the maximum capacity of her green thumb pool, distributed however she wishes among her cultivation pots. This process requires one hour. Using this ability forfeits her daily use of the find herbs class feature should foraging for plants become a possibility later in the day. Extra Cultivation (Su): As a full­round action, the herbalist coaxes one of the plants present in one of her cultivation pots to grow. She collects one unit of that plant. This ability costs 2 green thumb points.

To pick plants, the herbalist must first consult her surroundings to determine what "biome" she is in. Biomes, large, naturally occurring communities of flora and fauna occupying a major habitat, are divided into seven standard categories for the purpose of this ability: desert, forest, grassland, mountains, tundra, underground, and wetlands. Other biomes, such as a near­barren wasteland, the jungle, a desert oasis, and the like do exist and special tables can easily be constructed for them using the rules for building custom biome find herbs tables presented in the rear of this supplement. (See section Biome Find Herbs Tables for the find herbs tables, both standard and non­standard, included in this supplement. Also see section Custom Biomes for information on the construction of custom find herbs tables.)

Potent Poison (Su): As a swift action, the herbalist focuses upon a single recipe or plant that is treated as though it were a poison or on a weapon that has been treated with a recipe or plant that is treated as though it were a poison. The DC for that poison is increased by +1. This ability persists for 1 minute and costs 1 green thumb point. At 7th level, the following green thumb ability becomes available. Focused Foraging (Su): Whenever the herbalist rolls on a find herbs table for any biome, she may spend 1 green thumb point to reroll. Unlike most rerolls, a reroll made using this ability can itself be rerolled.

Once the herbalist has determined her biome, she rolls once on that biome's find herbs table plus an additional time for every 2 herbalist levels beyond 1st. She has found the plants listed on that table and can use them in the manner described in the Herb Log. These plants are invested with the blessing of Mother Nature herself; as such, any attempt to use the find herbs class feature a second time in a single day will simply result in the acquisition of nonfunctional plants.

At 17th level, the following green thumb ability becomes available.

Plants granted the blessing of nature in this fashion tend to decay very rapidly. As such, all plants and plant products not stored in preservation vessels overnight will denature to a useless state.

Universal Toxin (Su): As a swift action, the herbalist focuses upon a single recipe or plant that is treated as though it were a poison or on a weapon that has been treated with a recipe or plant that is treated as though it were a poison. This poison can affect living creatures who are naturally immune to poison, such as high level druids and some outsiders. Creatures who are immune to poison due to spells or magical items maintain their immunity to poison. This ability persists for 1 minute and costs 3 green thumb points.

Recipes (Ex): Recipes are the means by which an herbalist produces specialized concoctions from the base plants she finds. In doing so, the herbalist can combine and enhance the base effects of various plants, or even come up with something completely unrelated to the individual parts of the concoction, a greater whole whose nature transcends the solitary unit. Given the nature of recipes, they are not something that all herbalists know. As such, recipes become the primary point of differentiation between herbalists, showing their primary focus in terms of philosophy and favored biomes. At 1st level, 2nd level, and every 2 levels beyond 2nd level, the herbalist learns a recipe. (See section The Recipe Book.) Green Thumb (Su): At 3rd level, the herbalist's connection with nature grants her the ability to suggest certain courses of action to it. The herbalist's capacity to do so is represented by a green thumb pool, which refreshes every day at dawn and has a maximum capacity of 1/2 the herbalist's class level + her Wisdom modifier, rounded down. The following green thumb abilities are available starting at 3rd level.

Poison Use (Ex): At 5th level, the herbalist has spent enough time around poison to be trained in its use and cannot accidentally poison herself when applying poison to a blade. Venom Immunity (Ex): At 11th level, the herbalist gains immunity to all poisons. Natural Prodigy (Su): At 20th level, the herbalist has gained a connection to the natural world that causes druids and rangers to gaze upon her with envy. The herbalist's green thumb pool increases by 5.

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The Herbalist Base Class Interjection Games Ex­Herbalists An herbalist who ceases to revere nature or changes to a prohibited alignment loses all herbalist abilities (not including weapon, armor, and shield proficiencies). She cannot thereafter gain levels as an herbalist until she atones (see the atonement spell description).

Table: The Herbalist

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The Conservationist

The Herbalist Base Class Interjection Games

Favored Class Bonuses

CONSERVATIONIST (HERBALIST)

Instead of receiving an additional skill rank or hit point whenever they gain a level in a Favored Class, some races have the option of choosing from a number of other bonuses, depending upon their Favored Classes. The following options are available to the listed race who have druids as their Favored Class, and unless otherwise stated, the bonus applies each time you select the listed Favored Class reward.

The conservationist is an archetype of the herbalist class. Some herbalists have an obsession with rare, endangered, and extinct plants. Holding these near­lost examples of plantlife above all else, the conservationist is part of nature's expression of the past and the status quo, that which is and that which was. Exotic Cultivation Pots (Ex):

Aasimar: Add 1/6 of a recipe. Drow: Add +1/3 to the DC of all plants that behave as though they were poisons. Dwarf: Add +1/2 to the herbalist's class level to determine the duration and magnitude of effect of all weapon oil plants. Elf: Add 1/5 of a point to the herbalist's green thumb pool. Gnome: Add +1/2 to Craft (alchemy) checks made to produce a recipe. Goblin: Add +1/2 to Craft (alchemy) checks made to produce a recipe. Half­elf: Add 1/5 of a point to the herbalist's green thumb pool. Halfling: When cooking an herb, add +1/2 to the herbalist's class level to determine how many can be fed, as well as the duration and magnitude of effect. Half­orc: Add +1/2 to the herbalist's class level to determine the duration and magnitude of effect of all weapon oil plants. Hobgoblin: Add +1/2 to the herbalist's class level to determine the duration and magnitude of effect of all weapon oil plants. Human: Add 1/6 of a recipe. Kobold: Add +1/3 to the DC of all plants that behave as though they were poisons. Orc: Add +1/2 to the herbalist's class level to determine the duration and magnitude of effect of all weapon oil plants. Puddling: Add +1/2 to Craft (alchemy) checks made to produce a recipe. Tiefling: Add 1/6 of a recipe.

Exotic cultivation pots are pH balanced to be as inviting to the rare and endangered plants that inhabit them as possible. Unlike a normal cultivation pot, an exotic cultivation pot can only hold rare plants and the conservationist will NEVER dump a pot out to replace a rare plant with another rare plant. In short, a conservationist's choice of plants is permanent. Further, normal cultivation pots do not have the specific balance of nutrients needed to sustain rare plants; as such, a conservator cannot share with a mere herbalist. Each day, the conservationist can pick from each of her exotic cultivation pots, gaining 1 unit of the plant held within. This acquisition of plants is separate from that of the find herbs class feature and need not be done at the same time. A conservationist begins play with 1 exotic cultivation pot and gains an additional exotic cultivation pot at 5th level and every 5 levels beyond 5th to a maximum of 5 at 20th level. This ability replaces the cultivation pots portion of earthenware jars. Rare Plants: Whenever a conservationist gains a new exotic cultivation pot, including at 1st level, it contains one of the following rare plants. Golden Yarrow (herb) Capacity: 2 History: Slow­growing, but far more potent than common yarrow, golden yarrow simply couldn't keep up with demand once its virtues were discovered. Effect: When one unit of golden yarrow is applied topically to a wound as a standard action, common yarrow immediately delivers positive energy, healing 1d8 points of damage per conservationist level (max 20d8). At 10th level, two units of golden yarrow can instead function as the raise dead spell if and only if the creature to be raised died in the last hour. Once applied, it takes ten minutes for the golden yarrow to bring the fallen back to life. Since undead are powered by negative energy, this herb deals damage to them instead of curing their wounds. There is no saving throw, though applying yarrow to an unwilling creature is a melee touch attack that provokes attacks of opportunity.

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The Herbalist Base Class Interjection Games Keenblade Leaf (herb) Capacity: 1

Mantrap Capacity: Special ­ see Effect

History: Keenblade leaf was hunted to near extinction by kingdoms seeking an edge in war. It is now only used in the most dire of circumstances, and only then by elite units.

History: This massive variant of a venus fly trap was hunted to extinction by the civilized peoples of the world who were sick and tired of the scenery chewing on hikers. Effect: Rather than being picked each day, the conservationist hoists the exotic cultivation pot containing a mantrap directly onto her back. A mantrap has absolutely massive nutritional needs. Given the conservationist's connection to nature, these needs are assuaged somewhat simply by being on the conservationist's back; however, should a mantrap ever be more than 5 feet away from its conservationist, it immediately wilts and goes into a dormant state from which it will not recover until dawn of the next day. If, at the dawn of the next day, it is still not within 5 feet of its conservationist, it remains in this dormant state.

Effect: When one unit of frostcap is minimally processed and applied to a metal weapon as though it were an oil, the weapon begins to emit an unearthly shine. At 1st level, keenblade leaf grants the weapon a +1 enhancement bonus. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +5 at 19th level. These bonuses can be added to the weapon, stacking with existing weapon bonuses to a maximum of +5, or they can be used to add any of the following weapon properties: dancing, keen, vorpal, and wounding. Adding these properties consumes an amount of bonus equal to the property's cost (see Table: Melee Weapon Special Abilities). These bonuses are added to any properties the weapon already has, but duplicate abilities do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. The bonus and properties granted by the keenblade leaf are determined when it is used and cannot be changed until keenblade leaf is used again. These bonuses apply to only one end of a double weapon. This effect lasts for 1 minute per conservationist class level.

A mantrap threatens all squares the conservation threatens without a reach weapon and can make a single bite attack per round using the conservationist's base attack bonus plus her Wisdom modifier as its melee attack bonus. This bite deals 1d8 + the conservationist's Wisdom modifier points of bludgeoning, piercing, and slashing damage. A mantrap has the same armor class as its conservationist and has maximum hit points equal to half that of the conservationist. If reduced to 0 hit points, it goes into a dormant state from which it will not recover until dawn of the next day. Mantraps do not sleep. A conservationist's control of her mantrap is not perfect. This is primarily seen in the fact that two mantraps brought near one another will bite each other until one is left standing no matter what their master or masters try to do. To prevent this, no conservationist can have more than one mantrap. Speedweed (herb) Capacity: 2 History: Hunted to near­extinction by athletes seeking an edge, speedweed is now only found in heavily protected greenhouses and the kind of druid groves whose druids don't consume things like speedweed. Effect: When speedweed is chewed as a standard action, the chewer gains the benefits of the haste spell for rounds equal to the conservationist's class level. Stoneleaf (herb) Capacity: 1 History: An example of evolution gone horribly awry, stoneleaf slowly put more and more silica into its form to stave off herbivorous predators until it became nearly lightfast. Now, all but the most well­tended stoneleaf just drops over dead out of starvation. Effect: When one unit of stoneleaf is chewed as a standard action, the chewer receives the benefits of the Diehard feat, as well as DR X / ­, where X is the herbalist's class level (max 20), whenever the chewer's hit points is 0 or fewer. All benefits of stoneleaf last for 1 minute.

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The Flowerchild

The Herbalist Base Class Interjection Games

Flowerchild (Herbalist)

Walking Garden (Ex): When a flowerchild first acquires a familiar, she selects one of the seven standard biomes (desert, forest, grasslands, mountains, tundra, underground, wetlands). The familiar grows plants of that biome on its back. Whenever the flowerchild uses her find herbs class feature, she makes an additional roll on the table corresponding to the biome her familiar has on its back. At 5th, 9th, 15th, and 19th level, the flowerchild makes an additional roll on the table corresponding to the biome her familiar has on its back, a maximum of 5 rolls at 19th level.

The flowerchild is an archetype of the herbalist class. Some herbalists don't go through the trouble of carrying around all of those pots and vessels. Instead, they forge a bond with nature itself and have nature follow them around. Natural Bond (Ex) At 1st level, a flowerchild forges a bond with a creature in the same manner that a wizard selects a familiar. A flowerchild's familiar follows the exact same rules as a wizard's familiar with the exception that it uses the progression table shown below.

Speak with Master (Ex): If the master is 5th level or higher, a familiar and the master can communicate verbally as if they were using a common language. Other creatures do not understand the communication without magical help.

This ability replaces earthenware jars.

Speak with Animals of Its Kind (Ex): If the master is 7th level or higher, a familiar can communicate with animals of approximately the same kind as itself (including dire varieties): bats with bats, cats with felines, hawks and owls and ravens with birds, lizards and snakes with reptiles, monkeys with other simians, rats with rodents, toads with amphibians, and weasels with ermines and minks. Such communication is limited by the Intelligence of the conversing creatures.

Alertness (Ex): While a familiar is within arm's reach, the master gains the Alertness feat. Empathic Link (Su): The master has an empathic link with his familiar to a 1 mile distance. The master can communicate empathically with the familiar, but cannot see through its eyes. Because of the link's limited nature, only general emotions can be shared. The master has the same connection to an item or place that his familiar does.

Spell Resistance (Ex): If the master is 11th level or higher, a familiar gains spell resistance equal to the master's level + 5. To affect the familiar with a spell, another spellcaster must get a result on a caster level check (1d20 + caster level) that equals or exceeds the familiar's spell resistance.

Improved Evasion (Ex): When subjected to an attack that normally allows a Reflex saving throw for half damage, a familiar takes no damage if it makes a successful saving throw and half damage even if the saving throw fails. Table: The Flowerchild's Familiar

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The Herbalist Base Class Interjection Games Biome Find Herbs Tables Table: Desert

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The Herbalist Base Class Interjection Games

Table: Forest

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The Herbalist Base Class Interjection Games

Table: Grasslands

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The Herbalist Base Class Interjection Games

Table: Mountains

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The Herbalist Base Class Interjection Games

Table: Tundra

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The Herbalist Base Class Interjection Games

Table: Underground

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The Herbalist Base Class Interjection Games

Table: Wasteland

This is an example of a custom biome created to fulfill a need in a hypothetical campaign setting. The wasteland biome combines grasslands and desert. For more information on custom biomes, see section Custom Biomes.

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The Herbalist Base Class Interjection Games

Table: Wetlands

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The Herbalist Base Class Interjection Games Herbalist Feats

FRUIT CULTIVATOR (HERBALISM)

CULTIVATOR SAVANT (HERBALISM)

Prerequisites: Extra Herbs, herbalist 5th

Prerequisites: Extra Herbs

Benefit: You can now place fruits into cultivation pots as though they were herbs. All fruit yielded by the cultivation pot is done so at half the standard rate for herbs. For example, there is only a 50% chance that picking a cultivation pot containing a fruit will yield a unit of that fruit. Spending 2 green thumb points increases this to a 100% chance. Further, using the extra cultivation ability on a cultivation pot containing a fruit costs 4 green thumb points instead of 2. Finally, its yield is cut in half when using the bounty of nature green thumb ability.

Benefit: Select one herb whose description states that it cannot be grown in cultivation pots. You can now grow that herb in a single cultivation pot; however, using the extra cultivation green thumb ability on this plant costs 4 green thumb points instead of 2. Further, its yield is cut in half when using the bounty of nature green thumb ability. Special: You can select this feat multiple times. Each time, select a new herb.

Normal: Fruits cannot be grown in cultivation pots.

Normal: If an herb says it cannot be grown in cultivation pots, then it simply cannot be grown in cultivation pots.

FUNGUS CULTIVATOR (HERBALISM)

EXPERT FRUIT CULTIVATOR (HERBALISM)

Prerequisites: Extra Herbs, herbalist 9th

Prerequisites: Fruit Cultivator, herbalist 11th

Benefit: You can now place fungi into cultivation pots as though they were herbs. All fungus yielded by the cultivation pot is done so at half the standard rate for herbs. For example, there is only a 50% chance that picking a cultivation pot containing a fungus will yield a unit of that fungus. Spending 2 green thumb points increases this to a 100% chance. Further, using the extra cultivation ability on a cultivation pot containing a fungus costs 4 green thumb points instead of 2. Finally, its yield is cut in half when using the bounty of nature green thumb ability.

Benefit: All fruit yielded by a cultivation pot is done so at the standard rate for herbs, except that its yield is still cut in half when using the bounty of nature green thumb ability. Normal: Fruit yields at half the rate of herbs. EXPERT FUNGUS CULTIVATOR (HERBALISM) Prerequisites: Fungus Cultivator, herbalist 15th

Normal: Fungi cannot be grown in cultivation pots.

Benefit: All fungus yielded by a cultivation pot is done so at the standard rate for herbs, except that its yield is still cut in half when using the bounty of nature green thumb ability. Normal: Fungus yields at half the rate of herbs. EXTRA HERBS (HERBALISM) Prerequisites: Green Thumb class feature Benefit: You can use the extra cultivation green thumb ability twice per day without using points from your green thumb pool. If you use the bounty of nature ability, it does not consume these two uses of extra cultivation. Special: You can select this feat multiple times. Its effects stack. Normal: When the bounty of nature ability is used, the herbalist's green thumb pool is reduced to 0. EXTRA POT (HERBALISM)

You

gain

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cultivation

Prerequisites: Green Thumb class feature, Poison Use class feature Benefit: You gain the following green thumb ability. Persistent Poison (Su): As a swift action, the herbalist focuses her command over the natural world onto a weapon that has been treated with a recipe or plant that is treated as though it were a poison. That poison is not consumed the next time it poisons a creature. Once affected by this ability, a particular plant or dose cannot be targeted again. This ability costs 3 green thumb points. RAPID POISONER (HERBALISM) Prerequisites: Green Thumb class feature, Poison Use class feature Benefit: You gain the following green thumb ability. Rapid Poisoning (Su): As a swift action, the herbalist applies a recipe or plant that is treated as though it were a poison to a weapon. This ability costs 1 green thumb point.

Prerequisites: Cultivation Pots portion of the Earthenware Jugs class feature Benefit:

PERSISTENT POISONER (HERBALISM)

pot.

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The Herbalist Base Class Interjection Games The Herb Log Rules: 1: When an herb is eaten, chewed, or applied to a wound, it follows the exact same attack of opportunity rules as 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. 2: If an herb is administered to an individual under the effects of various status effects that render the individual unable to act it is assumed that the administering character can get the herb to work. 3: Herbs only function if used by the herbalist who picked it. An herbalist is counted as having used it if she makes an action to do so. In this manner, an herbalist can quite readily administer her herbs to other creatures. This rule can be broken by a small selection of specific herbs. 4: If the herbalist cooks, those who wish to receive a benefit must eat immediately; the leftovers have no powers. It is a DC 15 Survival check to find generic produce. 5: Brewed plant products made by an herbalist go bad overnight just like everything else, but they can be held and used by other characters without losing their powers. Acidbite Lichen (herb) Biomes: Mountains, Tundra, Underground Capacity: 2 Recipes: none Appearance: This lichen is a prime example of a primary successor in that it not only breaks down rock, but does so at an excessively rapid pace. If a small amount of fresh soil is found surrounding a lichen, it is likely acidbite.

Arctic Poppy (herb) Biomes: Tundra Capacity: 1 Recipes: none Appearance: Found in the arctic desert upon otherwise barren ledges of rock, the arctic poppy is a hint of bright green and yellow in a sea of white and brown. Effect: When one unit of arctic poppy is chewed as a standard action, the chewer gains a limited immunity to death. If the chewer would be killed by damage, he is instead set to one hit point above death and automatically stabilizes. The chewer must be living to elicit this benefit. This protection persists for a number of rounds equal to 1 + 1/5 the herbalist's class level (max 5). Baneberry (fruit) Biomes: Forest Capacity: 4 Recipes: Aconite Poison, Stillheart Poison, The Van Winkle Appearance: Baneberry sports compound leaves on long stalks, a thin stem, small white flowers, and black berries of about one third of an inch in diameter. It is these berries that contain the greatest concentration of its natural poison. Effect: One unit of baneberry can be applied to a weapon as though it were a poison. Living creatures dealt damage by a weapon coated in baneberry juice must make a DC 10 + 1/2 herbalist class level + herbalist's Wisdom modifier Fortitude save or be fatigued for 1d4 rounds. If the herbalist is 11th level or higher, the victim is exhausted instead of fatigued.

Effect: When one unit of acidbite lichen is thrown as a splash weapon, it clings to whatever creature is in the square in which it lands, dealing acid damage equal to 1d6 + 1/2 the herbalist's class level each round for 1 minute. Ripping acidbite lichen off of a creature is a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Strength check. If acidbite lichen lands in an empty square as a result of being thrown, it can be picked back up and used again. Acorn (fruit) Biomes: Forest Capacity: 4 Recipes: Thornpalm Elixir Appearance: Dropped by the oak tree, acorns are the seed of the plant and sport a cap and pointy bit that nobody in their right mind needs described. Effect: When one unit of acorn is chewed as a standard action, the chewer gains an enhancement bonus to natural armor equal to 1 + 1/3 the herbalist's class level (max +5), rounded down. This effect lasts for 1 minute per herbalist level.

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baneberry

The Herbalist Base Class Interjection Games Barbary Fig (fruit) Biomes: Desert, Grasslands Capacity: 4 Recipes: none

Calamus (herb) Biomes: Wetlands Capacirty: 4 Recipes: Calamus Oil

Appearance: Also known as the prickly pear cactus, the Barbary fig grows to a variable height due to the plant's propensity to hybridize. Variants all sport the flattened cactus leaves and fleshy tuna fruits.

Appearance: Calamus can be spotted by its bladelike leaves with a strong, central vein and a large spadix. Once a leaf or a stem has been broken, the characteristic scent dispels any doubt that this is the real deal. A horizontal root, or rhizome, contains the greatest concentration of medicinal compounds.

Effect: When one unit of Barbary fig is chewed as a standard action, the chewer gains fast healing equal to 1 + 1/3 the herbalist's class level, rounded down, (max 7) for 1 minute. Further, consumption of a Barbary fig is equivalent to drinking enough water to stave off dehydration for one day. Black Alder (fruit) Biomes: Forest, Grasslands Capacity: 4 Recipes: Bottled Insight

Effect: When one unit of calamus is chewed as a standard action, the chewer receives an alchemical bonus to saves against the sickened and nauseated conditions equal to 1 + 1/3 the herbalist's class level, rounded down and minimum 1 (maximum +6) for 1 minute. When first administered, the recipient can immediately make a new save against any sickened or nauseated condition currently affecting her.

Appearance: The black alder tree is characterized by rounded, heavily veined leaves and its drooping yellow blooms. Effect: When one unit of black alder is chewed as a standard action, the chewer receives an alchemical bonus to saves against disease equal to 2 + 1/3 the herbalist's class level, rounded down and minimum 1 (maximum +7) for 1 minute. Brighteye (fungus) Biomes: Underground Capacity: 4 Recipes: Stabbed Eye Elixir Appearance: This small, button­like mushroom feeds off of psychic energy, and few psychic emanations are stronger than that of a sentient moments before death. As such, it is typically found very near hazards that have the capacity to kill. Effect: When one unit of brighteye is chewed as a standard action, the chewer's senses sharpen, granting an alchemical bonus to the Perception skill equal to 2 + 1/2 the herbalist's class level (max +10). This effect persists for one minute.

Cattail (herb) Biomes: Wetlands Capacity: 2 Recipes: Cattail Glue, Elemental Cattail Appearance: Cattails grow thick masses of vertically oriented leaves up to ten feet in length, among which are situated pistils that are shaped much like brown cylinders. Effect: Cattail has two uses. 1: One unit of cattail can be used instead of trail rations or generic produce when cooking other plants. If used in this fashion, treat the herbalist's class level as 2 higher for the purpose of determining how many creatures can consume the food, if applicable, and for determining the magnitude of the benefits granted to the consumer. 2: The herbalist may swing one unit of cattail as though it were a club of her size. If it hits, it deals bludgeoning damage and explodes in a cloud of white fluff, the seeds of the plant. This fluff sticks to the creature damaged by the cattail and behaves as the glitterdust spell, but can be scraped off by dealing damage equal to twice the herbalist's 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 cattail can be wielded as though it were a club, it cannot be affected by plants that act as oils or poisons.

black alder

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The Herbalist Base Class Interjection Games Chimera's Fang (fruit) Biomes: Forest Capacity: 1 Recipes: none

Chokevine (Herb) Biomes: Mountains Capacity: 2 Recipes: Elemental Chokevine

Appearance: Chimera's fang trees can be spotted by the three tufts of leaves, red, green, and yellow, that grow in distinct umbel­like structures at the tree's crown. Their fruits, are, similarly, bastardizations of common, everyday fruits such that no two are the same.

Appearance: Tough and pliable, chokevine can be identified by brushing up against it. If it makes a grab for you, you found it.

Effect: When one unit of chimera's fang is chewed as a standard action, the chewer rolls once on the table below and receives a +1 luck bonus the result. At 5th level and every 5 herbalist levels thereafter, an additional roll is made on the below table. Doubles are wasted. At 10th level, the luck bonus is increased by +1. This effect persists for 8 hours. Table: Chimera's Fang

Effect: The herbalist may swing a unit of 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 her herbalist class level for using the chokevine (max CMB +5). If the grapple check is successful, the vine leaves the herbalist's hand and the victim is strangled and constricted, dealing 2d4 points of constriction damage each round for rounds equal to half the herbalist's class level (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 (max CMD + 5). If the grapple check is not successful, the chokevine goes limp and cannot be used again. Note that although chokevine can be wielded as though it were a whip, it cannot be affected by herbs that act as oils or poisons. Cholla Cactus (herb) Biomes: Desert Capacity: 2 Recipes: Stabbed Eye Elixir Appearance: Most cholla cacti are little more than lumps of cylindrical lobes sporting some of the densest, spiniest thorns present on cacti. Effect: When one unit of cholla cactus is thrown as a standard action, its needles erupt outward, dealing 1d4 points of piercing damage per herbalist class level to everything in a 30 foot line with a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Reflex save for half. Cinderbloom (Herb) Biomes: Desert, Mountains Capacity: 2 Recipes: Attuned Specifitine, Roasted Chestnuts Appearance: This incredibly short­lived plant grows to a height of about two feet and sports a single, red bloom with a diameter of about eight inches. Upon pollination, the entire plant bursts into flame and explodes, scattering seeds far and wide.

Barbary fig

Effect: When one unit of cinderbloom is crushed and rubbed onto the body of a willing creature as a standard action, it forms an ablative layer between the recipient and fire attacks. The recipient ignores the next 8 x the herbalist's class level fire damage taken. This effect lasts for 1 minute per herbalist level.

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The Herbalist Base Class Interjection Games Coldsnap (Herb) Biomes: Mountains, Tundra Capacity: 2 Recipes: Attuned Specifitine

Conkers (fruit) Biomes: Forest Capacity: 4 Recipes: Roasted Chestnuts

Appearance: This short, white­green lichen creeps along the surface of barren rocks in cold places and is responsible for primary succession. Its namesake is a sort of antifreeze present within its structure that allows it to survive at temperatures that would kill other plants. The presence of this compound causes the stem of the plant to break with a very brittle snapping sound.

Appearance: Conkers are the nut of the horse­chestnut tree, known for its absolutely gorgeous flowers in the spring.

Effect: When one unit of coldsnap is crushed and rubbed onto the body of a willing creature as a standard action, it forms an ablative layer between the recipient and cold attacks. The recipient ignores the next 8 x the herbalist's class level cold damage taken. This effect lasts for 1 minute per herbalist level. Common Yarrow (herb) Biomes: Forest, Grasslands Capacity: 4 Recipes: Yarrow Paste

Effect: When one unit of conkers is squeezed between the thumb and forefinger and thrown as a splash weapon, it cracks open, dousing the target in an improbably large amount of a product of its fermentation. This deals 1d8 points of damage plus an additional 1d8 points of damage for every 2 herbalist class levels beyond 1st to any creatures in the square struck. A successful Reflex saving throw (DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier) reduces the damage by half. At 5th level, those who fail their Reflex save are doused to such an extent that any leather or hide equipment worn by that individual takes damage equal to the herbalist's class level. Creatures not made of flesh are immune to this damage.

Appearance: Common yarrow ranges in height from anywhere between 6 inches and three feet. Its leaves are larger the closer to the ground and express varying degrees of hair­like fuzziness. Yarrow flowers are concentrated in bundles at the end of the stem. Effect: When one unit of common yarrow is applied topically to a wound as a standard action, common yarrow immediately delivers positive energy, healing 1d8 points of damage plus an additional 1d8 for every 3 herbalist levels past 1st (max 7d8). Additionally, yarrow continues to slowly deliver residual positive energy, healing an additional 1 point of damage every round for rounds equal to the herbalist's class level. Since undead are powered by negative energy, this herb deals damage to them instead of curing their wounds. There is no saving throw, though applying yarrow to an unwilling creature is a melee touch attack that provokes attacks of opportunity. If multiple units of common yarrow are used together in a compress, their effects stack, including the healing over time effect.

Creosote Bush (herb) Biomes: Desert Capacity: 4 Recipes: Appearance: Scented much like its namesake, the creosote bush is woody and tough, as is expected of desert flora. Effect: When one unit of creosote bush is chewed, the chewer is nauseated for 4 ­ 1/6 the herbalist's class level rounds, rounded up and minimum 1, but is cured of all poisons currently afflicting him. Deeproot Creeper (herb) Biomes: Mountains, Wetlands Capacity: 4 Recipes: Appearance: This fibrous vine can be found creeping along marshy and uneven terrain and sports periodic fibrous root systems that anchor it into the ground. Deeproot creeper is most readily identified by just that ­ its roots are snow white and can sometimes dig four or five feet into the earth.

fiddleheads

Effect: When one unit of acorn is chewed as a standard action, the chewer gains an enhancement bonus to CMD against trip and bull rush combat maneuvers, as well as an enhancement bonus to saving throws against any effect that can knock the chewer prone, equal to 1 + 1/4 herbalist's class level (max +5), rounded down. This effect lasts for 1 minute.

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The Herbalist Base Class Interjection Games Desert Thorn­apple (herb) Biomes: Desert Capacity: 4 Recipes: Toxic Cocktail

Dryad's Saddle (fungus) Biomes: Forest Capacity: 4 Recipes: Fungal Feast

Appearance: Found in sandy washes and the like, desert thorn­apple is an annual whose white flowers are frequently pentagonal in shape, though they can also be round.

Appearance: A shelf mushroom with an outer ring of a lighter yellow color compared to the inner orange, dryad's saddle looks pretty much like a stylized saddle.

Effect: One unit of desert thorn apple can be applied to a weapon as though it were a poison. Living creatures dealt damage by a weapon coated in pheasant's eye must make a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Fortitude save or take 1 point of Charisma damage plus an additional point of Charisma damage for every 4 herbalist levels beyond 1st.

Effect: When one unit of dryad's saddle is chewed as a standard action, the chewer gains an alchemical bonus to Ride skill checks equal to 1 + 1/2 the herbalist's class level, rounded down (max +10). This effect persists for 1 minute per herbalist class level. Dwarf Cattail (herb) Biomes: Wetlands Capacity: 4 Recipes: Cattail Glue Appearance: Dwarf cattail only grows to approximately two and a half feet in height, but is otherwise very similar to common cattails.

theorized source of elderberries Destroying Angel (fungus) Biomes: Forest, Underground Capacity: 1 Recipes: Destroying Puffball Appearance: Destroying angels are easily recognized by a filigree­like structure halfway down the stalk. Some puffballs engulf the mushroom, making it a priority to cut puffballs in half to see if it has consumed an angel. Effect: One unit of destroying angel can be applied to a weapon as though it were a poison. Creatures dealt damage by a weapon coated in destroying angel must make a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Fortitude save or take Constitution damage equal to the herbalist's class level. Drowning Man (herb) Biomes: Mountains, Underground, Wetlands Capacity: 4 Recipes: Toxic Cocktail Appearance: This strange herb roots itself at the water's edge and grows toward the water, its thin, translucent leaves literally floating on the surface of the water itself. Tiny rootlets grow from the stem. Effect: One unit of drowning man can be applied to a weapon as though it were a poison. Creatures dealt damage by a weapon coated in destroying angel must make a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Fortitude save or take 1 point of Strength damage plus an additional point of Strength damage for every 4 herbalist levels beyond 1st.

Effect: One unit of dwarf cattail can be cooked and served to a single individual. If an herb that grants a bonus to the effective herbalist level of a cooked herb is added to the dwarf cattail, it can be served to two individuals instead. Cooking dwarf cattail requires one unit of trail rations or an equivalent amount of fresh produce, as well as 10 minutes of cooking time. Those who consume the herbalist's cooking, a full­round action if simply inhaled, containing dwarf cattails gain a +1 size bonus to armor class, attack rolls and saving throws, but take a ­1 penalty to damage rolls, combat maneuver bonus, and combat maneuver defense. At 10th level, the bonuses are increased to +2 and the penalties are increased to ­2. This effect persists for 1 hour or until the recipient gains the sickened or nauseated condition.

Elderberries (fruit) Biomes: Desert, Forest Capacity: 2 Recipes: Strawberry Wine Appearance: Nobody has ever gotten a good look at the source of elderberries, as they smell far too foul for anyone to not try to look away. Effect: When one unit of elderberries is crushed and rubbed onto the body of a creature, a standard action that is a melee touch attack, it must make a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Fortitude save or be nauseated by the smell. The victim may make a new save every round if nauseated and is immune to the scent for 24 hours once a successful saving throw is made. The scent of elderberries persists for rounds equal to the herbalist's level.

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The Herbalist Base Class Interjection Games Fang of the Mountain (fungus) Biomes: Mountains, Tundra Capacity: 1 Recipes: Stillheart Poison

Fly Amanita (fungus) Biomes: Tundra, Underground Capacity: 4 Recipes: none

Appearance: The antithesis of hair of the mountain, fang of the mountain is short, squat, and nearly jet black. This causes it to stick out like a sore thumb in the snowy upper reaches of the mountain.

Appearance: Fly amanitas have a white stalk with a red cap. This cap is speckled with yellow clumps of material in more­or­less concentric rings.

Effect: One unit of fang of the mountain can be applied to a weapon as though it were a poison. Living creatures dealt damage by a weapon coated in fang of the mountain must make a DC 10 + 1/2 herbalist class level + herbalist's Wisdom modifier Fortitude save each round for rounds equal to 1/2 the herbalist's class level, rounded down and minimum 1, or take 1 point of ability damage to all ability scores. At 10th level, this ability damage is ability drain instead. Fiddleheads (herb) Biomes: Wetlands Capacity: 1 Recipes: none Appearance: Fiddlehead ferns are readily found along riverbanks and the like and are distinguished by the fact that new fronds begin life as round coils that curve inwards rather than as an open leaf. Effect: One unit of fiddleheads can be cooked and served to a group numbering up to half the herbalist's class level, rounded up. Cooking fiddleheads requires one unit of trail rations or an equivalent amount of fresh produce, as well as 10 minutes of cooking time. Those who consume an herbalist's cooking, a full­round action if simply inhaled, containing fiddleheads gain a +1 morale bonus to all saving throws. At 10th level and every ten levels thereafter, all granted morale bonuses increase by +1. These effects last for eight hours or until the recipient gains the sickened or nauseated condition.

Effect: One unit of fly amanita can be applied to a weapon as though it were a poison. Living creatures dealt damage by a weapon coated in fly amanita must make a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Will save or be dazed by hallucinogenic visions for 1 round. This is a mind­affecting ability. Fool's Parsley (herb) Biomes: Forest, Grasslands Capacity: 4 Recipes: none Appearance: Fool's parsley grows upwards of two and a half feet in height and sports a hollow stem, ternately pinnate leaves that exude an unpleasant odor, and compound umbels of white flowers. Effect: One unit of fool's parsley can be applied to a weapon as though it were a poison. Living creatures dealt damage by a weapon coated in fool's parsley must make a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Fortitude save or suddenly experience severe heat and swelling in the back of the throat for 1d4 rounds. For the duration of this swelling, the victim is unable to speak, thus making it impossible to cast spells with a verbal component.

Fiddleheads cannot be placed into a cultivation pot. Flametongue (herb) Biomes: Desert, Underground Capacity: 2 Recipes: Elemental Cattail, Elemental Chokevine Appearance: A single, bright red pod rests at the end of a thin, yet rugged stalk whose outermost layers seem to be peeling away. Not a single leaf can be found on this plant. Given the flametongue survives by absorbing the small amounts of primal fire magic that coalesces in volcanoes, hot springs, deserts, and the like, this is none too surprising. Effect: When one unit of flametongue is minimally processed and applied to a metal weapon as though it were an oil, the weapon rapidly heats to a dull red glow. A weapon glowing in this fashion sheds light as though it were a candle. Additionally, the weapon deals additional fire damage equal to 1 + 1/3 the herbalist's class level (max 7). These effects last for 1 minute per herbalist class level.

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fool's parsley

The Herbalist Base Class Interjection Games Frostcap (herb) Biomes: Mountains, Tundra Capacity: 2 Recipes: Elemental Cattail, Elemental Chokevine, Proximity Shardbloom

Groundelder (herb) Biomes: Grasslands Capacity: 4 Recipes: none

Appearance: Frostcap sports a wiry, pale blue stem that terminates in a fluffy white tuft. This tuft is not a bloom. Rather, it reproduces asexually via runners. Effect: When one unit of frostcap is minimally processed and applied to a metal weapon as though it were an oil, the weapon rapidly frosts over in a deep chill. A weapon chilled in this fashion deals additional cold damage equal to 1 + 1/3 the herbalist's class level (max 7). This effect lasts for 1 minute per herbalist class level. Gnomish Puffball (fungus) Biomes: Mountains, Tundra, Underground Capacity: 1 Recipes: Destroying Puffball, Fungal Feast Appearance: Round, mottled grey and white, and among the heftiest fungi known to humanoidkind, gnomish puffballs are easily identified because, like gnomes, they have a propensity to explode violently when left to their own devices. Effect: When placed on the ground, if within 30 feet, the herbalist can detonate a gnomish puffball with but a thought as a standard action. The resulting blast has a 10 foot radius and deals 1d6 points of fire damage per herbalist level with a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Reflex save for half. Alternatively, the herbalist can detonate a puffball that is still in her pack, though she is caught in the blast and does not receive a saving throw for half if she does so.

Appearance: A member of the carrot family, groundelder is characterized by its long, wispy stem and the hemispherical clouds of tiny blooms that dot the uppermost reaches of the plant. It is further distinguished from other wild carrots in that its flowers and leaves resemble that of the elder. Effect: Groundelder has two uses. 1. One unit of groundelder can be used instead of trail rations or generic produce when cooking other plants. If used in this fashion, treat the herbalist's class level as 2 higher for the purpose of determining how many creatures can consume the food, if applicable, and for determining the magnitude of the benefits granted to the consumer. 2. When one unit of groundelder is chewed as a standard action, the chewer gains temporary hit points equal to 5 + 1/2 the herbalist's class level, rounded down. These temporary hit points persist for 1 minute. If multiple units of groundelder are used together in a compress, their effects stack.

Hair of the Mountain (fungus) Biomes: Mountains, Tundra, Underground Capacity: 4 Recipes: Fungal Feast, Yarrow Paste Appearance: Found everywhere in and on a mountain, be it at the topmost reaches, in the foothills, or within the mountain itself, hair of the mountain is a thin, wispy mushroom that grows between one and three feet tall with snow white caps perhaps an inch and a half across. The mushroom tends to grow in clumps. Effect: When one unit of hair of the mountain is chewed as a standard action, the chewer gains temporary hit points equal to 1 + 1/4 the herbalist's class level, rounded down, minimum 1 (max 6). Finally, he gains fast healing 1 + 1/4 the herbalist's class level (max 6). These effects persist for rounds equal to 2 + 1/4 the herbalist's class level, rounded down (max 6). At 4th level, when the effects of hair of the mountain cease, a final pulse of positive energy rocks the recipient, healing him for 1d6 points of damage for every 4 herbalist class levels.

groundelder

Unlike most other fungi, hair of the mountain can be used in a compress.

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The Herbalist Base Class Interjection Games Heart of the Mountain (fungus) Biomes: Mountains Capacity: 1 Recipes: Heart's Blood

Hen of the Woods (fungus) Biomes: Forest Capacity: 4 Recipes: Fungal Feast

Appearance: When hair of the mountain becomes excessively old, its stalk thickens and becomes flaky. These mushrooms are known as heart of the mountain.

Appearance: Typically found at the base of old or dead oak trees, hen of the woods is a polypore mushroom with a wavy cap edge that grows in vast colonies that can reach 20 pounds in weight. The color of the mushroom can vary significantly, though an orange coloration means mold is growing on the mushroom, an ironic case of fungus decomposing fungus.

Effect: When one unit of heart of the mountain 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. These effects persist for rounds equal to the herbalist's class level. 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. Hemlock (herb) Biomes: Grasslands, Wetlands Capacity: 1 Recipes: The Van Winkle Appearance: Hemlock grows upwards of eight feel tall and features purple or red streaking on the bottom half of its stalk. The leaves can grow up to over one and a half feet in length and exude an unpleasant odor when crushed. Effect: One unit of hemlock can be applied to a weapon as though it were a poison. Each round, those dealt damage by a weapon coated in hemlock must make a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Fortitude save or take 1 point of Constitution damage. This poison has no maximum duration; it simply deals Constitution damage every round until the victim makes a successful Fortitude save in two consecutive rounds. At 9th level, hemlock deals 2 points of Constitution damage instead of 1. This increases to 3 at 17th level. Given its nature, hemlock cannot be placed into a cultivation pot.

Effect: One unit of hen of the woods can be cooked and served to a group numbering up to half the herbalist's class level, rounded up. Cooking hen of the woods requires one unit of trail rations or an equivalent amount of fresh produce, as well as 10 minutes of cooking time. Those who consume an herbalist's cooking containing hen of the woods, a full­round action if simply inhaled, experience a tightening of the gut as it sets to work digesting the mushroom, granting a +2 enhancement bonus to initiative rolls. At 5th level and every five levels thereafter, this enhancement bonus increases by +1 (max +6 at level 20). This effect lasts for one hour or until the recipient gains the sickened or nauseated condition. Holy Ghost (herb) Biomes: Mountains, Wetlands Capacity: 4 Recipes: none Appearance: A type of wild celery, holy ghost is characterized by globular umbels of tiny flowers that range in color from yellow to green and groupings of leaves in bundles of three that are themselves divided into bundles of three. Most characteristic of holy ghost is its pleasant aromatic nature, which is a great departure from the off­putting scents of its closest relatives. Effect: Holy ghost has three uses. 1. One unit of holy ghost can be used instead of trail rations or generic produce when cooking other plants. If used in this fashion, treat the herbalist's class level as 2 higher for the purpose of determining how many creatures can consume the food, if applicable, and for determining the magnitude of the benefits granted to the consumer. 2. When one unit of holy ghost is chewed as a standard action, the chewer gains fresh breath, granting an alchemical bonus to the Bluff and Diplomacy skills equal to 1 + 1/5 the herbalist's class level (max +5), as well as a penalty of equal magnitude to the Intimidate skill. This bonus persists for 1 minute per herbalist level.

holy ghost

3. One unit of holy ghost can be quickly sliced open and fashioned into a makeshift woodwind instrument with a sound close to that of a clarinet. This instrument takes one minute to create and grants a +2 circumstance bonus to Perform checks that use it. At 6th level, holy ghost also grants the user +1 to the DC of any bardic performances made using it. This bonus persists for 1 minute per herbalist level, at which point the stalk used loses its sweet aromatic nature and, thus, its potency.

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The Herbalist Base Class Interjection Games Late Spider Orchid (herb) Biomes: Grasslands Capacity: 4 Recipes: none

Moss Campion (herb) Biomes: Tundra Capacity: 4 Recipes: none

Appearance: The late spider orchid is frequently confused with the bee orchid and exhibits darker coloration on the underside of the bloom.

Appearance: Moss campion, low­growing like many arctic plants, is essentially a mat of pink flowers upwards of a foot in diameter that colonizes rocky outcroppings and the like in the arctic desert.

Effect: When one unit of late spider orchid is chewed as a standard action, the chewer gains an alchemical bonus to Charisma­based skills involving the opposite sex equal to 1 + 1/3 the herbalist's class level (max +5). This bonus persists for one minute per herbalist level. Marsh Mallow (herb) Biomes: Wetlands Capacity: 4 Recipes: none Appearance: Marsh mallow sports white blooms of six petals that cup around a yellow eye. Its leaves are long and narrow. Effect: When one unit of marsh mallow is chewed as a standard action, the chewer's mouth is flooded with positive energy, healing 1d8 points of damage plus an additional 1d8 for every 2 herbalist levels past 1st (max 10d8). At 8th level, the chewer also receives a +2 bonus to the next Fortitude save he makes. This effect persists for 1 minute per herbalist level. If multiple units of marsh mallow are used together in a compress, their effects stack.

Effect: When one unit of moss campion is chewed as a standard action, the chewer gains an alchemical bonus to the Survival skill equal to 2 + 1/2 the herbalist's class level (max +10). These effects persist for 1 minute per herbalist level. Muskroot (herb) Biomes: Forest, Mountain Capacity: 4 Recipes: none Appearance: Muskroot grows up to six inches tall and features triangular, lobed leaves that tend to grow nearer the root. It is easily characterized by a musky scent that vanishes when the plant is bruised and the large, four­ petaled flower that is flanked on four sides by five­petaled flowers. Effect: After minimal processing, one unit of muskroot can either be applied to a willing creature or to an opponent as a melee touch attack that requires a standard action. The creature immediately begins to smell very strongly, causing the creature and everything it threatens to take a ­1 penalty to attack rolls. At 4th level and every four levels thereafter, this penalty increases by ­1 (max ­6 at level 20). This effect lasts for one minute or until the recipient is doused with water. Creatures who have no sense of smell or are immune to poisons are immune to muskroot.

ubiquitine Marsh Marigold (herb) Biomes: Wetlands Capacity: 4 Recipes: Toxic Cocktail

Needlegrass (herb) Biomes: Desert, Grasslands Capacity: 4 Recipes: Stabbed Eye Elixir

Appearance: The marsh marigold sports massive leaves that drape over the ground. Above these pop bright yellow flowers.

Appearance: Needlegrass grows in tough clumps of needle­thin blades that reach a height of about five inches. Covered in irritants, it is advised to wear gloves when picking the stuff.

Effect: One unit of marsh marigold can be applied to a weapon as though it were a poison. Living creatures dealt damage by a weapon coated in marsh marigold must make a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Fortitude save or take 1 point of Wisdom damage plus an additional point of Wisdom damage for every 4 herbalist levels beyond 1st.

Effect: One unit of needlegrass can be thrown as a splash weapon, shredding creatures standing in the impact site for 1d6 points of piercing damage per herbalist level. A successful Reflex saving throw (DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier) reduces the damage by half. Poisons may be applied to needlegrass as though it were a weapon.

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The Herbalist Base Class Interjection Games Old Man Winter's Beard (herb) Biomes: Tundra Capacity: 4 Recipes: none

Palmer's Agave (fruit) Biomes: Desert Capacity: 1 Recipes: none

Appearance: This shaggy plant grows in the deep tundra and insulates itself with fluffy plant fibers.

Appearance: Radiating from a central point, palmer's agave is little more than a hemisphere of fat, pointed leaves when not in flower. Stems shoot up from the center of this shrub when in flower, quickly blooming into large bundles of six­segmented blooms that are rich in nectar.

Effect: When one unit of old man winter's beard is crushed and rubbed onto the body of a creature, a melee touch attack that requires a standard action, it must make a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Will save or be subjected to a strange and terrible sensation. For one round per herbalist level, those who fail their Will save advance an age category. Venerable creatures who fail their Will save are instead stunned for 1 round. Opium poppy (herb) Biomes: Desert Capacity: 1 Recipes: none Appearance: Though found in other biomes, opium poppies tend to produce a greater amount of narcotic chemicals when grown in arid regions. The opium poppy is an annual flower that produces large, green buds before blooming into beautiful pink, purple, white, or red flowers. Effect: One unit of opium poppy can be applied to a weapon as though it were a poison. Living creatures dealt damage by a weapon coated in opium poppy must make a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Will save or treat all opponents as having 3% * the herbalist's class level concealment. At 11th level, creatures under the effects of opium poppy are denied their Dexterity bonus to AC. These effects last for rounds equal to the herbalist's class level. Given its nature, opium poppy cannot be placed in a cultivation pot.

Effect: An herbalist can brew a batch of fresh tequila in a mere 10 minutes. The addition of a plant that increases the herbalist's effective class level when cooked increases the number of doses of beer yielded by 1. Only one plant can be added in this manner. A batch of tequila contains 1d4 doses, each of which can be consumed as though it were a potion. Each dose grants the drinker a +1 alchemical bonus to Strength and a ­1 penalty to Wisdom. At 5th level and every 5 levels thereafter, both the bonus and the penalty increases by 1. The benefit lasts for 1 minute per herbalist level, but the penalty lasts for 1 hour. Tequila can be passed from the herbalist to another creature without it losing its efficacy. Palo Verde Bark (fruit) Biomes: Desert Capacity: 4 Recipes: Bottled Insight, Thornpalm Elixir Appearance: The palo verde tree is waxy, to avoid excess loss of moisture, and covered in thorns, to deter herbivores desiring its stored water. In exceptionally dry weather, the palo verde tree sheds its leaves, but continues to photosynthesize due to chlorophyll found directly in its bark. This gives the tree a strange green hue. Effect: When one unit of palo verde bark is chewed as a standard action, the chewer's body grows a number of woody spines that deal 1d3 points of piercing damage to those who strike at the chewer with natural weapon or while unarmed. At 5th level and every 5 levels beyond 5th, this damage increases by 1d3. This effect lasts for 1 minute per herbalist level. Pheasant's Eye (herb) Biomes: Grasslands, Mountains Capacity: 4 Recipes: Aconite Poison, Toxic Cocktail Appearance: Blooming in early spring, this plant's leaves are thin and needle­like, while its bright yellow blooms are approximately two inches in diameter and feature upwards of twenty petals each. Effect: One unit of pheasant's eye can be applied to a weapon as though it were a poison. Living creatures dealt damage by a weapon coated in pheasant's eye must make a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Fortitude save or take 1 point of Dexterity damage plus an additional point of Dexterity damage for every 4 herbalist levels beyond 1st.

muskroot

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The Herbalist Base Class Interjection Games Phosphor Mushroom (fungus) Biomes: Underground Capacity: 1 Recipes: Fungal Feast

Phosphor Weed (herb) Biomes: Tundra, Underground Capacity: 4 Recipes: none

Appearance: Phosphor mushrooms are simply overgrown psilocybes that glow with a warm blue radiance. Several underground races who have not been part of the subterranean depths for a long enough period of time to evolve to not need the light grow them to bring some sort of illumination to their homes.

Appearance: This stringy weed would be thoroughly generic were it not for the fact that it glows.

Effect: An herbalist can brew a batch of fresh phosphor beer in a mere 10 minutes. The addition of a plant that increases the herbalist's effective class level when cooked increases the number of doses of beer yielded by 1. Only one plant can be added in this manner. A batch of phosphor beer contains 1d4 doses, each of which can be consumed as though it were a potion. Each dose causes a strange rumble to build in the stomach of the drinker, granting the drinker the supernatural ability to make a single breath attack as a standard action sometime during the duration of the ability. 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 levels of the brewing herbalist beyond 1st on a successful ranged touch. Once a dose of phosphor beer can been drunk, the drinker has one minute to use the breath attack before it is wasted. Phosphor beer can be passed from the herbalist to another creature without it losing its efficacy.

Phosphor Puff (fungus) Biomes: Tundra, Underground Capacity: 2 Recipes: Fungal Feast Appearance: This large, round puffball glows slightly, generating a supply of heat. Effect: Phosphor mushrooms have two uses. 1: One unit of phosphor mushroom can be used as a source of light. It illuminates as though it were a candle. At 7th level, it illuminates as though it were a torch. 2: An herbalist can brew a batch of fresh puff beer in a mere 10 minutes. The addition of a plant that increases the herbalist's effective class level when cooked increases the number of doses of beer yielded by 1. Only one plant can be added in this manner. A batch of puff beer contains 1d4 doses, each of which can be consumed as though it were a potion. Each dose grants the drinker fast healing 2 for rounds equal to half the herbalist's class level, rounded down and minimum 1. Puff beer can be passed from the herbalist to another creature without it losing its efficacy.

Effect: Phosphor weeds have two uses. 1: One unit of phosphor weed can be used as a source of light. It illuminates as though it were a candle. At 7th level, it illuminates as though it were a torch. 2: An herbalist can will a unit of phosphor weed held in hand to erupt in a blast of light as a standard action. Creatures in a 30 foot radius must make a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Fortitude save or be dazzled for one minute. The herbalist receives a bonus equal to her Wisdom modifier to this save. At 9th level, those who make their Fortitude save are dazzled for 1 minute. Those who fail are blinded for 1 round and dazzled for the remainder of 1 minute once the blind lapses. Pricklegrass (herb) Biomes: Grasslands Capacity: 2 Recipes: Stabbed Eye Elixir Appearance: A close relative of crabgrass, pricklegrass has been known to slice open the shins of horses who brush by it. Needless to say, the shiny­leafed grass quickly earns a wide berth from anything that can't handle its silica. Effect: When one unit of pricklegrass is minimally processed and applied to a metal weapon as though it were an oil, the weapon rapidly gains a dull sheen and becomes wickedly sharp. A weapon treated in this fashion deals additional bleed damage equal to 1 + 1/6 the herbalist's class level (max 4). This effect lasts for 1 minute per herbalist class level. Puckerberry (herb) Biomes: Forest, Wetlands Capacity: 2 Recipes: Elemental Cattail, Elemental Chokevine, Strawberry Wine Appearance: Growing at the base of old trees, this shade­loving bush loves moist, even waterlogged earth and is characterized by the small, yellow berries hanging from it in heavy clumps. Effect: When one unit of puckerberry is minimally processed and applied to a metal weapon as though it were an oil, the weapon rapidly begins to hiss and small pockmarks appear in the blade. A weapon treated in this fashion deals additional acid damage equal to 1 + 1/3 the herbalist's class level (max 7). This effect lasts for 1 minute per herbalist class level.

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The Herbalist Base Class Interjection Games Rampant Liverwort (herb) Biomes: Tundra, Underground Capacity: 4 Recipes: Nullmagic Elixir

Shardbloom (herb) Biomes: Tundra, Underground Capacity: 4 Recipes: Proximity Shardbloom

Appearance: Liverworts in general tend to be quite thin and no more than a few inches long. What makes rampant liverwort so interesting, however, is that it can feed itself with pretty much anything. Photosynthetic, chemosynthetic, and magosynthesic, among others, rampant liverwort can and will survive pretty much anywhere where other plants don't simply outgrow it.

Appearance: Although it is a plant, it looks more like somebody made a cheap facsimile out of ice and stuck it in the ground.

Effect: Rampart liverwort can be placed in a square the herbalist threatens as a standard action. Once placed, it is active for one round per herbalist class level. During this time, if any spell is cast where the square the liverwort occupies is part of the spell's radius, the caster of that spell must roll a DC 10 + 1/2 the herbalist's level + the herbalist's Wisdom modifier Concentration check or the spell fails. Whether or not the spell is stopped, the liverwort is consumed in the process. Scarlet Pimpernel (herb) Biomes: Desert Capacity: 4 Recipes: Toxic Cocktail Appearance: This weedy plant grows from a central root in a starburst pattern, its leaves hugging the stem close in little hemispheres. It blooms are a muted orange with red in the center.

Effect: One unit of shardbloom can be thrown as a thrown splash weapon, dealing 1d4 points of cold damage per herbalist level to all creatures within 5 feet of the square struck. A DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Reflex save negates. Specifitine (herb) Biomes: Desert, Tundra, Underground Capacity: 4 Recipes: Attuned Specifitine, Extremophilic Elixir Appearance: The opposite of ubiquitine, specifitine has an appearance that reflects its conditioning to perfectly match the environment at hand. Effect: When chewed as a standard action, the chewer gains resistance to the energy type that most recently damaged the chewer (acid, cold, electric, or fire) equal to the herbalist's class level. If two energy types tie for this distinction, the chewer can choose. This effect persists for 1 minute.

Effect: One unit of scarlet pimpernel can be applied to a weapon as though it were a poison. Creatures dealt damage by a weapon coated in scarlet pimpernel must make a DC 10 + 1/2 herbalist class level + herbalist's Wisdom modifier Fortitude save or take 1 point of Intelligence damage plus an additional point of Intelligence damage for every 4 herbalist levels beyond 1st. Spider Milkweed (herb) Biomes: Desert, Forest Capacity: 4 Recipes: Toxic Cocktail

Shadowbloom (herb) Biomes: Underground, Wetlands Capacity: 2 Recipes: none Appearance: Found in the deep, dark places of the world, the shadowbloom is noted for the swirling purple coloration of its central flower. Effect: One unit of shadowbloom can be applied to a weapon as though it were a poison. Creatures dealt damage by a weapon coated in shadowbloom must make a DC 10 + 1/2 herbalist class level + herbalist's Wisdom modifier Fortitude save or take 2d6 points of acid damage. This save must be made each round for a number of rounds equal to the herbalist's class level. Unlike other poisons, shadowbloom attacks pretty much anything and will affect any and all corporeal creatures.

Appearance: Growing up to three feet in height, but usually only somewhere in the vicinity of half of that, spider milkweed is noted for growing an umbel heavy enough to tip the plant over into a stooped position. This umbel is globular in appearance and is a solid blanket of pale green flowers with small spots white and maroon for color. Effect: One unit of spider milkweed can be applied to a weapon as though it were a poison. Creatures dealt damage by a weapon coated in spider milkweed must make a DC 10 + 1/2 herbalist class level + herbalist's Wisdom modifier Fortitude save or take 1 point of Constitution damage plus an additional point of Constitution damage for every 4 herbalist levels beyond 1st.

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The Herbalist Base Class Interjection Games Springroot (herb) Biomes: Grasslands, Wetlands Capacity: 2 Recipes: Attuned Specifitine

Swampweed (herb) Biomes: Wetlands Capacity: 1 Recipes: none

Appearance: The only above­ground presence the springroot has is a mat of dark purple, almost black flowers blooming directly upon a twisted mass of runners. When dug up, the plant's heart is revealed to be a rubbery tuber the size of a potato.

Appearance: This sickly grass grows to a height of about one foot and is identified by its pale color, drooping leaves, and musty smell.

Effect: When one unit of springroot is crushed and rubbed onto the body of a willing creature as a standard action, it forms an ablative layer between the recipient and electric attacks. The recipient ignores the next 8 x the herbalist's class level electric damage taken. This effect lasts for 1 minute per herbalist level.

Standard Bearer (herb) Biomes: Grasslands Capacity: 0 ­ Standard bearer is simply too large to jar. Recipes: none Appearance: This strange herb, a single thick stalk covered in small, unobtrusive leaves, actively courts other herbs, creating an area of greater species diversity around itself. Strangely, many of the herbs don't even look like they belong where they are presently growing. Effect: Standard bearer has two uses. 1: When stuck into the ground, the herbalist gets an extra find herbs roll the next morning if she is still in the same general area as the standard bearer. Given the strange nature of standard bearer, the herbalist selects the biome table used for this extra roll, as standard bearers draw plantlife to them that sometimes don't even make sense. Only a single standard bearer may be used in this way per herbalist at any one time. The standard bearer is consumed in the process.

Effect: Swampweed has been touted by the sort of individuals who write cheeky monographs as the primary reason why certain swamp communities simply have no chance to ever advance to the echelons of society that the monograph writers themselves inhabit. This is because swampweed turns out to be the most easily fermentable plant in the world and the resulting alcohol is actually quite fantastic. Given an herbalist's attachment to nature, she can ferment a batch of fresh swampweed beer in a mere 10 minutes. The addition of a plant that increases the herbalist's effective class level when cooking increases the number of doses of beer yielded by 1. Only one plant can be added in this manner. A batch of swampweed beer contains 1d4 doses, each of which can be consumed as though it were a potion. Each dose confers immunity to the shaken condition. At 6th level, each dose bubbles up in the stomach of the drinker, granting the drinker the supernatural ability to make a single breath attack as a standard action sometime during the duration of the ability. This breath attack is a 20' cone that mimics the stinking cloud spell. The DC for the saving throw against this effect is 10 + 1/2 the brewing herbalist's class level + the brewing herbalist's Wisdom modifier. At 11th level, each dose also confers immunity to all fear effects. Finally, at 16th level, each dose grants the drinker a small measure of luck. As an immediate action sometime during the duration of the ability, the drinker can grant himself a +2 luck bonus to attack rolls, damage rolls, skill checks, or AC for 1 round. This bonus can be granted after the success or failure of a roll is known and can retroactively change the outcome thereof. All benefits of swampweed persist for 1 minute per the brewing herbalist's level. Swampweed can be passed from the herbalist to another creature without it losing its efficacy. Given swampweed's propensity to love absolutely flooded dirt, it is impossible to grow swampweed in a cultivation pot.

2: When used in a compress, standard bearer mimics the effects of each other herb in the compress. If an herb does not allow its effects to stack in a compress, this extends the duration of the effect instead. (For example, if a compress is made of 2 common yarrow, 1 puckerberry, and 1 standard bearer, then the net effect of the compress will be 4 common yarrow and an extended puckerberry.) Given its propensity to draw other species to it, a standard bearer cannot be placed into a cultivation pot.

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dryad's saddle

The Herbalist Base Class Interjection Games Ubiquitine (herb) Biomes: All Capacity: 4 Recipes: All, Extremophilic Elixir, Heart's Blood, Ubiquitium Appearance: Ubiquitine is thoroughly generic in appearance and needs. In fact, it is so generic that it can grow in any biome; however, it is specific about its generic needs. In other words, given it has become hardy enough to impose upon itself a sense of aesthetics, it only grows in places that are themselves suitably generic. Effect: Ubiquitine has two uses. 1: A single unit of ubiquitine can replace a single unit of any other herb in a recipe. Use of two or more units of ubiquitine in this fashion will cause the concoction to be too generic and the recipe will fail. As it is, the use of one unit of ubiquitine in this fashion increases the Craft DC of the recipe by +5. 2: A unit of ubiquitine can mimic the effects of any one other herb found with it in a particular compress. If two plants in cultivation pots other than ubiquitine itself ever share a biome of origin, any ubiquitine in cultivation pots gets upset about how aesthetically unpleasing its surroundings are and promptly dies. Vanilla Grass (herb) Biomes: Grasslands Capacity: 2 Recipes: Attuned Specifitine Appearance: Growing in tufts that reach about three feet tall, vanilla grass is characterized by hairy ligules of up to 0.4" long and sports needle­like red flowers whose average length is approximately 2.5". Effect: When one unit of vanilla grass is crushed and rubbed onto the body of a willing creature as a standard action, vanilla grass forms an ablative layer between the recipient and acidic attacks. The recipient ignores the next 8 x the herbalist's class level acid damage taken. This effect lasts for 1 minute per herbalist level. Venus Hair Fern (herb) Biomes: Desert, Forest, Mountains Capacity: 4 Recipes: none Appearance: Also known as the black maidenhair fern, the fronds of the fern are light green in color and grow from rhizomes that creep along. The frond rachis are black, hence its other common name. Effect: When one unit of venus hair fern is eaten as a standard action, it confers an alchemical bonus equal to 1 + 1/3 the herbalist's class level (maximum +6) to saving throws against confusion effects, sanity effects, and Will saves to disbelieve illusions. This effect lasts for 1 minute.

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wolfsbane

The Herbalist Base Class Interjection Games Wild Angelica (herb) Biomes: Mountains, Wetlands Capacity: 4 Recipes: none

Wolfsbane (herb) Biomes: Grasslands Capacity: 4 Recipes: Aconite Poison

Appearance: Growing to a height of one meter, give or take, wild angelica is characterized by large, heavily­ veined leaves in groupings of three, a celery­like stalk, and dense groupings of small flower umbels.

Appearance: Wolfsbane grows to a height of approximately 3 feet. Its round leaves are found in clusters of five to seven and are between 2 and 4 inches in length, while its flowers are purple to bluish­purple in color and are between 0.5 and 1 inch in length. Its root is fleshy and concentrates a paralytic alkaloid.

Effect: When crushed and rubbed onto the body of a willing creature as a standard action, the scent of wild angelica acts as a deterrent against the small and the slimy for a time. Whenever a living swarm would enter a square occupied by a creature covered in wild angelica, it must make a Will save (DC 10 + 1/2 the herbalist's class level + the herbalist's wisdom modifier) to do so. On a failed Will save, the swarm cannot attempt to move into that square until its next turn (Swarms tend to have poor memories.). This effect lasts for rounds equal to the herbalist's class level. Wild Strawberry (fruit) Biomes: Forest, Grasslands, Wetlands Capacity: 2 Recipes: Strawberry Wine Appearance: During the spring, these thin vines bloom with white flowers. Later in the season, if pollinated, red aggregate fruits grow where the flowers once were. Effect: When one unit of wild strawberry is squeezed between the thumb and forefinger and thrown as a thrown splash weapon, it explodes with a gout of improbably concentrated citric acid, dealing 1d6 points of acid damage plus an additional 1d6 points of acid damage for every 3 herbalist class levels past 1st to all creatures in a 5 foot radius of the impact site. A successful Reflex saving throw (DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier) reduces the damage by half. At 8th level, those who fail their Reflex save are caught in a cloying, sweet syrup and are entangled for 1d4 rounds.

Effect: Though a potent paralytic poison when concentrated, small doses of wolfsbane can calm the heart in a much less dramatic fashion. When one unit of wolfsbane is chewed as a standard action, the chewer receives an alchemical bonus to saving throws against fear effects equal to 2 + 1/3 the herbalist's class level, rounded down, (maximum +8) for 1 minute. When first administered, the recipient can immediately make a new save against any fear effects currently affecting her. If a second dose of wolfsbane is chewed while the first is in effect, the recipient must make a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Fortitude save or be paralyzed for 1 round. All other effects still happen.

Yellow Morel (fungus) Biomes: Forest, Grasslands Capacity: 1 Recipes: Fungal Feast Appearance: Described by those who hunt them as yellow pine cones with a stalk, yellow morels are a delicacy among mushrooms and are notable for not having a toxic analog, thus making them a safe first mushroom to seek out.

wild angelica

Effect: One unit of yellow morels can be cooked and served to a group numbering up to half the herbalist's class level, rounded up. Cooking yellow morels requires one unit of trail rations or an equivalent amount of fresh produce, as well as 10 minutes of cooking time. Those who consume an herbalist's cooking, a full­round action if simply inhaled, containing yellow morels 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 (max +3 to attack and damage, +4 against poison at level 20). These effects last for eight hours or until the recipient gains the sickened or nauseated condition.

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The Herbalist Base Class Interjection Games The Recipe Book As stated before, recipes are the means by which herbalists truly differentiate themselves from one another. By combining their favored herbs in new and interesting ways, herbalists can define themselves as specialists. All recipes require 1 hour of effort and a single Craft (alchemy) check. Given cooking psuedoalchemical goods from raw materials that have been blessed by nature itself is a rather risky venture at the best of times, all materials are wasted if the Craft (alchemy) check fails by any amount. Further, an herbalist can never take 10 on her Craft checks when working with recipes. Too many things can go wrong! Like the herbalist's plants, all recipe end products spoil overnight if not kept in a preservation vessel. As such, like the herbalist's plants, all recipes also have a stated capacity that shows how many units of the compound can fit in a single preservation vessel. Further, like the herbalist's plants, all recipe end products become inactive if not used by the herbalist, excepting brews such as strawberry wine. Each recipe produces 1 unit of output unless stated otherwise. Given recipes scale nicely with level, there are no prerequisites for the recipes with higher DCs. If an herbalist truly wishes to focus hard enough to make difficult recipes early, then she'll likely not be able to reliably collect the ingredients, anyway.

Bottled Insight Ingredients: 1 Black Alder, 1 Palo Verde Bark Craft DC: 18 Capacity: 4 Effect: Made from the barks of trees, bottled insight is an attempt to store their memories and thoughts in a way that animals can process. The drinker gets a bonus to his next Knowledge check equal to the herbalist's class level. Further, he may attempt a Knowledge check that he has already failed without the help of bottled insight. This effect persists for 1 minute. Calamus Oil Ingredients: 3 Calamus Craft DC: 22 Capacity: 3 Effect: When sprayed on a willing creature as a standard action, a lovely sweet smell fills the general area. As it turns out, this smell is rather vile to arthropods. Whenever an insect or arachnid of any sort attempts to physically attack a creature sprayed with calamus oil, it must make a DC 10 + 1/2 the herbalist's class level + herbalist's Wisdom modifier 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. Calamus oil has a duration of 1 round per herbalist class level.

Aconite Poison Ingredients: 3 of any combination of ­ Baneberry, Pheasant's Eye, Wolfsbane Craft DC: 22 Capacity: 2 Effect: One unit of aconite poison can be applied to a weapon as though it were a poison. Living creatures dealt damage by a weapon coated in aconite poison are affected for 1d4 rounds and must make a DC 10 + 1/2 herbalist class level + herbalist's Wisdom modifier Fortitude save each round or be paralyzed for 1 round. Whether or not this saving throw is successful, all passive and gaze abilities that cause fear effects do not function for the duration of the poison's effect. This is because the victim is too lethargic to be particularly terrifying. Attuned Specifitine Ingredients: 2 Specifitine, 2 of any combination of ­ Cinderbloom, Coldsnap, Springroot, Vanilla Grass Craft DC: 25 Capacity: 2 Effect: When chewed as a standard action, the chewer gains resistance to the appropriate energy type that most recently damaged the chewer (fire if made with cinderbloom, cold if made with coldsnap, electric if made with springroot, acid if made with vanilla grass) equal to the herbalist's class level. This effect persists for 1 minute per herbalist level.

Cattail Glue Ingredients: 2 Cattail OR 4 Dwarf Cattail OR 1 Cattail, 2 Dwarf Cattail Craft DC: 25 Capacity: 1 Effect: While not as sticky as a tanglefoot bag, cattail glue is an annoyance of a similar sort. One unit of cattail glue, and the vessel containing it, can be thrown as a thrown splash weapon. Creatures in the square struck must make a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Reflex save or become entangled for 2d4 rounds. Further, the concentration check to cast while entangled in this manner has a DC of 5 + the herbalist's class level + the spell level. A preservation vessel can be replaced by any container with a lid or cork, such as a flask or clay pot.

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The Herbalist Base Class Interjection Games Destroying Puffball Ingredients: 1 Destroying Angel, 1 Gnomish Puffball Craft DC: 48 Capacity: 1 Effect: When placed on the ground, if within 30 feet, the herbalist can detonate a destroying puffball with but a thought as a standard action. The resulting blast has a 10 foot radius and deals Constitution damage equal to the herbalist's class level with a DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Fortitude save to negate. Alternatively, the herbalist can detonate a puffball that is still in her pack, though she is caught in the blast and does not receive a saving throw to negate if she does so. Creatures who are immune to poison are immune to a destroying puffball; however, a destroying puffball is not considered a poison for the purpose of the herbalist's green thumb abilities. Elemental Cattail Ingredients: 1 Cattail, 1 of any combination of ­ Flametongue, Frostcap, Puckerberry Craft DC: 24 Capacity: 2 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 and explodes in a cloud of elementally­charged 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) each round for rounds equal to the herbalist's class level. In addition to the elemental damage, the fluff behaves as the glitterdust spell, but can be scraped off by dealing damage equal to twice the herbalist's 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 herbs that act as oils or poisons. Elemental Chokevine Ingredients: 1 Chokevine, 1 of any combination of ­ Flametongue, Frostcap, Puckerberry Craft DC: 24 Capacity: 2 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 (max CMB +5). If the grapple check is successful, the vine leaves the herbalist's hand and the victim is strangled and constricted, dealing 2d4 points of constriction damage and the herbalist's level / 2 points of the appropriate energy damage (fire if made with flametongue, cold if made with frostcap, acid if made with puckerberry) each round for rounds equal to half the herbalist's class level (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 (max CMD + 5). 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 herbs that act as oils or poisons. Extremophilic Elixir Ingredients: 2 Specifitine, 2 Ubiquitine Craft DC: 26 Capacity: 1 Effect: When one unit of extremophilic elixir is drank 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 this effect 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 lava if NOT in lava. An individual who drinks extremophilic elixir underwater chokes in the open air. An individual who drinks extremophilic elixir deep underwater takes reverse crushing damage as his body tries to rip itself apart under normal pressure. In essence, that which is hazardous simply changes. This effect persists for one minute per herbalist level. 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. Fungal Feast Ingredients: 1 Yellow Morel, 2 of any combination of ­ Dryad's Saddle, Gnomish Puffball, Hair of the Mountain, Phosphor Mushroom, Phosphor Puff Craft DC: 35 Capacity: 1 Effect: One unit of fungal feast is cooked up at the end of the one hour craft time for the recipe and can be served to a group numbering up to five times the herbalist's level. Those who immediately consume the herbalist's cooking, a full­round action if simply inhaled, 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 (max +3 to attack and damage, +4 against poison at level 20). These effects last for eight hours or until the recipient gains the sickened or nauseated condition.

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The Herbalist Base Class Interjection Games Heart's Blood Ingredients: 1 Heart of the Mountain, 1 Ubiquitine Craft DC: 31 Capacity: 1

Stillheart Poison Ingredients: 1 Fang of the Mountain, 3 Baneberry Craft DC: 39 Capacity: 1

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. These effects persist for rounds equal to the herbalist's class level. 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.

Effect: One unit of stillheart poison can be applied to a weapon as though it were a poison. Living creatures dealt damage by a weapon coated in stillheart poison are affected by the poison for a number of rounds equal to 1/2 the herbalist's class level, rounded down. Each round, the victim must make a DC 10 + 1/2 herbalist class level + herbalist's Wisdom modifier Fortitude save or become fatigued. If already fatigued, the victim becomes exhausted. If already exhausted, the victim dies.

Heart's blood can be used in a compress.

Strawberry Wine Ingredients: 1 Elderberries, 1 Puckerberry, 1 Wild Strawberry Craft DC: 31 Capacity: Special

Nullmagic Elixir Ingredients: 3 Rampant Liverwort Craft DC: 22 Capacity: 2 Effect: When one unit of nullmagic elixir is consumed, the drinker gains SR 10 + the herbalist's class level for 1d4 rounds. Proximity Shardbloom Ingredients: 1 Frostcap, 1 Shardbloom Craft DC: 21 Capacity: 3 Effect: A proximity shardbloom can be planted on the ground as a standard action that provokes attacks of opportunity. At the beginning of the next turn, the proximity shardbloom is 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 the armed proximity shardbloom. A DC 10 + 1/2 the herbalist's class level + the herbalist's Wisdom modifier Reflex save negates. Once armed, a proximity shardbloom is armed for 1 minute before melting and becoming useless.

Effect: By mixing together elderberries for its potent flavors, puckerberry for its acid, and wild strawberry for its sweetness, the herbalist produces 1d3 doses of strawberry wine. Unlike most brewed beverages, all 1d3 doses of strawberry wine can be put in a single preservation vessel. Different batches of strawberry wine cannot be mixed in the same preservation vessel, as this ruins the delicate balance of flavors that each batch exhibits. For each night strawberry wine spends in a preservation vessel, add +1 to the effective herbalist's level when consuming it, to a maximum of +10. Each dose of strawberry wine grants the drinker a +1 alchemical bonus to an ability score of his choice for 1 minute. For every 5 herbalist levels beyond 1st, the drinker gains a +1 alchemical bonus to a separate ability score of his choice. Strawberry wine can be passed from the herbalist to another creature without it losing its efficacy.

Roasted Chestnuts Ingredients: 1 Cinderbloom, 2 Conkers Craft DC: 25 Capacity: 2

The Van Winkle Ingredients: 1 Baneberry, 1 Hemlock Craft DC: 33 Capacity: 1

Effect: One unit of roasted chestnuts can be chewed as a standard action. The chewer gains a +2 alchemical bonus to Constitution for 1 minute per herbalist class level.

Effect: One unit of the Van Winkle can be applied to a weapon as though it were a poison. Living creatures dealt damage by a weapon coated in the Van Winkle must make a DC 10 + 1/2 herbalist class level + herbalist's Wisdom modifier Fortitude save or fall asleep for days equal to the herbalist's class level. 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.

Stabbed Eye Elixir Ingredients: 1 Brighteye, 1 of any combination of ­ Cholla Cactus, Needlegrass, Pricklegrass Craft DC: 18 Capacity: 4 Effect: When consumed, the drinker gains an alchemical bonus to Stealth checks equal to 2 + the herbalist's class level. This effect lasts for 1 minute per herbalist level.

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The Herbalist Base Class Interjection Games Thornpalm Elixir Ingredients: 2 Acorn, 2 Palo Verde Bark Craft DC: 26 Capacity: 2

Yarrow Paste Ingredients: 2 Common Yarrow, 1 Hair of the Mountain Craft DC: 22 Capacity: 4

Effect: 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. If a thorn critically hits, it also does 1d4 points of Constitution damage. The drinker has the ability to fire thorns for rounds equal to the herbalist's class 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 past 1st (max 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.

Toxic Cocktail Ingredients: 1 Desert Thorn­apple, 1 Drowning Man, 1 Marsh Marigold, 1 Pheasant's Eye, 1 Scarlet Pimpernel, 1 Spider Milkweed Craft DC: 34 Capacity: 2

Yarrow paste can be placed in a compress. If multiple units of common yarrow and/or yarrow paste are used together in a compress, their effects stack, including the healing over time effect.

Effect: One unit of toxic cocktail can be applied to a weapon as though it were a poison. Creatures dealt damage by a weapon coated in toxic cocktail must make a DC 10 + 1/2 herbalist class level + herbalist's Wisdom modifier Fortitude save or take 1 point of damage to all ability scores plus an additional point of damage to all ability scores for every 4 herbalist levels beyond 1st.

Ubiquitium Ingredients: 4 Ubiquitine Craft DC: 26 Capacity: 1 Effect: By concentrating down ubiquitine, the herbalist produces a pale grey fluid that yearns to be something more aesthetically pleasing. A spell of up to 3rd level can be cast onto the ubiquitium, along with caster level x spell level x 25 gp worth of powdered silver, effectively transforming it into a potion or thrown splash weapon of that spell. Once transformed, it must still remain in one of the herbalist's preservation vessels or spoil overnight. If the herbalist utilizes a preservation vessel as a thrown splash weapon, it is destroyed, but the vessel can readily be replaced by any container with a lid or cork, such as a flask or clay pot.

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calamus

The Herbalist Base Class Interjection Games Biome Summary Tables Table: Desert Summary

Use these tables to organize your daily herbs!

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The Herbalist Base Class Interjection Games Table: Forest Summary

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The Herbalist Base Class Interjection Games

Table: Grasslands Summary

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The Herbalist Base Class Interjection Games Table: Mountain Summary

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The Herbalist Base Class Interjection Games Table: Tundra Summary

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The Herbalist Base Class Interjection Games Table: Underground Summary

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The Herbalist Base Class Interjection Games Table: Wasteland Summary

This is a custom biome. See section Custom Biomes for information on making them!

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The Herbalist Base Class Interjection Games Table: Wetlands Summary

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The Herbalist Base Class Interjection Games Custom Biomes You've seen the system, now add to it yourself! Creating a new biome really isn't all that bad. Over the next few pages, the process of creating a new biome, populating it with herbs, and even cooking up some new recipes is discussed. First, let's consider the balancing of herbs. Every biome has a list of herbs that fall into three tiers of power, each with their own point value. Under each of these point value tiers, a number of roles must be filled, more or less. 1 point herbs Healing Status Buff Status Buff Poison Poison Defense Skill Damage "Smartass" ­ ex. Rampant Liverwort, Wild Angelica, Ubiquitine 2 point herbs Weapon Oil Defense Status Effect Damage 4 point herbs Iconic ­ ex. Heart of the Mountain, Swampgrass Poison Group Buff Each of the 20 entries on a biome's find herbs table contains precisely 10 points of herbs drawn from a list created using the above system. In order to ensure decent survivability, all 20 entries contain at least one point of healing plants. Given there is a total of 200 points of plants on a find herbs table, the breakdown is as follows. 4 point herbs: 48 points 2 point herbs: 52 points 1 point healing herb: 20 points All other 1 point herbs: 80 points This is all well and good if the user intends to build a new biome with all new herbs, but what if all that is desired is a mix and match of what already exists to better fit what the user desires? To address this, an alphabetical listing of every herb in this supplement with its point value follows. Acidbite Lichen ­ 2 Acorn ­ 1 Arctic Poppy ­ 4 (Tundra iconic) Baneberry ­ 1 Barbary Fig ­ 1 Black Alder ­1 Brighteye ­ 1 Calamus ­ 1 Cattail ­ 2 Chimera's Fang ­ 4 (Forest iconic) Chokevine ­ 2

Cholla Cactus ­ 2 Cinderbloom ­ 2 Coldsnap ­ 2 Common Yarrow ­ 1 Conkers ­ 1 Creosote Bush ­ 4 (Desert iconic) Deeproot Creeper ­ 1 Desert Thorn­apple ­ 1 Destroying Angel ­ 4 Drowning Man ­ 1 Dryad's Saddle ­ 1 Dwarf Cattail ­ 1 Elderberries ­ 2 Fang of the Mountain ­ 4 Fiddleheads ­ 4 Flametongue ­ 2 Fly Amanita ­ 1 Fool's Parsley ­1 Frostcap ­ 2 Gnomish Puffball ­ 4 Groundelder ­ 1 Hair of the Mountain ­ 1 Heart of the Mountain ­ 4 (Mountains iconic) Hemlock ­ 4 Hen of the Woods ­ 2 Holy Ghost ­ 1 Late Spider Orchid ­ 1 Marsh Mallow ­ 1 Marsh Marigold ­ 1 Moss Campion ­ 1 Muskroot ­ 1 Needlegrass ­ 1 Old Man Winter's Beard ­ 1 Opium Poppy ­ 4 Palmer's Agave ­ 4 Palo Verde Bark ­ 1 Pheasant's Eye ­ 1 Phosphor Mushroom ­ 4 (Underground iconic) Phosphor Puff ­ 2 Phosphor Weed ­ 1 Pricklegrass ­ 2 Puckerberry ­ 2 Rampart Liverwort ­ 1 Scarlet Pimpernel ­ 1 Shadowbloom ­ 2 Shardbloom ­1 Specifitine ­ 1 Spider Milkweed ­ 1 Springroot ­ 2 Standard Bearer ­ 4 (Grasslands iconic) Swampweed ­ 4 (Wetlands iconic) Ubiquitine ­ 1 Vanilla Grass ­ 2 Venus Hair Fern ­ 1 Wild Angelica ­ 1 Wild Strawberry ­ 2 Wolfsbane ­ 1 Yellow Morel ­ 4 The next two pages contain empty versions of the find herbs and summary tables for particular biome. As a final note, the DC for recipes is (10 + 3 * the number of plants used + the point value of each plant ^2). Enjoy the Herbalist! ­Bradley Crouch, Interjection Games

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The Herbalist Base Class Interjection Games

Table: The ____________

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The Herbalist Base Class Interjection Games

Table: ________ Summary

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The Herbalist Base Class Interjection Games OPEN GAME LICENSE Version 1.0a

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. 1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement. 2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. 3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License. 4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty­free, non­exclusive license with the exact terms of this License to Use, the Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. 10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute. 11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. 12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. 13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. 14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. 15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved. Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb; Based on original content from TSR. Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Advanced Player’s Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn. The Herbalist Base Class, Copyright 2013, Bradley Arthur Crouch. [End of License] Notice of Open Game Content: This product contains Open Game Content as defined in the Open Game License, above. Open Game Content may only be used under and in terms of the Open Game License.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

Cover art: Jeff Preston, "108 Terrible Portrait Ideas", 2011.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. 7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co­adaptability with any Trademark orRegistered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

Designation of Open Game Content: The statistical information and general descriptions of creatures, abilities, traps, and other related facets of those elements within this document are Open Game Content as described in the Open Game License and may be used as Open Game Content. Product Identity is not available for Use or reuse without the express written consent of Bradley Arthur Crouch of Interjection Games. Designation of Product Identity: Product Identity in this product includes the following terms; Interjection Games, the Interjection Games logo. This document is copyright Bradley Arthur Crouch of Interjection Games, 2013. It is intended for personal use and may not be redistributed or reproduced without express written consent of Bradley Arthur Crouch of Interjection Games.

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