Herbalism Cheat Sheet

So in a magic rare environment non magical means of healing or midy boosting characters becomes more important. To this end these are some basic “Herbalism” rules effects available to anyone that can justify having some knowledge on the subject. IE most Elves some Halflings Foresters, Herders etc as well as those that actually rolled the Herbalist Background (but NOT the Alchemist background – that has its own rules).

To attempt Herbalism you need obviously Herbs, These come in four main varieties. Seasonings (Next to no effect basically used for Foods) Common Herbs (The standard item) Rare Herbs (Gives +2 on dice to make stuff) and Magical Herbs +4 if used as an ingredient below but usually they have a stand alone effect of their own as per Judges Notes. An attempt to find them takes a Luck DC and 1 hour searching in an appropriate area DC is 5 for Seasoning 10 for Common 15 for Rare and a DC 20 for a Magical Herb if even possible.

To make something you specify what Stat it should have an effect upon, then roll a check below. Luck applies. Add your level as a + bonus. If you have an appropriate background add +1 to +4 (general knowledge to specific skill) and add INT bonus if any.

Herbal
Compounds
Balm
Topical
(Wound treatment)
Tonic
Internal
(Recovers Stats)
Stimulant
Internal
(Enhances Stats)
Herbs Cost
(Raw Material)
5S or 3C
(3-6 doses)
 4C or 1C & 1 R
(1-2 doses)
 2C + 2R
(1 dose)
Dice Check
 1 As 20-23 but causes -1 Physical stat for 1 hour  Restores 1d3 of the specified stat. But causes 1d10 hp damage.  oops…. Big explosion, 3d6 damage in 15’radius. DC 10 Agil save for no damage
 2-11 Inert paste, loose materials, try again  Inert liquid, loose materials, try again.  Minor explosion (1d6: 5′ radius acid damage Agil DC 5 save for 0 damage), loose materials, try again. 
12-13  1Hp Recovered  Restores 1 point of a Specific depleted stat for 1 hour only Boosts Specified Stat by +1 for 10 Minutes. Then stat drops -1 for 1 hour 
14-17  1d3 Restores 2 points of a Specific depleted stat for 1 hour only  Boosts Specified Stat by +1d3 for 10 Minutes. Then stat drops -1d4 for 1 hour  
18-19  1d4 Restores 1 point of a specific depleted stat.  Boosts Specified Stat by +1d5 for 10 Minutes. Then stat drops -1d6 for 1 hour 
20-23  2d3 Restores 1d3 points of a specific depleted stat.   Boosts Specified Stat by +2d3 for 10 Minutes. Then stat drops -1d8 for 1 hour
24-27  2d3+Extra save vs Disease  Restores 1pt of all depleted Physical stats  Boosts Specified Stat by +2d3 for 10 Minutes. Then stat drops -1d6 for 1 hour
28-29  2d3+ Extra Save vs Poison  As above plus restores 1 pt of Int or Pre if depleted. Boosts Specified Stat by +2d3 for 10 Minutes. Then stat drops -1d4 for 1 hour 
30-31  2d3+ Extra Save vs Both  As above but restores Int & Pre Boosts Specified Stat by +2d3 for 10 Minutes. Then stat drops -1d3 for 1 hour 
32+   As 30-31 above but includes Magical versions  Restores Any and all Depleted Stats back to full value. Dangerously potent, one dose per week maximum or poisonous.

 

Make a DC 15 Luck roll. Fail = result as above. Success Stat increases by 1 Permanently! Can only get this result once ever per stat.  

Food as a restorative.

A well prepared meal can help a little to a character’s recovery. This isn’t “the Gauntlet” however ! A meal made with 3+ seasoning quality herbs will add one hp back and restore one Physical stat thats been lost due to any effect EXCEPT spellburn. DC to get effect is 15 (Add INT, & Luck Bonus & Level)

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