Herbalism Cheat Sheet

So in a magic rare environment non magical means of healing or mildly 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, Shaman/Witch doctors, Some 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. Simple  (Next to no effect basically used for Foods) Common Herbs (The standard item) Rare Herbs (uncommon required for certain recipes – see below) and Magical Herbs. These can be included in any recipe for a +4 on the success roll or may 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 Very Rare/Magical Herb if finding them is even possible. Roll once check result dice or less than 5 means there is NOTHING to find on that occasion

To make something you specify what type of potion it is and if it affects a Stat it must be specified what one 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. Stops bleeding out  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 As above but 1d3 Healed 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 As above but 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 As above but 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 As above but 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 As above but 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 As above but 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). May be applied only to the main meal of the evening etc.

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