Advanced
Dungeons and Dragons Classes
Herbalist
Note from Zappo: sorry for any mistake in the Skills
and Powers rules translation. I don't own the English Skills and Powers
book.
Primary requisite: Intelligence.
Minimal requisites: Intelligence 13, Dexterity and Wisdom 9
Races: Human, Elf, Halfelf, Gnome, Halfling
Starting money: (1d6+10)x10
Alignment: any
The herbalist is noted for his lack of characteristical elements. He
looks like a humble student, not particularly attractive, dedicated
to his job. The herbalist protects nature as a druid does and founds
his profession, mostly medical, on traditional remedies and on the medicines
passed by centuries. In fact, many people have no faith at all in scientific
medicine. Herbalist, on the other hand, are very respected individuals
even if their clients aren't so exclusive as the medics' ones. They
trade and work herbs and prepare herbal remedies for any kind of ailment.
Some herbalist abuses his skills, as those who prepare foul potions
know well, but the profession is so deeply rooted in the world's culture,
that many common people think to the herbalist as their only resource
in case of healing.
Every herbalist must choose a terrain in which to specialize; outside
this terrain his skill will be greatly decreased. Additionally, the
herbalist can cast some priest spells drawing his power from nature.
Hit dice, THAC0, saving throws, level progression
To determinate hit points the herbalist uses 4 sided dice (+1 hp from
10th level on). THAC0 is the same as thieves, while for saving throws
and level progression, he goes like clerics.
Multiclassing
The player can choose a multiclass character: ranger/herbalist, druid/herbalist,
wizard/herbalist and cleric/herbalist (but he must worship a nature
cult).
Proficiencies
Non weapon proficiencies (8 character points): the herbalist uses the
priests proficiencies. Bonus: Herbalism, Healing. Required: Read/Write.
Suggested: Survival, Build Fires, Rope use, Religion, Weaving, Meteorology,
Orienteering.
Weapon proficiencies (4 character points): the herbalist gains non weapon
proficiencies as a wizard. Free: sickle. The herbalist has a limited
weapon choice and can choose between: staff, dagger, dart, sling and
club.
Traits: the herbalist, if he has Eclectic culture has a +2 on the check
for nature knowledge.
Suggested: Precise memory, Direction sens, Climate sense, Eclectic culture,
Poison immunity, Disease immunity, Acute senses (all).
Equipment
The herbalist in order to prepare concoctions must buy flasks, bowls,
mortar and pestle, firelighter and at least one bag for drying herbs.
The rest of the money can be spent as he wills.
The herbalist can use at most natural armors and isn't used to shields
because he believes them cumbersome for his activity.
Magical items
The herbalist can use priests' magical items, those who have affinity
with nature.
Class skills
The herbalist receives 85 character points to buy class skills. Unused
points can be used to purchase non weapon proficiencies or kept for
use during game.
Natural environments knowledge (5):
every three levels the herbalist can choose a terrain in which to specialize,
if he has traveled in lands different from his. The herbalist is very
expert of the herbs growing in his terrain; he can find even the rarest
ones, although it may take him a while to search for them. His competence
in herbalism is unmatched. When the herbalist uses the skills marked
with * outside his known terrains, ha has a -2 penalty on the Herbalism
check (see disadvantages).
Botanomancy (10):
the herbalist can foresse future through plantes: the skill works as
the Divination spell and can be used once per month.
Hide in shadows (5):
the herbalist can Hide in Shadows as a ranger does.
Move silently (5):
the herbalist can Move Silently, as the ranger skill does.
Resist disease (5):
the herbalist has a +1 bonus on ST versus natural diseases.
Resist poison (5):
the herbalist has a +1 bonus on ST versus natural disease.
Speak with plants (10):
the herbalist can Speak with Plants once per day as a priest of the
same level.
Single specialization (15):
the herbalist can specialie in one weapon. To this cost, the one for
the specialization itself must be added.
Purify water and plants (5):
the herbalist can purify water and plants once per day.
Followers (5/10):
the herbalis can attract 1d3 0-level apprentices once he reaches level
9. Buying the 10 points skill, the followers will come as soon as the
herbaòllist has opened his herbs shop.
Priest spells (10):
from 1st level, the herbalist can use spells from the Plant, Weather
and Protection spheres. He follows the same progression as clerics,
but he can't use spells greater than 5th level and he obtains bonus
spells for high Intelligence (as if it were Wisdom for clerics).
Defensive bonus (10):
+2 to AC if he doesn't wear any armor and he has no encumbrance.
Bonus hit points (10):
the herbalist with this skill rolls 1d6 rather than 1d4 for hit points.
Secret language (5):
herbalists, like druids, have their own secret language which they alone
know, and they use it to speak among them.
Instant effect (5):
at 2nd level the herbalist can make instantaneous the effects of any
herb. When the herb will be used later, its effects, positive or negative,
will be instantaneous. He can use this skill twice a day.
Synthesis (10):
at 3rd level the herbalist can double the power of any herb (alive or
dead). It can only be applied once for the same dose. This skill can
be used twice a day.
Identify* (5):
at 5th level the herbalist can identify with total precision plants
and drinkable water in his terrain (see the Natural environment knowledge
skill). If the character uses this skill outside his terrains, a Herbalism
check is required, with a -2 penalty.
Identify poisons* (5):
at 5th level the herbalist can identify with total precision
any poison inside his terrain. If the character uses this skill outside
his terrain, a Herbalism check with -2 is required.
Pass without trace (5):
at 5th level the herbalist can Pass without trace, as the spell, at
his normal speed.
Control plants (15):
at 13th level the herbalist can charme plants as the wizard spells of
the same name. He can use this skill once per day.
Search for herbs* (5):
this skill enables the herbalist to have a certain knowledge of using
the natural plants' products. For each hour spent looking in the specific
place, a Herbalism check must vbe done. If the roll is successful, he
finds and collects 1d3 doses of the herb, fungus, root, leaf, pollen,
whatever he was looking for to prepare his compound.
If the zone he is searching has already been searched no more than 6
months ago, a -10 penalty must be applied to the herbalism roll. If
the roll fails, the herbalist won't be able to repeat the attempt in
that zone for one day. If the character uses this skill outside his
known terrains, he has a -2 penalty and a 25% of picking up a poisonous
plant (see disadvantages).
| MENDING
BONES |
| Name |
Code |
Part/Use |
Cost |
Effects |
| Arfandas |
f-F-5 |
stalk/application |
2gp |
Fractures heal twice as fast. |
| Bursthals |
t-S-7 |
stalk/infusion |
550gp |
Mends bones and articulations. |
| Edram |
f-F-6 |
moss/ingestion |
155gp |
Mends fractured bones |
| HEALING
CUTS AND BURNS |
| Name |
Code |
Part/Use |
Cost |
Effects |
| Aloe |
t-H-4 |
leaf/application |
5sp |
Burns and small cuts
heal twice as fast. |
| Kelventari |
t-T-3 |
berry/application |
95gp |
Heals 1st and 2nd grade
burns. Heals 10 HP suffered from fire or heat. |
| Culkas |
a-Z-4 |
leaf/application |
175gp |
Heals 90 cubic dm of
burns. |
| Jojojopo |
g-M-4 |
leaf/application |
9gp |
Heals cold burns. Heals
2d10 HP from cold. |
| HEALING
WOUNDS |
| Name |
Code |
Part/Use |
Cost |
Effects |
| Arlan |
t-T-2 |
leaf/application |
13gp |
Heals 2d4 HP. |
| Darsurion |
f-M-3 |
leaf/application |
3gp |
Heals 1d6 HP. |
| Draaf |
r-O-2 |
leaf/application |
5gp |
Heals 1d10 HP. |
| Gariing |
a-Z-3 |
cactus/ingestion |
275gp |
Heals 30 HP. |
| Genful |
s-V-5 |
lichene/ingestion |
450gp |
Heals 100 HP. |
| Mirenna |
f-M-3 |
berry/ingestion |
50gp |
Heals 10 HP |
| Rewk |
t-D-3 |
gem/infusion |
9gp |
Heals 2d10 HP. |
| Thurl |
t-D-1 |
'nail'/infusion |
1gp |
Heals 1d4 HP |
| Winclamit |
f-C-7 |
fruit/ingestion |
500gp |
Heals all wounds. |
| Yavethalion |
m-O-5 |
fruit/ingestion |
225gp |
Heals 5d10 HP. |
| MISCELLANEOUS
HEALINGS |
| Name |
Code |
Part/Use |
Cost |
Effects |
| Arkasu |
m-T-4 |
sap/application |
60gp |
Heals 2d6 HP. Severe wounds heal twice
as fast. |
| Arlan |
f-M-2 |
root/ingestion |
5sp |
Decongestionating. +4 on rolls versus
cold. Breathing apparatus diseases heal 5 times faster. |
| Athelas |
t-C-5 |
leaf/application |
1000 gp |
If the patient is still alive, it
can heal anything. It is as effective as the healer's skill and
it can only be used by a "consacrated" King, ie a great
monarch with a great destiny who has been blessed by a high
cleric. |
| Attanar |
t-F-4 |
moss/application |
40gp |
Cures fever. |
| Delrean |
f-C-2 |
bark/application |
3gp |
Insect repulsive. It smells terrible. |
| Felmather |
m-O-5 |
leaf/ingestion |
525gp |
Enables mental summoning of a "friend".
Range 100 meters per user's level. Cures coma. |
| Melandar |
f-F-3 |
moss/infusion |
12gp |
Adds, for 1d10 days, +2 to all saves
versus diseases. |
| Ur |
g-H-3 |
nut/ingestion |
15gp |
Food for one day. |
| LIFE PRESERVATION |
| Name |
Code |
Part/Use |
Cost |
Effects |
| Degiik |
c-O-5 |
leaf/ingestion |
500gp |
Biological upkeep (one day). |
| Oiolosse |
g-F-8 |
'nail'/ingestion |
3000 gp |
Raises elves if eaten before
7 days have passed since death. |
| Olvar |
g-O-6 |
flower/ingestion |
1000 gp |
Biological upkeep (2d10 days). |
| Pargen |
c-J-8 |
berry/ingestion |
4000 gp |
Resurrection, if ingested in 4 days
since death. |
| RECOVERY
FROM STUNNING |
| Name |
Code |
Part/Use |
Cost |
Effects |
| Suranie |
t-F-3 |
berry/ingestion |
10gp |
Eliminates 1 round of stunning |
| Vinuk |
r-S-4 |
root/infusion |
12gp |
Lasts 1d10 days. Eliminates 1d10 rounds
of stunning. |
| Witan |
c-J-6 |
leaf/ingestion |
60gp |
Eliminates 2 rounds of stunning. |
|
ORGANS HEALING AND
MAINTAINING
|
|
Name
|
Code
|
Part/Use
|
Cost
|
Effects
|
| Aldaka |
f-M-5 |
root/infusion |
510gp |
Cures sight. |
| Berterin |
m-D-3 |
moss/infusion |
95gp |
Preservates for one day organic material
man-sized or less. |
| Febfendu |
f-F-4 |
root/infusion |
450gp |
Cures hearing |
| Siran |
r-S-6 |
'nail'/ingestion |
400gp |
Heals one organ. Side effects: skin
disease causing loss of 2 points of Charisma. |
| Siriena |
r-S-5 |
leaf/application |
350gp |
Preserves for 7 days man-sized or
less organic material. |
| Tarnas |
c-J-6 |
nodule/infusion |
1100 gp |
Heals organ wounds. |
| MENDING
MUSCLES, CARTILAGES AND TENDONS |
| Name |
Code |
Part/Use |
Cost |
Effects |
| Arnuminas |
m-S-2 |
leaf/application |
6sp |
Muscles, cartilages and tendons heal
twice as fast. |
| Arpsusar |
t-F-5 |
stem/infusion |
150gp |
Heals muscle wounds. |
| Dagmather |
r-S-5 |
thorn/infusion |
125gp |
Heals cartilages wounds |
| Ebur |
m-O-4 |
flower/ingestion |
110gp |
Heals distortions. |
| NERVOUS
SYSTEM FIXING |
| Name |
Code |
ParteUse |
Cost |
Effects |
| Belramba |
r-C-6 |
lichene/infusion |
300gp |
Heals nerve and nervous system wounds. |
| Terbas |
m-D-3 |
leaf/application |
10gp |
Nerves and nervous system heal twice
as fast. |
| PHYSICAL
ALTERATION OR BETTERING |
| Name |
Code |
Part/Use |
Cost |
Effects |
| Atigax |
g-H-4 |
root/infusion |
200gp |
Protects eyes from flashes and intense
light. Enables seeing even in bright or blinding light. Lasts 9
hours. |
| Breldiar |
m-V-4 |
flower/ingestion |
125gp |
-3 to manouvers and hand-to-hand fighting;
+10 with ranged weapons. Euphoria. Lasts 1 hour. |
| Gylvir |
m-O-5 |
alga/ingestion |
225gp |
Enables breathing underwater (only)
for 4 hours. |
| Katchusa |
g-W-3 |
flower/ingestion |
250gp |
Strength x2 (max. 25, 1d10 rounds.
+2 to hit, wounds inflicted are doubled. |
| Kilmakur |
c-S-3 |
root/infusion |
325gp |
Protects from flames and heat for
1d10 hours. |
| Klagul |
r-S-3 |
gem/infusion |
135gp |
Enalbles seeing as elves for 6 hours. |
| Megillos |
f-M-3 |
leaf/ingestion |
12gp |
Augments sight (as per Acute sight
Trait) for 10 minutes. |
| Yaran |
t-S-2 |
pollen/ingestion |
9gp |
Augments tact and smell as the same
name traits for 1 hour. |
| Zulsendura |
a-U-4 |
moss/ingestion |
350gp |
Haste (3 rounds). |
| Zur |
f-U-4 |
fungus/infusion |
60gp |
Augments hearing and smell as the
traits with the same name for one hour. |
| STATISTICS
ALTERATION |
| Name |
Code |
Part/Use |
Cost |
Effects |
| Lestagii |
a-Z-9 |
gem/ingestion |
2600 gp |
Recovers all statistic loss except
those due to age. It only works on one stat. |
| Merrig |
r-S-5 |
thorn/infusion |
10gp |
Improves Strenght and Charisma by
1 point for one use every day. Effects begin 10 days after of use,
but after 14 days there is addisction. If you stop taking it after
having become addicted, you suffer -2 to constitution, -2 to Charisma
and -1 to Intelligence. |
| FIXING
CIRCULATORY SYSTEM |
| Name |
Code |
ParteUse |
Cost |
Effects |
| Anserke |
c-O-6 |
root/application |
375gp |
Blocks haemorragia, closing the wound.
It takes effect 3 rounds after application. The patient can't move
for 5 minutes otherwise the wound will open again. |
| Belan |
c-O-5 |
nut/application |
200gp |
Blocks haemorragia. It takes effect
1d10 rounds after application. The patient can't move for one hour,
otherwise the wound reopens. |
| Harfy |
r-S-6 |
resin/application |
750gp |
Immediately blocks any haemorragia. |
| POISONS |
| Name |
Code |
Part/Use |
Cost |
Effects |
| Acaana |
c-M-7 |
flower/mould |
3000 gp |
Type E poison. |
| Veleno di vipera |
m-T-3 |
viper/mould |
115gp |
Type A poison, loss of the hit limb*. |
| Dynallca |
c-F-3 |
leaf/mould |
70gp |
Type B poison, hearing destroyed*. |
| Galenaana |
f-A-6 |
leaf/poison |
895gp |
Type M poison; elves are instantly
killed, others fall into coma*. |
| Jegga |
m-U-5 |
bat/mould |
460gp |
Type J poison. |
| Jitsu |
a-Z-5 |
scorpion/liquid |
170gp |
Type H poison. |
| Karfar |
c-J-4 |
leaf/mould |
710gp |
Type N poison. |
| Kly |
r-H-5 |
berry/mould |
770gp |
Type D poison. |
| Klytun |
r-B-4 |
root/mould |
265gp |
Type G poison; causes 1d10 days of
coma*. |
| Silmana |
m-T-2 |
stem/dust |
20gp |
Type L poison. |
| Slota |
t-D-7 |
spider/mould |
180gp |
Type O poison. |
| Taynaga |
f-C-5 |
bark/dust |
135gp |
Type I poison; causes sterility*. |
| Uraana |
t-S-3 |
leaf/mould |
60gp |
Type C poison. |
| Zaganzar |
t-M-6 |
root/liquid |
695gp |
Type H poison; blinds*. |
| Juth |
a-Z-5 |
scorpion/liquid |
205gp |
Type F poison; gradually causes madness*. |
(*)Anyone failing his saving throw against that poison also suffers the
additional effect.
CODE: it's made of one letter pointing the climate in which the herb
grows, a second letter (capital) determining the terrain, and a number,
which determines the difficulty of finding a dose.
| CLIMATE |
DIFFICULTY |
TERRAIN |
| a arid |
1 Simple +6 |
A Mountain caps |
| f cold |
2 Easy +4 |
B Cracks/pits |
| s always cold |
3 Normal +2 |
C Coniferous, evergreen forests |
| g very cold (arctic) |
4 Average +0 |
D Decidous forests |
| c hot and wet |
5 Difficult -2 |
F Coastal (sweet water) |
| m average temperature |
6 Very difficult -4 |
G Ice/glaciers |
| r semi-arid |
7 Extremely tough -6 |
H Scrubland |
| t cold/temperate |
8 Crazy -10 |
J Jungle/rainforest |
| |
9 Absurd -14 |
M Mountains |
| |
|
O Coastal (salt water) |
| |
|
S Grasslands (low plants) |
| |
|
T Grasslands (tall plants) |
| |
|
U underground |
| |
|
V volcanic zones |
| |
|
W wastelands |
| |
|
Z deserts |
PART AND USE (Part/Use)
PRICE: it's the common price of the herb
or poison, if available.
EFFECTS: only one dose can affect a character
at one time. The effects detailed are those of a 14 grammes dose.
ADDICTION: the DM can rule that some herbs
give addiction. In that case the herb becomes less effective, and each
time more doses must be used to make it work at full efficiency.
Optional restrictions
The herbalist can obtain bonus character points to be used in buying
the skills, accepting restrictions. These are detailed here:
Limited magical items (5+):
having spent much time studying herbs, the herbalist with this restriction
cannot use certain categories of magical items. For each forbidden category
he gains 5 CP. Categories are: potions, oils and scrolls; rings, staves,
wands, rods, miscellaneous magical items; weapons and armors.
Disadvantages and other perks
Herbalists have a +3 reaction bonus towards people belonging to lower
classes because they are considered their only resource in case of disease;
they have a +2 bonus with people of bourgesy and aristocracy. If, however,
they abuse their skills selling fake potions, they'll lose that reaction
bonuses.
The herbalist is very expert as long as he stays in his field. When
he dares outside it, however, he can make mistakes. If he gets out of
the chosen terrain, he has a -2 penalty to all Herbalsim checks and
he has a 25% chance of picking up a poisonous plant.
A good herbalist never prepares poisons because he believes to be more
apt to healing rather than killing and he experiments poisons only to
test antidotes.
Herbalists prefer to travel without encumbrance, so it's better to
carefully consider what they buy and gain.
HERBALIST'S SHOP
The herbalist can open his Herbalist's Shop at any time, provided he
has the money to buy the locale and the merchant licence, which can
be obtained at the town hall, usually after a few months. Once done
with bureaucracy the herbalist must get the work instruments: scales,
mortar and pestle, vases to hold herbs, paper, flasks, vials, boxes,
braziers, firelighters. After that he will be able to open the Herbalist's
Shop and sell his products (for the herbs' prices look the class skill
"search for herbs").
Walter. E-mail: kntjch@tin.it
This class is designed for the Player's Option: Skills and Power book.