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Dragon Ninja
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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)

  • Infusion: boil it in water, then drink it after 20 rounds.
  • Ingestion: you can eat it, crunch it, drink or swallow it, just ingest it however you want.
  • Application: you must reduce it to mould (it takes 1d10 rounds).
  • Mould: you must reduce it to mould, which you can put on a weapon or on the point of arrows etcetera. It stays effective for one week, or until it hits someone. You can also put it on food or beverages.
  • Liquid: as mould but stays effective for only one hour.
  • Dust: can be applied on weapons or put on food or beverages.

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.