Here is a simple herbalism system I created (possibly to use it in a very low magic setting).
General ideas
- This system is designed for low-magical worlds, where healing
through divine magic is rare.
- It allows a small amount of healing through natural means (herbs).
- It is good for rangers and other wilderness classes, and also for
NPC experts.
- It uses skills checks
All checks are Profession:Herbalist checks unless stated otherwise
5 ranks in Knowledge:Nature give a +2 synergy bonus to
Profession:Herbalis
To be able to use this skill a character must have an herb of the appropriate type and power level:
Herb types
- hp healing
- ability damage healing (one type for each ability score)
- poison healing
- disease healing
Difficulty (just the definitions):
VE: Very Easy (15)
E: Easy (20)
M: Moderate (25)
D: Difficult (30)
VD: Very Difficult (35)
Healing HP
(no more that 3/day, and no more that 1/hour)
VE: 1d4
E: 2d4
M: 4d4
D: 6d4
VD: 6d6
Healing disease ability damage
(no more that 1/day)
E: 1 point
M: 1d4 points
D: 2d4 points
VD: 2d6 points
Healing poison damage
(no more than once/poison)
E: 1d2 points
M: 1d4+1 points
D: 2d4+2 points
VD: 3d4+3 points
Healing ability damage from other sources
(no more than 1/day)
M: 1 point
D: 1d4 points
VD: 2d4 points
Poison:
(only once/poison)
poison DC - 10: delay for 1 hour
poison DC - 5: delay for 1 hour, halve secondary damage
poison DC: prevent secondary damage
Diseases
(only once/day)
- Disease DC - 10: halve disease damage for 1 day
- Disease DC - 5: prevent damage for 1 day
- Disease DC: heal disease
Herbalist feat
This feat allows:
1) to perform Difficult and Very Difficult tasks (all those
with DC > 20)
2) to take 10 in the checks
3) to prepare herbal brews and ointments
Herb price (raw):
Very Easy: 1 gp
Easy: 5 gp
Moderate: 20 gp
Difficult: 50 gp
Very Difficult: 100 gp
these herbs last for 1 week
note that more powerful herbs may be rare
Finding an herb:
DC equal to the herb power
+2 to check if in good season/place
-2 to check in winter/underground/wasteland
Search time: 30 min
Every time you find 1d4 dozes of the herb
the herb lasts for 1 week
Identify (Knowledge: Nature)
- a healing herb: DC equal to the herb DC; if fail by less than 5 you
can still find out what kind of healing produces; no retry
- a brew: DC equal to the DC of the herb contained; no retry
- a disease/poison: DC equal to the poison DC; gives general
information about the strength, ability affected & so on. It allows
to prepare an antidote
Brews:
1) Time:
- Easy or less: 15 min
- Moderate: 30 min
- Difficult: 1 hour
- Very difficult: 2 hours
(simply: every difficulty increment is x2 time)
2) DC:
- the same DC as for the normal check
3) Duration:
- brews last 1 month
(can be made last for 1 year if the check is made against DC + 5)
4) Cost:
- Very Easy: 20 gp
- Easy: 50 gp
- Moderate: 100 gp
- Difficult: 200 gp
- Very Difficult: 500 gp
- x2 for every other additional +5 DC
5) Effect:
- the same as the herb used for the brew
- the ability score to be healed, or the type of disease/poison must be specified at brewing time.
Antidotes:
an antidote for one kind of poison/disease has the following effects:
- it heals the one who uses it from the specified poison/disease
- it prevents that poison/disease to affect the character for 2 hours
rules are the same as brewing rules
DC is as the poison/disease DC + 5
Edit: fixed formatting
General ideas
- This system is designed for low-magical worlds, where healing
through divine magic is rare.
- It allows a small amount of healing through natural means (herbs).
- It is good for rangers and other wilderness classes, and also for
NPC experts.
- It uses skills checks
All checks are Profession:Herbalist checks unless stated otherwise
5 ranks in Knowledge:Nature give a +2 synergy bonus to
Profession:Herbalis
To be able to use this skill a character must have an herb of the appropriate type and power level:
Herb types
- hp healing
- ability damage healing (one type for each ability score)
- poison healing
- disease healing
Difficulty (just the definitions):
VE: Very Easy (15)
E: Easy (20)
M: Moderate (25)
D: Difficult (30)
VD: Very Difficult (35)
Healing HP
(no more that 3/day, and no more that 1/hour)
VE: 1d4
E: 2d4
M: 4d4
D: 6d4
VD: 6d6
Healing disease ability damage
(no more that 1/day)
E: 1 point
M: 1d4 points
D: 2d4 points
VD: 2d6 points
Healing poison damage
(no more than once/poison)
E: 1d2 points
M: 1d4+1 points
D: 2d4+2 points
VD: 3d4+3 points
Healing ability damage from other sources
(no more than 1/day)
M: 1 point
D: 1d4 points
VD: 2d4 points
Poison:
(only once/poison)
poison DC - 10: delay for 1 hour
poison DC - 5: delay for 1 hour, halve secondary damage
poison DC: prevent secondary damage
Diseases
(only once/day)
- Disease DC - 10: halve disease damage for 1 day
- Disease DC - 5: prevent damage for 1 day
- Disease DC: heal disease
Herbalist feat
This feat allows:
1) to perform Difficult and Very Difficult tasks (all those
with DC > 20)
2) to take 10 in the checks
3) to prepare herbal brews and ointments
Herb price (raw):
Very Easy: 1 gp
Easy: 5 gp
Moderate: 20 gp
Difficult: 50 gp
Very Difficult: 100 gp
these herbs last for 1 week
note that more powerful herbs may be rare
Finding an herb:
DC equal to the herb power
+2 to check if in good season/place
-2 to check in winter/underground/wasteland
Search time: 30 min
Every time you find 1d4 dozes of the herb
the herb lasts for 1 week
Identify (Knowledge: Nature)
- a healing herb: DC equal to the herb DC; if fail by less than 5 you
can still find out what kind of healing produces; no retry
- a brew: DC equal to the DC of the herb contained; no retry
- a disease/poison: DC equal to the poison DC; gives general
information about the strength, ability affected & so on. It allows
to prepare an antidote
Brews:
1) Time:
- Easy or less: 15 min
- Moderate: 30 min
- Difficult: 1 hour
- Very difficult: 2 hours
(simply: every difficulty increment is x2 time)
2) DC:
- the same DC as for the normal check
3) Duration:
- brews last 1 month
(can be made last for 1 year if the check is made against DC + 5)
4) Cost:
- Very Easy: 20 gp
- Easy: 50 gp
- Moderate: 100 gp
- Difficult: 200 gp
- Very Difficult: 500 gp
- x2 for every other additional +5 DC
5) Effect:
- the same as the herb used for the brew
- the ability score to be healed, or the type of disease/poison must be specified at brewing time.
Antidotes:
an antidote for one kind of poison/disease has the following effects:
- it heals the one who uses it from the specified poison/disease
- it prevents that poison/disease to affect the character for 2 hours
rules are the same as brewing rules
DC is as the poison/disease DC + 5
Edit: fixed formatting
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