Herbalism rules...

Neowolf

First Post
I'm interested in creating a set of herbalism rules, just for kicks. I might even write a druid-oriented PrC which could apply herbs better for enhanced effects (herbs last longer, have extra side benefits, etc.). Here's my ideas so far:

New skill: Herbalism (Wis, trained only) - a character skilled in Herbalism knows not only how to apply herbs, but also how to gather them. I'm thinking this would work almost as 3 skills in one: a Knowledge (herbs), Heal, and Wilderness Lore. I'm thinking that maybe herbs could also be found/applied with the other (non-specialized) skills, at a higher DC.

I honestly don't know a whole lot about herbs in real life. I was mostly inspired to do this by something I read in a fantasy novel. Are there any existing D20 herbalism rules? If so, I'd be interested to see them. Here's an example herb I just came up with on the spur of the moment: (this is actually the herb from the book that inspired me)

Eyebright - DC 15 to apply with Herbalism, 20 with Heal. This substance, made of a crushed up root of the same name, allows the recipient to see three times their normal distance in darkened or otherwise obscured conditions. This effect lasts for 2d6 hours.

I was thinking one of the benefits of that PrC, for example, might be that herbs they apply would always last the maximum length of time, heal the maximum amount, grant the maximum bonus, etc. Any ideas/feedback? :D
 

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There was an herbalism thread in this messageboards some weeks ago (I started it, if I remember well), but I was trying to make a general system and not to list specific herbs (less bookkeeping).
There is also the Guide to Herbs for RPG by Shaun Hauntley (not sure about the spelling of the name; anyway in the other thread you should find a link to that). It's for 2E, and so many herbs are a bit underpowered in 3E (considering how easy is to have a potion of cure light).
 

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