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Profession (Herbalist)

Basic Skills
Acrobatics
Appraise
Bluff
Climb
Craft 
Diplomacy
Disable Device
Disguise
Escape Artist
Fly
Handle Animal
Heal
Intimidate
Knowledge
Linguistics
Perception
Perform
Profession
Ride
Sense Motive
Slight of Hand
Spellcraft
Stealth
Survival
Swim
Use Magic Device
Skill Bonus
Character Drawbacks

Skill Changes

Craft (Alchemy)
Heal
Knowledge (Astrology
Knowledge (Nature)
Knowledge (Ritual)
Perform
Profession (Herbalist)

The herbalist profession allows the character to find and make poisons, salves and general mixtures that provide a varied number of negative effects.  These mixtures are created naturally and require no special equipment to prepare.  Characters with 5 or more ranks in Alchemy gain a +2 synergy bonus to create herbal mixtures.  To create these poisons, a character must make a Herbalist check (DC = herbs fort. save), failure means the material is destroyed.  See the Craft skill (page 65 of the Player's Handbook) for creation times and costs.  Manufacturing these poisons assume that the Herbalist has the required herbs.  Locating the herbs requires a Knowledge (Nature) check (DC = herbs fort save + 5).  Please note that although a character may be able to find the herb in question, he needs an herbalist's knowledge to be able to properly refine the herb into its usable form.

Health Poisons

Name
Fort
Save
Primary Effect Secondary Effect
Onset
Method
Duration
Base
Value
Peruga Root
10
1d4 damage NONE
1d4 rounds
Ingested
Perm.
10 gp
Nygia berries
12
1d6 damage 1d4 damage
1 hour
Ingested
Perm.
10 gp
Drakol berries
12
1d8 damage 1d4 damage
1d4 rounds
Ingested
Perm.
15 gp
Tospin Powder
15
1d10 damage 1d6 damage
Inst.

Inhaled

Perm.
15 gp
Walupas Sap
15
1d8 damage (mixed with liquid) NONE
1 round
Ingested
Perm.
20 gp
Terodian Powder
17
1d10 damage (mixed with liquid) 1d4 damage
1 round
Ingested
Perm.
25 gp
Liptin Tea leaves
17
2d6 damage (mixed with liquid) 1d6 damage
1d4 rounds
Ingested
Perm.
30 gp
Zvrira Sap
19
2d10 damage 1d8 damage
1 round
Ingested
Perm.
50 gp
Conulod Berries
19
3d8 damage 1d8 damage
1 round
Ingested
Perm.
100 gp
Corpse Derand Sap
21
3d6 damage 2d6 damage
Instant
Contact
Perm.
150 gp
Ropun Depar berries
21
4d6 damage 3d6 damage
1 round
Ingested
Perm.
200 gp
Aso Godlio Pollen
20
Death 4d6 damage
1 round

Inhaled

Perm.
250 gp

Ability Damaging Poisions

Name
Fort
Save
Primary Effect Secondary Effect
Onset
Method
Duration
Base
Value
Dia Defto Weed
10
1d3 Dexterity loss NONE
1d4 rounds
Ingested
Temp.
10 gp
Nerupia Sap
12
1d4 Constitution loss 1d3 Constitution loss
1 hour
Ingested
Temp.
15 gp
Valikia berries
12
1d6 Strength loss 1d4 Strength loss
1d4 rounds
Ingested
Temp.
20 gp
Quagin Powder
15
1d4 Intelligence loss 1d3 Intelligence loss
Inst.

Inhaled

Temp.
30 gp
Seriandis sap
15
1d6 Dexterity loss 1d4 Dexterity loss
1 round
Ingested
Temp.
50 gp
Kathor Leaves
17
1d6 Strength loss 1d4 Strength loss
1 round
Ingested
Temp.
50 gp
Matro Dynsta Sap
17
1d6 Charisma loss 1d4 Charisma loss
1d4 rounds
Ingested
Temp.
75 gp
Beruggia Berries
19
1d8 Constitution loss 1d6 Constitution loss
1 round
Ingested
Temp.
75 gp
Saptor Leaves
19
1d8 Strength loss 1d6 Strength loss
1 round
Ingested
Temp.
150 gp
Ardkrea Berries
21
2d4 Strength and Dexterity loss 1d4 Strength and Dexterity loss
Inst.
Contact
Temp.
170 gp
Pladium Sap
21
2d4 Wisdom loss 1d4 Wisdom loss
1 round
Ingested
Temp.
220 gp
Ziptodian Powder
20
2d4 Intelligence loss 1d4 Intelligence loss
1 round

Inhaled

Temp.
275 gp

Poisons that can coat weapons

Name
Fort
Save
Primary Effect Secondary Effect
Onset
Method
Duration
Base
Value
Gred Zo sap
10
1d4 damage NONE
1 round
Injected
Perm.
10 gp
Pleth sap
12
1d6 damage NONE
1 round
Injected
Perm.
15 gp
Dresz Sap
12
1d4 Dex. loss NONE
1 round
Injected
1d12 hours
25 gp
Witdorian Sap
15
1d6 Str. loss NONE
1 round
Injected
2d12 hours
30 gp
Brazzen Sap
15
1d4 Con. loss 1 Con. loss
Inst.
Injected
2d4 days
50 gp
Sletiu Sap
17
1d8 Damage NONE
Inst.
Injected
Perm.
50 gp
Ovrado Sap
17
1d6 Dex. loss 1 Dex. loss
Inst.
Injected
2d6 hours
75 gp
Exuro Sap
19
1d4 Str. loss 1 Str. loss
Inst.
Injected
1d4 days
75 gp
Mrattotis Sap
19
1d10 damage 1d6 damage
Inst.
Contact
Perm.
150 gp
Kleave Sap
21
1d6 Con. loss 1d4 Con. loss
Inst.
Contact
2d8 hours
175 gp
Rodium Sap
21
1d6 Int. loss 1d4 Int. loss
Inst.
Contact
2d4 days
225 gp
Duo-Katlon Sap
20
Death 2d6 damage
Inst.
Contact
Perm.
500 gp
NOTE:  As long as a poison is active in a person's system, additional doses of the poison do no extra damage.  Instead, the duration of the potion is extended by 1/2.  Also, a character who is exposed to a poison for a month or longer may develop an immunity.  Constitution check (DC of poison) after 1 full month's exposure, success means an immunity, failure means possible long term effects.  Characters must then have 1 dose of the poison per month to maintain the immunity.  The DM should enforce the damage that the poison does making attempts for immunity extremely dangerous.


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