Category:Herbalist: Difference between revisions

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A '''herbalist''' is presumed to have ranks in the [[Profession]] ([[herbalist]]) skill. Using this skill herbalists may locate herbs in the wild and prepare [[Herbal Treatment|herbal treatments]], formulate [[drug|drugs]] and make [[poison|poisons]] that are flora-based ([[fungi]] & [[plants]]). A substance lacking an active flora ingredient or with several non-flora active ingredients cannot be crafted by a herbalist. A herbalist can formulate [[opium]] and even [[Blistercap Poison|blistercap poison]], but not [[Silver-Mercurium|silver-mercurium]].
A '''herbalist''' is a [[medical professional]] who practices [[herbalism|herbal-based medicine]]. He or she is presumed to have ranks in the [[Profession (herbalist)]] skill. Using this skill herbalists may locate algae, fungi, lichens, mosses, ferns, conifers and flowering plants in the wild (see; [[Blistercap Mushroom]]) and prepare [[Herbal Treatment|herbal treatments]], formulate [[medicines]], [[antidotes]] and [[poison|poisons]] that are based upon them. A substance lacking these as components or with several components not derived from the above cannot be crafted by a herbalist. A herbalist can exact [[opium]] and prepare [[Blistercap Poison|blistercap poison]], but not [[Silver-Mercurium|silver-mercurium]].


Raw ingredients for a given treatment, drug or poison cost a fraction of the market price: 1/6 if very common; 1/3 if common; and 3/4 if rare. Herbal treatments, drugs and mild poisons usually have very common raw materials. Raw materials that are common in [[Borca]] or [[Forlorn]] tend to be rare elsewhere. Most poisons have raw materials that are rare. Very rare raw materials must be found rather than bought.
The cost of raw material for herbal treatments, drugs or poisons is function of the former's rarity and the latter's market price: 1/6 if very common; 1/3 if common; and 3/4 if rare. Raw materials that are very rare must be found rather than bought. The raw material of most poisons is rare. Raw material that is common in [[Borca]] or [[Forlorn]] is rare or nonexistent elsewhere. The raw material of herbal treatments, most drugs, and a few mild poisons is very common.


Failing a crafting check by 4 or less results in no progress being made for the week. Failing a crafting check by 5 or more results in no progress being made for the week and the destruction of half the raw materials which must be replaced. Additionally, should a failure occur while crafting a poison, a successful DC 15 Reflex save is required to avoid poisoning oneself. Individuals with the poison use ability are exempt. The undead, druids of at least the 9th level, and monks of at least the 11th level likewise run no risk of poisoning themselves.  
The rate at which herbal treatments, drugs and poisons can be made differs from that established by standard crafting rules in that gold rather than silver pieces are used in the calculation. For example, [[cyanide]] has a market price of 120 gp, requires a DC 15 check to make, and has very common plant-based raw ingredients. The cost of making one dose is 20 gp. An individual with Profession (herbalist) +15 can produce at a minimum of 2 doses and an average of 3 doses per week.


[[Category:Profession]][[Category:Herbalism]]
Failing a crafting check by 4 or less results in no progress being made for the week. Failing a crafting check by 5 or more results in no progress being made for the week and the destruction of half the raw materials which must be replaced. Additionally, should a failure occur while crafting a poison, a successful DC 15 Reflex save is required to avoid poisoning oneself. Individuals with the poison use ability are exempt, principally [[assassins]], [[blackguards]], and [[Court Poisoner|court poisoners]]. The [[The Undead|undead]], [[druids]] of at least the 9th level, and [[monk|monks]] of at least the 11th level likewise run no risk of poisoning themselves.
 
[[Category:Profession]]
[[Category:Medical Professional]]
[[Category:Researcher]]
[[Category:Herbalism]]

Latest revision as of 05:50, 7 October 2019

A herbalist is a medical professional who practices herbal-based medicine. He or she is presumed to have ranks in the Profession (herbalist) skill. Using this skill herbalists may locate algae, fungi, lichens, mosses, ferns, conifers and flowering plants in the wild (see; Blistercap Mushroom) and prepare herbal treatments, formulate medicines, antidotes and poisons that are based upon them. A substance lacking these as components or with several components not derived from the above cannot be crafted by a herbalist. A herbalist can exact opium and prepare blistercap poison, but not silver-mercurium.

The cost of raw material for herbal treatments, drugs or poisons is function of the former's rarity and the latter's market price: 1/6 if very common; 1/3 if common; and 3/4 if rare. Raw materials that are very rare must be found rather than bought. The raw material of most poisons is rare. Raw material that is common in Borca or Forlorn is rare or nonexistent elsewhere. The raw material of herbal treatments, most drugs, and a few mild poisons is very common.

The rate at which herbal treatments, drugs and poisons can be made differs from that established by standard crafting rules in that gold rather than silver pieces are used in the calculation. For example, cyanide has a market price of 120 gp, requires a DC 15 check to make, and has very common plant-based raw ingredients. The cost of making one dose is 20 gp. An individual with Profession (herbalist) +15 can produce at a minimum of 2 doses and an average of 3 doses per week.

Failing a crafting check by 4 or less results in no progress being made for the week. Failing a crafting check by 5 or more results in no progress being made for the week and the destruction of half the raw materials which must be replaced. Additionally, should a failure occur while crafting a poison, a successful DC 15 Reflex save is required to avoid poisoning oneself. Individuals with the poison use ability are exempt, principally assassins, blackguards, and court poisoners. The undead, druids of at least the 9th level, and monks of at least the 11th level likewise run no risk of poisoning themselves.