Profession Herbalist

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Expanded Heal Knowledge Astrology Knowledge Nature
Expanded Craft Knowledge Ritual Profession Herbalist
Expanded Profession Perform Practical Profession

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.