Herbalist
Even when these priests have run out of healing spells, they are not useless as healers. The elf Herbalist can soothe fevers and mend wounds with the utmost ability and speed.
Role
Each Herbalist must choose a terrain in which to be proficient. His or her abilities are not nearly as effective outside this terrain.
Distinctive Appearance
Herbalists are notable only for their lack of a distinctive appearance. They seem to be unassuming and scholarly fellows, unprepossessing in nature and dedicated to their art.
Special Benefits
In their chosen terrain, Herbalists have the following abilities:
- They can restore 1d4 points of damage to a wounded creature if they can reach it within four rounds after being wounded. Under the Herbalist's ministrations, the creature will recover twice as fast than it normally would.
- Herbalists are very knowledgeable about the various herbs found in their domains. They can locate even the hard-to-find ones, although that might take some searching. Their herb lore is unsurpassed, except by druids.
- At 5th level, identify plants and pure water without error, so long as the items are within his chosen terrain. This makes the Herbalist's task much easier and means that there is little chance of inadvertently poisoning a friend.
Herbalists can add a new terrain every five levels. That is, if they have traveled far enough outside their own terrains that the DM feels they warrant an additional terrain, they may take one. The new terrain confers all the abilities mentioned above, although they must again work through five levels before they can identify its plants without error.
Special Hindrances
Herbalists are highly trained within their own field. Unfortunately, when they venture beyond that field, they may make mistakes.
When outside their chosen terrain and attempting to heal a friend non-magically, Herbalists must make an Herbalism proficiency check at -2. Failure indicates the possibility of having picked a poisonous plant (25% chance).
Herbalists may never brew poison. Although they have the knowledge necessary to do so, they feel that their skills are better suited for healing than for killing. The only time they will experiment with poison is to test antidotes against it. Any Herbalist who brews poisons for use against others loses all the abilities in this kit.
Class
Priest
Attribute Requirements
None
Barred Beliefs
None
Race Requirement
Bonus Weapon Proficiencies
Sickle
Required Weapon Proficiencies
None
Recommended Weapon Proficiencies
Blunt instruments, long bow, lasso, net
Barred Weapon Proficiencies
None
Bonus Non-Weapon Proficiencies
Recommended Non-Weapon Proficiencies
Fire Building, Religion, Rope Use, Weaving
Equipment
Aside from vials and preservatives, the Herbalist carries the same equipment as anyone else.
Wealth Options
The Herbalist begins with 3d6 x 10 gp. There are no restrictions on how the money may be spent.