Herbalist
The herbalist is an expert in manipulating fos into potions, ointments, and unguents, as well as crafting nonmagical poisons and liquids. They may not have the efficient or potent magical powers of the mystic or manifest but they are the ones who are best suited to preparing fos from its constituent root to be usable. They link magic to the attributes of living organisms and through their strange effigies, produce the appearance of life from magic.
Level | BAB | BDB | BMB | Fort Save | Ref Save | Will Save | Special |
---|---|---|---|---|---|---|---|
1 | +0 | +0 | +2 | +2 | +0 | +2 | brew potion, alchemy |
2 | +1 | +1 | +3 | +2 | +1 | +2 | poison resistance |
3 | +1 | +1 | +4 | +3 | +1 | +3 | effigy |
4 | +2 | +1 | +5 | +3 | +1 | +3 | |
5 | +3 | +2 | +6 | +4 | +2 | +4 | anatomy doll |
6 | +3 | +2 | +7 | +4 | +2 | +4 | |
7 | +4 | +2 | +8 | +5 | +2 | +5 | craft wondrous item |
8 | +5 | +3 | +9 | +5 | +3 | +5 | |
9 | +5 | +3 | +10 | +6 | +3 | +6 | greater effigy |
10 | +6 | +3 | +11 | +6 | +3 | +6 | poison immunity |
11 | +7 | +4 | +12 | +7 | +4 | +7 | craft magic plants |
12 | +7 | +4 | +13 | +7 | +4 | +7 | |
13 | +8 | +4 | +14 | +8 | +4 | +8 | timeless body |
14 | +9 | +5 | +15 | +8 | +5 | +8 | |
15 | +9 | +5 | +16 | +9 | +5 | +9 | alter kind |
16 | +10 | +5 | +17 | +9 | +5 | +9 | |
17 | +11 | +6 | +18 | +10 | +6 | +10 |
Hit Die: d6
Ability requirement: Intelligence 16
Class Skills: Appraise, Craft, Handle Animal, Heal, Knowledge (all), Perception, Profession, Sleight of Hand, Survival, Swim
Skill points: 6 + Int
Weapon and Armor Proficiency: All simple weapons, light armor and shields
Powers
1st level: Alchemy: The herbalist receives a +2 bonus to Craft (alchemy). The herbalist can use Craft (alchemy) to turn fos root into the potent drug that allows humans to use magic (DC 15). Whenever creating a potion, magic item, or effigy, the herbalist gets a +1 bonus to the check, but conversely, whenever casting a spell in the ordinary fashion, a -1 penalty applies to the magic check.
1st level: Brew potion: The herbalist gains the ability to brew potions. Potions are created by brewing fos into a highly distilled form and then drawing on its power. Brewing potions requires 3 doses per spell level, plus additional doses for metamagic, as desired. The herbalist must first make a magic check (DC 10 + doses). If you miss the DC by 1-4 there is a minor explosion (1d4 damage per spell level) but you can continue, with a -4 penalty to the subsequent Craft check. If you fail by 5 or more then the explosion occurs and the fos is all lost. Next, make a Craft (alchemy) check to infuse the potion (DC 15 + spell level). If you fail the Craft (alchemy) DC by 1-4 you suffer the effects of a mild poison (Fort save DC equal to the DC of the Craft check) but the potion is complete. If you fail the Craft (alchemy) check by 5 or more you are poisoned and the potion is a failure. Once created, potions may be used by anyone without incurring the risks and side-effects of using fos directly.
2nd level: An herbalist gains a +2 bonus on all saving throws against poison. This bonus increases to +4 at 6th level, and then again to +6 at 9th level. At 11th level, an herbalist becomes completely immune to poison.
3rd level: Create effigy: The herbalist can form a close bond with a doll that she painstakingly creates from wood, roots, and reeds, held together with a paste made of 20 doses of fos and her own blood, with a heart fashioned from the bone of a dead human. This effigy is infused with a portion of her spirit and can act somewhat independently from her as a familiar. Creating the effigy requires a full day to construct and prepare it. A successful magic check (DC 20) and a craft (alchemy) (DC 20) is required to create the effigy.
Although it gains a certain degree of sentience, it is otherwise considered a construct for all other purposes. An effigy’s connection with its master makes it susceptible to mind-affecting effects, even though it is a construct. An effigy cannot speak at low levels, but gains the ability to communicate with its master at 5th level. It also gains the ability to speak one language that the herbalist speaks at 7th level. If an effigy dies, it can be replaced one week later by performing the ritual again. If the herbalist dies, its effigy dies instantly. The effigy begins with the following statistics:
Effigy (Tiny Construct) | ||
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5th level: The herbalist can create a lesser effigy of another individual that has the properties of an anatomy doll. The herbalist must have blood from the target in order to create this effigy as well as 40 doses of fos, which requires a Craft (alchemy) check (DC 20). This effigy takes a full day to construct.
7th level: The herbalist receives the bonus feat Craft Wondrous Item, usable only to create slotless non-permanent wondrous items (elixirs, dust, beads, etc.) that are consumed in their use.
9th level: The herbalist’s personal effigy becomes essentially sentient and can act independently of her. It becomes a Soulbound Doll and gains all the associated abilities, including the ability to provide heroism to one target (usually the herbalist), once per day.
10th level: The herbalist becomes immune to all poisons.
11th level: The herbalist receives the bonus feat Craft Magic Plants.
13th level: The herbalist ages at only one-half the normal rate. Any aging that has already occurred is not eliminated. Age-related effects on physical attributes accumulate using the herbalist’s apparent age.
15th level: Alter Kind: The herbalist can prepare an oil or potion that transforms a living being of one Kind into another. This emulates the effects of the polymorph any object spell and actually changes the nature of the affected entity. When used on human Kinds other than people (e.g., revenant to person, saint to ancestor), the duration is 1 day per level, but when used on one living Kind to transform it into another (person to bird, fish to monkey), the duration is normally permanent and cannot be dispelled. It is a permanent, irrevocable change in the creature's Kind. Preparing this oil/potion takes a day and 20 doses of fos to complete, and requires a magic check at DC 30; unwilling subjects receive a Fortitude save (DC 25) to resist the effect.