Herbalism

From the life-extending ointments brewed by the wise women of Osibu to the virulent poisons concocted by the gibbering monkey goblins of Ganda-Uj, there’s great power to be tapped in Golarion’s plants and fungi . Only herbalism, the secret wisdom of growing things, can release the hidden qualities of leaf, root, and stem. A practiced herb witch is a boon to her allies and sought out by those in need of more aid than a village apothecary can provide. The bravest herbalists venture ever deeper into the savage wilderness in search of rare herbs and the powers they possess.

Useful herbs can be found in the wild with an hour of foraging and a successful Profession (herbalist) check (with a DC determined by the herb and terrain). Each check in the same area for the same herb increases the DC by 5.

Then they must be treated in a specific way to activate their properties as detailed in their descriptions. This treatment takes 1 hour unless specified otherwise. Some of the herbs may be processed with Craft (alchemy) in order to awaken further qualities.
The costs listed are used when buying dried and preserved herbs, infused oils, pomades or tea bags, previously treated and ready for use. A character making money by finding and selling herbs uses the normal rules for the Profession skill. Some of the herbs may be used as raw materials when crafting certain alchemical items, as detailed in their descriptions. When doing so, they contribute their full price towards the raw material cost of the item.

Agrimony Price 5 SP
Profession (Herbalist) DC 10 Weight -
Terrain forests

Recognized by their serrated seven inch long leaves and yellow flowers, this plant is highly sought-after by foot travelers due to their ability to alleviate sprains and bruises (including feet sore from walking). Its dried leaves must be boiled in a pint of red wine for five minutes and let to stand for an hour. The resulting liquid then may be applied to sprains and bruises using a compress. A character that is treated with this compress heals nonlethal damage in half the time required (thus healing 1 hit point per character level in 30 minutes).


Aloe Price 5 SP
Profession (Herbalist) DC 10 Weight -
Terrain forests, jungles, tropical plains

The aloe plant has long, serrated leaves with a thick center. When cut, they exude a clear liquid that may be easily (if slowly) collected. The aloe gel is used for a myriad purposes, but it is highly effective in treating superficial cuts and burns. It grants a +1 alchemical bonus on Heal checks to provide long-term care. Aloe can be used as a raw material when creating the Bodybalm alchemical item.

Angelica Price 10 GP
Profession (Herbalist) DC 14 Weight 1 lb.
Terrain temperate forests, hills and mountains
Angelica grows wild in most temperate climates, and as a result has been used for many purposes. A flute-like instrument with a clarinet-like sound can be made of its hollow stem, its tiny fruits may be used in the production of alcoholic drinks (including absinthe) and all of its parts are known for their pleasing and pervasive perfume. The main medicinal use of this plant involves boiling its root in water for an hour and drinking the resulting tonic. The tonic treats respiratory and digestive conditions, alleviating coughing, fever, infections and the flu. It grants a +2 alchemical bonus on Heal checks to treat diseases. Angelica can be used as a raw material when creating the Antiplague alchemical item.

Balm Price 3 SP
Profession (Herbalist) DC 10 Weight -
Terrain jungles and forests
Balm is a plant about two to three feet tall with squarish stems, oval, serrated leaves and small flowers. The herb may be boiled and drunk to alleviate stomach and menstrual pains. It also has the reputation of bestowing longevity, and is rumored to be an ingredient of the Sun Orchid Elixir. Balm can be used as a raw material when creating the Bodybalm alchemical item.

Barbarian Chew Price 1 GP
Profession (Herbalist) DC 11 Weight -
Terrain temperate forests, mountains and plains
This bitter red chew comes from dried leaves of a stunted bush found in northern climates. It stains the teeth dark crimson but also increases the duration of barbarian rage entered into during the next hour by 1 round.

Bilberry Price 60 GP
Profession (Herbalist) DC 19 Weight 8 lb.
Terrain forests
Bilberries are small black berries found in low-growing shrubs. They may be eaten fresh, baked into bread, made into jam, pies or liqueurs. Alternatively, large quantities of the berries may be steeped and distilled into pure alcohol with a successful DC 15 Craft (alchemy) check. The resulting drink improves the drinker's night sight, granting low-light vision for an entire night. Bilberry may be used to stock a masterwork ingredient kit.

Calamus Price 1 SP
Profession (Herbalist) DC 10 Weight -
Terrain swamps, forests (around ponds, lakes and rivers)
Also known as bitterroot, this fragrant plant always grows near water. Its leaves are used as a sweet-smelling floor covering for packed earth floor and as a deterrent to normal insects. The root may be used in a cold infusion (letting it sit in water for a night and drinking throughout the day) or simply chewed on during the day, making its user more calm and centered (although sometimes susceptible to small hallucinations). It stimulates appetite and digestion, expels gas and settles a queasy stomach (also curing motion sickness). The calamus also has a reputation for enhancing libido in both sexes. Calamus can be used as a raw material when creating Meditation Tea.

Cinquefoil Price 20 GP
Profession (Herbalist) DC 15 Weight -
Terrain forests, hills, plains
This plant creeps along the ground on long slender stringlike stalks. It has five or seven part leaves, and small yellow flowers frequently used as decoration. The stalks must be boiled in white wine or vinegar and then drunk. The concoction acts an aphrodisiac, making the drinker feel flushed, with dilated pupils, shallow breathing and sensitive skin. The drinker benefits from an +1 alchemical bonus to Charisma for 1d4 hours, along with a -1 Intelligence penalty. Cinquefoil is a raw material for the production of harlot sweets.

Comfrey Price 20 GP
Profession (Herbalist) DC 15 Weight 1 lb.
Terrain swamps, hills, forests (around ponds, lakes and rivers)
Frequently called boneset or knitbone by healers, comfrey is widely used to treat broken bones, sprains and severe burns, reducing inflammation and stimulating regrowth. It is easily identifiable by its stiff, angular stalks covered with rough hairs and its pink, white or violet flowers. A poultice can be made boiling its thick black root; it is then is wrapped around a broken limb or wound. A patient that receives this treatment recovers 1 additional hit point per character level with natural healing or long-term care.

Desna’s Star Price 5 GP
Profession (Herbalist) DC 13 Weight -
Terrain forests or plains
When the orange petals of this plant are cured and left to steep in hot water, the leaves make a mild, aromatic tea that facilitates restful sleep. When taken before sleeping, this tea grants the drinker the benefits of a full 8 hours of uninterrupted sleep in only 6 hours. One dose of Desna’s star makes enough tea to serve six.

Flayleaf Price 20 GP
Profession (Herbalist) DC 15 Weight 2 lbs.
Terrain forests or plains
These narrow, rust-colored leaves produce a mildly hallucinogenic smoke that also serves as powerful sedative. Users are immune to pain for 4 hours after smoking flayleaf, but during this time they take a –5 penalty on saves against mind-altering effects.

Garlic Price 1 SP
Profession (Herbalist) DC 10 Weight 1 lb.
Terrain all
These pungent white cloves serve as food and medicine and play a role in many traditional cleansing rituals. It is well established that vampires cannot abide the presence of garlic (vampires cannot tolerate the strong odor of garlic and will not enter an area laced with it.). Garlic may be used to stock an masterwork ingredient kit.

Goblinvine Price 30 GP
Profession (herbalist) DC 16 Weight 1 lb.
Terrain forests, jungles, mountains, plains, or swamps
The leaves of this invasive creeper produce oil that irritates the skin, causing red, itchy splotches to cover the affected area. Raw goblinvine leaves can be used as an improvised thrown weapon with a range of 10 feet that causes one creature to be are affected as if by itching powder, but with a save DC of 10. Creatures with the goblinoid subtype are immune to goblinvine.

Leechwort Price 25 GP
Profession (herbalist) DC 15 Weight 1 lb.
Terrain jungles or swamps
When dried and ground into a powder, the mottled red and gray bark of this shrub is a boon to healers. When applied to a wound, leechwort grants a +1 alchemical bonus on all Heal checks and a +2 alchemical bonus on Heal checks to staunch bleeding. One pound of leechwort is enough for 10 uses. Alternatively, with a successful DC 15 Craft (alchemy) check, a pound of leechwort can be used to restock an exhausted healer’s kit.

Malva Neglecta Price 2 GP
Profession (Herbalist) DC 12 Weight -
Terrain temperate forests, hills and plains
This small plant has a single primary stem from which other, shorter stems ending either with leaves or with small white or pink flowers. Its leaves are highly nutritious and have a pleasant flavor, being frequently used in salads or to thicken soups. Dried leaves can also be made into a tea. The flowers, when crushed and mixed with honey and salt into a poultice, relieves the pain of insect stings. Alternatively, it may be mixed with oil and smothered onto the body to protect the user from bees. Bees and wasps must make a DC 13 Will check to approach a character slathered with this oil. Malva neglecta may be used to stock a masterwork ingredient kit.

Marigold Price 10 GP
Profession (Herbalist) DC 14 Weight -
Terrain all
Marigold can grow to a height of two feet and has rows of flat orange and yellow petals around a central disc. These flowers must be dried and then mixed with olive or other vegetable oil to produce a soothing balm which will soothe and clean small wounds, in order to prevent infection. After 1 hour of rest, a character treated this way recovers 1 hit point.

Medicinal Herbs Price 1 SP to 1 GP
Profession (Herbalist) DC 10 Weight -
Terrain all
There are hundreds of herbs that alleviate the symptoms and aid recovery from a specific disease, following local traditions and herblore. They may be ingested, chewed on, boiled, infused on tea or oils or treated in a myriad other ways to activate their medicinal properties. Each of these herbs provides a +2 alchemical bonus on saving throws against a single type of disease or poison. Medicinal herbs can be used as a raw material when creating the Antitoxin or Bodybalm alchemical items.

Meditation Tea Price 30 GP
Profession (herbalist) DC 16 Weight -
Terrain all
Drinking this cloudy tea has a soothing effect that clarifies your thoughts. For 10 minutes after drinking the tea, you gain a +2 alchemical bonus against mind-affecting effects. If you drink meditation tea while suffering from a mind-affecting affect, you may immediately roll another saving throw (with the +2 bonus) against the effect; you may gain this particular benefit only once per day.

Nethys’ Dagger Price 50 GP
Check Profession (herbalist) DC 18 Weight -
Terrain deserts
Found most often in lands heavily modified by magic, this bulbous cactus is topped with twilight-blue flowers. The sap from the cactus can be used as an additive when crafting potions, causing all variable numeric effects of the potion to be determined as if the potion’s caster level were 1 higher. When processed into a powder with a successful DC 15 Craft (alchemy) check, Twilight dagger can be used as an additional material component when casting spells, granting the user a +1 alchemical bonus on caster level checks to overcome spell resistance.

Nightsage Price 10 GP
Profession (Herbalist) DC 14 Weight 1 lb.
Terrain jungles, forests (around ponds, lakes and rivers)
The fragrant purple blossoms of this night-blooming wildflower are so rich in color that they appear almost black. When the stems of a nightsage plant are dried and burned, they produce a bitter smoke that repels unintelligent undead. Unintelligent undead must succeed at a DC 13 Will save each round to stay in or enter a square of burning nightsage or any square adjacent to it. An undead creature under the control of another can use its master’s Will save modifier in place of its own for this roll. This has no affect on incorporeal undead or mindless undead of larger than Medium size. A bundle of nightsage burns for 10 minutes.

Night Tea Price 1 SP
Profession (Herbalist) DC 10 Weight -
Terrain hills, plains, forests
This frothy tea made from the bone-white, triangular leaves of the night tea plant renders a humanoid female sterile if drunk every day. In high doses, it may be able to end a pregnancy.

Winterbite Price 1 GP
Check Profession (herbalist) DC 11 Weight -
Terrain cold forests or mountains
Wolves are often found rubbing their noses in the white-tipped leaves of this wild mint. When held under the nose and crushed, winterbite releases a pungent, sharply sweet odor that clears the sinuses and sharpens the senses. For the next hour, a user of winterbite gains a +2 alchemical bonus on scent-based Perception checks.

Wolfsbane Price 1 SP
Check Profession (herbalist) DC 10 Weight -
Terrain
The root of this tall plant with blue flowers is toxic, but herbalists use it in low doses to reduce pain and regulate the heart. Folklore says it can help a victim of lycanthropy throw off the curse.

Herbalism

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