Herbalists attune themselves to the growing world around them and the effects those plants have on
the body. With initial study they learn to locate, identify, and harvest precious components others
would miss. They can also nurture crops to yield greater reward utilize the plant growth to their
advantage. After greater training, Herbalists can utilize poisons to their advantage and resist poisons
that threaten them. Should it grow from the earth Herbalists are a reliable source should they be kept in
good grace.
Talent | Nature and Observe
Consume a Gripped Poison. Gain Immunity to the poison and any ailments the poison could cause.
Self
1 + TT minutes
Boost: When using Impede, you can instead cause an ailment this grants you Immunity to.
Spell - Illusion | Nature and Observe
Know if there is a living plant in an Aura 6 + TT x 3.
Self
1 hour
Boost: 2 Energy: See a dim green glow in spaces of plants.
Spell - Illusion | Nature and Observe
Know if there is poison in an Aura 6 + TT x 3.
Self
1 hour
Boost: 2 Energy: See a dim purple glow in spaces that contain poison.
Aspect - Wit | Nature and Observe
Gain +1 + TT/3 on rolls to identify components of plants and animals.
Boost: You can harvest components for crafting from plants, animals, and minerals. This is a Nature roll that takes 1 hour to obtain N1 Bulk of components x your roll. Gain + TT/2 on this roll.
Spell - Infusion | Nature and Observe
Increase the yield of crops by 10 + TT x 10%.
Burst 1
Boost: 25: The remaining time needed for crops to grow to maturity is halved.
Spell - Mutation | Nature and Observe
Target has a 1 + TT/3 penalty on Physical Reduction that does not come from armor.
Target 0
1 + TT hours
Nature
Boost: They have a 1 + TT/4 d12 penalty on defense against diseases and poisons.
Advanced Abilities
Those that practice and excel in the Herbalist style gain access to these more unique abilities.
Trick - Mutation | Nature and Observe
Requirements: Nature Proficiency 15, Observe Proficiency 15
As target creature is attacked by a poison on onset, grant the poison +1 + TT/3 on its attack roll.
Target 3 + TT
1 minute
Boost: For each 3 the attack exceeds the creature's defense, it increases its duration by 1.
Trick - Elemental | Nature and Observe
Requirements: Nature Proficiency 21, Observe Proficiency 21
You can use and Touch with target plant up to size 0 + TT as if it is your tentacle.
Target 3 + TT
3 + TT rounds
Boost: You can use it to Aid any action you use with another affected plant as a Minor Action.
Spell - Mutation | Nature and Observe
Requirements: Nature Proficiency 15, Observe Proficiency 15
Remove 1 Tier of Starving from target creature.
Target 0
Nature
Boost: 4 Energy: Remove 1 Tier of Wounded from 1 + TT/2 different target parts on them.
Spell - Suppression | Nature and Observe
Requirements: Nature Proficiency 9, Observe Proficiency 9
Lock 1 + TT/2 poison exposure types. Attack each poison of each Locked type afflicting target creature to reduce its attack roll by 1 + TT/6 d12.
Target 3 + TT
Attack roll of the poison
Boost: 4 Energy: They roll to reduce Ailments caused by the poisons now, even while the poisons are ongoing.
Spell - Infusion | Nature and Observe
Requirements: Nature Proficiency 9, Observe Proficiency 9
Target gains +1 + TT/3 on defenses against diseases.
Target 3 + TT
24 + TT x 36 hours
Nature
Boost: 2 Energy: The disease attacks now in addition to its normal effect.
Spell - Infusion | Nature and Observe
Requirements: Nature Proficiency 9, Observe Proficiency 9
Target gains +1 + TT/3 on defenses against poisons.
Target 1 + TT
6 + TT x 12 hours
Boost: 1 Energy: After a poison fails an attack against them, reduce the remaining attacks by 1.
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