Herb Lore is a Common skill, and is modified by either your Dexterity or Wisdom.

Herb Lore is an essential ability for adventurers who wish to harness the natural world to their advantage. This skill grants characters the knowledge to identify plants and understand their properties, from common herbs with practical uses to rare and magical flora with extraordinary effects. With Herb Lore, characters can distinguish between a harmless healing plant and a deadly toxin, making it invaluable for crafting potions, salves, antidotes, and other alchemical creations. Whether exploring lush forests, arid deserts, or frozen tundras, a character skilled in Herb Lore can forage for valuable ingredients during Downtime, turning the untamed wilderness into a treasure trove of resources.

Herb Lore goes beyond simply recognizing plants; it involves understanding their applications and combining them into powerful concoctions. A character with this skill can create remedies to cure diseases, enhance abilities, or counteract poisons, as well as potions that grant temporary boosts in combat or exploration. This skill ties deeply into crafting systems and world-building, creating a sense of connection between adventurers and the natural world. In The Land, where danger and opportunity lurk in every shadow, those who master Herb Lore hold the secrets of life, death, and transformation in their hands.

As your skill in Herb Lore grows, you will gain additional benefits from it.

Increased Affinity: When you first attain a new title in Herb Lore (Initiate or Apprentice), you gain a 25% Affinity increase in either the Agriculture, Folklore, or Naturalist Skills. You can gain this affinity even if you did not have a previous Affinity Bonus or Ranks in the chosen skill.

Initiate (Ranks 10-19):
Natural Botany: You may identify all Common and Uncommon collectable plants by sight without a check. When you are making a group check to locate plants, if you roll before modified is less than a 75, you may choose to take 75 on your die roll. Additionally, when you use a consumable that is plant-based and its duration is one minute or greater, its duration is increased by 10%.

Apprentice (Ranks 20-34):
Extra Harvest: Whenever you could collect a Common plant in the wild using Herb Lore, you gain one more unit than is naturally given. Whenever you are collecting an Uncommon plant in the wild using Herb Lore, roll a DC 100 Herb Lore check. If you succeed, you gain one more unit than is naturally given.

All of these bonuses are cumulative.


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