Herbalism
Those with herbalist knowledge can identify plants and fungus and prepare non-magical potions, poultices, powders, balms, salves, ointments, infusions, and plasters for medical and pseudo-medical purposes. They can also prepare natural plant poisons and purgatives (see Poison rules). Only simple poisons (Generic A, G, and H) can be made with Herbalism alone. A character with both herbalism and healing proficiencies gains bonuses when using his healing talent (see the Healing proficiency).
The most common use of these herbs is as an aid to healing; one dose of herbs can be used in conjunction with the healing proficiency (by the herbalist or another healer). This dose adds +1 point to the wounds cured by a successful healing proficiency check. Even if the healing check fails, the herbs still restore the 1 hit point. With no healing proficiency, the herbs can still be used, but the herbalist needs to roll a successful check to restore the 1 hit point.
For greater poison effectiveness, several non-weapon proficiencies must be mastered. See rules on Poison.
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