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Herbalism

The gathering of plants is vital for most societies. Whether they are scavenged for food, making medicine, or their usage in Alchemy, herbalism is a desired profession. Below you'll find a guide on which herbs may be gathered depending on the terrain you're in, which check is required in your search, and what the basic essences of a plant are.

Herbalism

Scavenging for plants

To gather plants, herbs or other similar resources, you need to succeed an Intelligence (Nature) check (DC = 15). If successful at finding herbs, you roll a 1d20 and check with the table below to determine how many resources of the herb you gathered. You can make a check for each hour you spend searching for the herbs, and you can do it an amount equal to your Intelligence modifier per day.
d20 - Roll Number of plants gathered
1-10 1
11-15 1d4
16-18 1d4+1
19 1d4+2
20 Roll twice
Keep in mind the DC of 15 may be altered depending on the weather and if the gatherer is focusing on multiple tasks.  

Overview of Plants

All plants are categorized on their rarity, which determines the amount of essence the plant yields in alchemy and their value. They are divided in
  • Common, which have one essence
  • Uncommon, which have two different essences
  • Rare, which have two essences of the same type
  • Very rare, which have two essences of the same type and one additional different essence
As shown above, each plant has a certain amount of essences. These essences illustrate the herb's properties, and there are six possible essences. By combining these essences in Alchemy and such, you gain particular properties for your experiment.
Icon Essence
Fire
Water
Earth
Air
Positive
Negative
 

Plant Values

Plant Rarity Value (gp)
Common 5
Uncommon 10
Rare 20
Very Rare 40
 

Plant Tables

 
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