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Herbalist Abilities
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
Consume a Gripped Poison. Gain Immunity to the poison and any Ailments the poison could cause.
Boost: When using Impede, you can instead cause an Ailment this grants you Immunity to.
Spell - Illusion
Know if there is a living plant in an Aura 6 + TT x 2.
Boost: While Focal Locked on a space in the area for 1 minute or more, see a dim green glow around the space if it contains plants.
Spell - Illusion
Know if there is poison in an Aura 6 + TT x 2.
Boost: While Focal Locked on a space in the area for 1 minute or more, see a dim purple glow in around the space if it contains poison.
Aspect
Gain +1 + TT on Harvest rolls.
Boost: Reduce the time you spend to Harvest by a number of rounds equal to the amount you exceed Knowledge about the material or component.
Spell - Infusion
Crops in a Burst 25 mature 100 + TT x 100% faster.
Boost: Harmful insects shy away from the crops.
Spell - Mutation
Target subject in Reach has a 1 + TT/2 penalty on Physical Reduction that does not come from armor.
Boost: They have a 1 + TT/3 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
Requirements: 9 Combined Tiers of Nature and Observe
As target creature in 3 + TT range is attacked by a poison on onset, grant the poison +1 + TT/3 on its attack roll.
Boost: For each 3 the attack exceeds the creature's defense, it increases its duration by 1.
Trick - Elemental
Requirements: 11 Combined Tiers of Nature and Observe
Treat target plant up to size 0 + TT in 3 + TT range as if it is your tentacle.
Boost: You can use it to Aid any action you use with another affected plant as a Minor Action.
Spell - Mutation
Requirements: 9 Combined Tiers of Nature and Observe
Remove 1 Tier of Starving from target creature in Reach.
Boost: They count as getting 1 + TT hours of rest towards removing Exhausted.
Spell - Suppression
Requirements: 7 Combined Tiers of Nature and Observe
Lock 1 + TT/2 poison exposure types. Attack each poison of each Locked type afflicting target creature in 3 + TT range to reduce its attack roll by 1 + TT/3 d12.
Boost: They roll to reduce Ailments caused by the poisons now, even while the poisons are ongoing.
Spell - Infusion
Requirements: 7 Combined Tiers of Nature and Observe
Target creature in 3 + TT range gains +1 + TT/3 on defenses against diseases.
Boost: The disease attacks now in addition to its normal effect.
Spell - Infusion
Requirements: 7 Combined Tiers of Nature and Observe
Target creature in 3 + TT range gains +1 + TT/3 on defenses against poisons.
Boost: After a poison fails an attack against them, reduce the remaining attacks by 1.
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