Identify and use natural plants, fungi, and roots to create basic remedies, drugs, poisons, and survival items.
Roll d100 + Herbalism versus DR 100
On success, you identify, collect, or prepare a simple natural substance
Substances may:
Heal minor wounds or symptoms
Cause sleep, dizziness, or numbness (as part of sequenced actions)
Enhance survival rolls or act as bonuses in crafting (fletching, poisons, arrows, ointments, etc.)
–10 to –30 DR for common, edible, or medicinal plants in familiar environments
+20 to +40 DR when seeking or preparing rare poisons, performance-enhancers, or potent remedies
+30 DR or more in alien environments or unfamiliar ecosystems
Can only be used for natural substances—does not cover synthetic, chemical, or technological materials
Cannot create complex or lab-based compounds—only basic field-ready preparations
Create a sleep-inducing poultice from local herbs: DR = 90
Roll = 115 → You prepare a usable dose for 1 application
Herbalism is the practical knowledge of naturally occurring materials in the wild that can be used to support survival, healing, or sabotage. Whether identifying safe food, creating a salve, or extracting toxins from rare roots, the skill serves as a key support tool for adventurers away from advanced facilities.
Its use is limited to simple and natural extractions; Herbalism cannot replicate complex pharmaceuticals or chemical formulas but can work in tandem with other skills like Foraging, Toxicology, or Survival to prepare rudimentary tools that make the difference between life and death in the field.
...
...