The material below is Open Game Content
To use wildcrafting, the druid must have access to a particular spell and a certain number of ranks in the relevant Craft skill. The druid then makes a Craft check (and may take 10 on this check). He may then leave the item be for a time. Each month, subtract one from the result of the Craft check and use that as the new result for that month – even when the druid is not working on the item. Once the Craft check result falls below the DC needed to make the item, the druid must return and make another Craft check. Wildcrafting checks are made each month, not each week, so it takes four times longer than a normal use of the Craft skill. However, due to the skill involved, the items produced are automatically masterwork.
Prerequisites: Speak with plants, Craft (woodwork) 5 ranks.
The druid speaks to the tree, asking it to grow a branch into the right shape for the purpose at hand. A branch might curve around into the shape of a bow or harp, or the trunk of the tree might twist and straighten for use as the mast of a ship. If the druid has the wood shape spell, he can aid this process, gaining a +5 bonus to his Craft check.
Prerequisites: Plant Growth, Knowledge (nature) 5 ranks.
The normal application of plant growth enriches an area by one-third, but by carefully studying the local ecosystem and judging how much magical enhancement a particular plant can use, the druid can increase the production of a single garden by 300%. He can produce fruit and vegetables that are vastly larger and more succulent than normal or cause them to bloom out of season or in unusual climates.
Prerequisites: Stone tell, Craft (stonecutting) 5 ranks (for small items); Stone tell, speak with plants, control weather, Craft (building) 5 ranks.
By speaking to the stone and learning from it where it is strongest and weakest, the druid can ascertain exactly where to cut it and shape it to compensate for its weaknesses and build upon its strengths. This gives the druid a +5 insight bonus to normal Craft (stonecutting) checks.
As stones have an instinctive understanding of balance and stress, the advice of the stones also aids in building work. The druid can speak to stone and storm, and then let weathering do its work. The stones will crack in the face of wind and rain along the exact joints and lines needed for construction work. The druid can use this form of wildcrafting on a boulder, leave for a few months, and return to find the boulder has broken up into dozens of stones that are perfectly shaped and sized for building. This form of craft can provide up to half the cost of construction of a masterwork building (a druid wishing to build a stone tower in the wilderness could use stone wildcrafting to produce the raw materials but would still need to pile stone on stone to make the tower, although the stones would all fit together perfectly).
Prerequisites: Giant vermin, Craft (weaving) 5 ranks.
Spiders taught weaving to mortals in ages past. Using this technique, the druid can tap their mastery of the craft once more. The giant vermin spell is used to strengthen the spiders and allow them to grasp threads of cloth drawn from plants or else to produce silk so strong it can be used as thread. The garments produced in this fashion are astonishingly finely made, beyond the artistry of even the best elven clothiers.
Prerequisites: Summon nature’s ally II, Craft (metalwork) 5 ranks.
The druid must be able to cast summon nature’s ally four times to use this form of wildcraft. The fire elemental provides the heat for the forge, the earth elemental merges with the raw ore to remove impurities, the water elemental leaps into the trough to quench the hot metal and the air elemental acts as a living bellows. The elementals are only present for a few seconds but their essence lingers in the forged item – a sword produced using this technique might emerge from the planes as a rough and crude lump of a weapon, but leave it a few months and it will spontaneously sharpen and smooth itself of its own accord.
New Weapons & Armour
Bear Sword: This is a massive sword that is strapped loosely to the druid’s forearm. It is balanced for use when the druid turns into a bear. Even when the druid has the animal strength to wield the massive sword, it is rather clumsy and inaccurate, but the sheer mass and bite of the blade make it a fearsome weapon. The bear sword must be made specifically for a particular type of bear (dire, brown, polar etc). When the bear is walking on all fours, the blade is designed and weighted to swivel back into a storage position.
A bear sword is a Large sword designed for an ursine, not a humanoid; its odd balance results in a –4 penalty to any attempts by humanoids to wield it. Even when used by its ideal user (a Large bear), the bear sword suffers a –2 circumstance penalty to hit. A bear sword is an exotic weapon for humanoids, but awakened bears or druids in bear form gain proficiency in the bear sword.
Druidic Fasces: A fasces is a bundle of rods tied together with an axe, and is used to symbolise power. The druidic version is a bundle of quarterstaffs tied together with a sickle. It is an incredibly heavy weapon, requiring at least Strength 16 to wield properly (a character with a lower Strength may still use the druidic fasces, but suffers a –1 penalty to hit for every point of Strength below 16). The quarterstaffs are all made of different kinds of wood, while the bronze sickle symbolises the druidic religion. The fasces is normally used as a bludgeoning weapon, although the sickle can also be used to slash enemies. Any of the components (five quarterstaffs, sickle) can be removed and used separately; detaching an item is a full-round action.
The fasces is notorious difficult to sunder – all damage applied to it as part of a sunder attempt is halved as long as all five staffs are in place.
The various staffs and the sickle included in the fasces can be magical, but their individual properties cannot be used until removed from the bundle. The fasces is a simple weapon.
Hand Claws: Like the bear sword, hand claws are used by a druid in animal form. They can be worn in the druid’s humanoid form but are poorly balanced (–4 to hit). In humanoid form, the claws deal 1d4 damage. When the druid is in animal form, hand claws upgrade the damage on the animal’s claw attacks. Use the rules for changing weapon size, treating the claws as Medium size regardless of their actual size.
For example, a dire bear has a claw damage of 2d4+10. Looking at the table, ‘Tiny and Large Weapon Damage’ in Core Rulebook I, a Medium weapon that deals 2d4 damage is upgraded to 2d6 damage when made Large. A dire bear hand claw is therefore a Large weapon that deals 2d6 damage. Only a creature with a natural claw attack can be fitted with hand claws, and they must be specifically made for each animal form. A hand claw is an exotic weapon for humanoids but animals or druids in animal form gain proficiency in the hand claw.
Insect Censer: The insect censer is a hive, usually a beehive or small ant colony made inside a hardwood shell. The druid must ‘feed’ the censer (with flowers or carrion) on a daily basis. In combat, anyone struck by the censer has dozens of insects dumped on them.
As the insect censer is full of living insects crawling around the inside, it is rather hard to balance and swing properly, and has a –2 penalty to hit. On a successful hit, the censer spills insects onto the victim. The victim must make a Will save (DC15) and may add his armour bonus to this check. If the save is failed, then the victim is distracted and suffers a –1 penalty to attack rolls until the insects are removed (which takes one standard action). Each successful hit causes a cumulative –1 penalty to Will saves against distraction, although spending an action to wipe off the insects removes any accumulated penalties. If the victim takes any damage from an area effect such as fireball, all the insects are destroyed.
Insect censers are exotic weapons.
Sickle, Throwing: The throwing sickle is a small two-bladed sickle that can be thrown like a dagger. A throwing sickle is a simple weapon that druids have proficiency in.
Spear, Gae Bolga: The infamous gae bolga spear is lined with barbs and spikes that catch in the wound – when the spear is removed; it drags the victim’s entrails out with it. Barbarian tribes make their gae bolgas from wrought iron, while the druids grow blackthorn trees into cruel shapes to make these weapons.
If the gae bolga inflicts a critical hit, it sticks in the wound. A Strength check (DC 15) is required to remove it forcibly – doing so deals 1d10 damage again.
Removing the gae bolga is a standard action that does not draw an attack of opportunity. The weapon can be removed safely with a Heal check (DC 15) – this takes one minute of work. The gae bolga is a martial weapon.
Spear, Seed-riven: The seed-riven spear is a specially made wooden spear with a hollow core. There is a small hole in the head of the spear, just behind the point. The hollow core is filled with plant seeds. When the spear is plunged into the body of an enemy, one of the seeds is injected into the wound. The seed lodges inside the flesh of the target, usually causing an infection and sometimes even sprouting.
The victim of a critical hit from a seed-riven spear must make a Fortitude save (DC 10). If the save succeeds, the wound is infected – the victim must then make a second Fortitude save (DC 15) a day later, or become sickened for 1d6 days. If the first Fortitude check fails, then the seed has actually germinated within the wound, and the victim will lose one extra hit point every day until the seed is removed (Heal check, DC 15). Should the victim of a seed-riven spear succumb to his wounds, his body will be a verdant mound of plant life within days. The seed-riven spear is a simple weapon.
Whip of Thorns: A whip of thorns is exactly that – a long leather or woven-leaf whip tipped with a claw of vicious recurved thorns. The whip is designed to tear strips of flesh from the target, although a twist of the wrist can leave the thorns painfully embedded in the skin.
The whip of thorns works just like a normal whip, with the following exceptions:
- It deals 1d3 points of lethal damage to creatures with an armour bonus of +1 or less, or to creatures with a natural armour bonus of +3 or less.
- It deals nonlethal damage to other creatures.
- The whip’s wielder may choose to leave the thorns embedded in a creature that was just struck with the whip. If this is done, the whip of thorns becomes a normal whip (nonlethal damage only, cannot injure armoured creatures), and the targeted creature must make a Will save (DC 10 + the damage dealt by the whip in this attack). If the Will save fails, the pain of the thorns causes the creature to suffer a –2 distraction penalty to all attacks. It may continue making one Will save each round to fight through the pain and remove this penalty.
The whip of thorns counts as a whip for the purposes of weapon proficiency.
|Weapon||Cost||Dmg (S)||Dmg (M)||Critical||Range||Weight||Type|
|Bear Sword||90 gp1||—||2d62||19-20/x2||—||16 lb.||Slashing|
|Druidic Fasces||20 gp1||1d6/1d6||1d8/1d8||20/x2||—||22 lb.||Bludgeoning or Slashing|
|Hand Claws||50 gp1||*||*||20/x3||—||4 lb.||Slashing|
|Insect Censer||200 gp1||1d6||1d8||x2||—||8 lb.||Bludgeoning|
|Sickle, Throwing||10 gp||1d3||1d4||x2||10 ft.||1 lb.||Slashing|
|Spear, Gae Bolga||50 gp||1d6||1d8||x4||20ft||8 lb.||Piercing|
|Spear, Seed-Riven||30 gp1||1d6||1d8||x3||—||7 lb.||Piercing|
|Whip of Thorns||10 gp1||1d2||1d3||x2||—||2 lb.||Slashing|
1 These items cannot be purchased under normal circumstances; only druids make them, so they must be traded for from a druid or else crafted by a druid.
2 Bear swords are always Large.
* The damage from a hand claw depends on the normal damage for the creature’s claws.
Furs: Wrapping yourself in thick furs provides excellent protection against the cold, but is less of a defence against blades and arrows. Still, it is the common garb of many druids during the winter months and is the standard attire of many barbarian tribes that dwell in colder climates.
Fur armour ensures that a character in very cold weather need only make one Fortitude check each hour to avoid damage from exposure.
Living Armour: Living armour is a mesh of vines and fungal growths that wrap around the druid’s body. It is a springy, resilient substance, although it is not especially tough. A druid must take care of his living armour by casting plant growth on it once per day. If the spell is not cast on the armour, it must feed on the druid’s blood, dealing 2d6 points of damage each day.
Living armour has its own hit point total. Any damage dealt to the druid is split equally between the druid and the living armour. If the living armour is reduced to 0 hit points, it provides no armour bonus or protection of any kind until the next day when plant growth is cast on it (or when it drains blood from the wearer). Cure spells can restore hit points to the armour as normal.
Light living armour has 10 hit points, while Medium living armour has 20 hit points.
Moving-Plate Armour: Moving-plate armour is made from protective wooden panels that are cunningly attached with straps and hinges to the druid’s body. It gains its name from its ability to transform with the druid – when the druid changes into animal form, the plates, buckles and straps slide around to give some protection to the new form. A suit of moving-plate armour is designed for a single alternate form and provides no protection in other forms (it is absorbed like normal armour into the druid’s new shape).
Web Armour: Web armour is essentially a very thick mesh of spiderweb wrapped around the druid’s limbs. It is surprisingly tough but vulnerable to being slashed open.
Web armour can be sundered like a shield by an opponent using a slashing weapon. It has no hardness.
Camouflage: Camouflage is an option that can be added to any armour by a druid or any character with five or more ranks in Survival. Leaves and branches are placed on the armour, breaking up its lines. Shiny metal surfaces are daubed with mud or bark, to blend into the forest terrain. If armour is camouflaged, its armour check penalty to Hide and Move Silently checks is reduced (to a minimum of –0) but the armour check penalty to the other skills penalised by armour (Balance, Climb, Escape Artist, Jump, Sleight of Hand and Tumble) is increased by an equal amount due to the extra weight and unwieldy protrusions.
For example, splint mail normally has an armour check penalty of –7. Using camouflage, a druid could bring this penalty down to –0 for Hide and Move Silently but would increase the armour’s penalty for other skills by –7 to –14.
|Cost||Armour Bonus||Max. Dex Bonus||Armour Check Penalty||Arcane Spell Failure||Speed (30 ft.)||Speed (20 ft.)||Weight|
|Fur||10 gp||+1||+7||0||5%||30 ft.||20 ft.||12 lb.|
|Light Living||100 gp||+3||+3||–1||20%||30 ft.||20 ft.||20 lb.|
|Web||100 gp||+3||+6||0||10%||30 ft.||20ft.||10 lb.|
|Medium Living||250 gp||+5||+2||–4||30%||20 ft.||15ft.||40 lb.|
|Moving Plate||250 gp||+3||+3||–5||40%||20 ft.||15ft.||40 lb.|
|Extras Camouflage||—||—||—||*||—||—||—||3 lb.|
Ceremonial equipment is used in the various druidic rites and rituals. Items of this sort are rarely for sale, as most druids make their own. Still, there are adventuring druids who lack the time and skills to craft these items, and so must trade for them from other druids.
Blood Bowl: This stone bowl is used to catch the blood from sacrifices, or to contain offerings to the spirits. Not having a stone bowl increases the DC of any Spellcraft or Knowledge (religion) checks relating to the sacrifice by +2.
Bronze Sickle: A bronze sickle is a ritually purified and blessed sickle – the metal for the blade is mined in the spring, it is forged in the summer, sharpened in the autumn and blooded in the winter. Only a bronze sickle can be used to harvest certain herbs, such as true mistletoe and some forms of holly.
Ceremonial Robes: Ceremonial robes differ for each ceremony. Druids are great believers in symbols and sympathetic magic. Robes for the spring solstice are white and studded with the first buds of spring. The winter robes are heavy furs, marked with the antlers of a stag or the skull of a wolf. Having proper ceremonial robes gives a +2 sacred bonus to Knowledge (religion) checks.
Druid Horn: A druid horn is used to summon druids to the sacred grove or ritual circle. By tradition, only the master of a circle may sound a druid horn. This means that the noise of a druid horn being blown out of season is a clear signal to any druids within hearing that some terrible event has occurred. Furthermore, the noise of a druid horn carries into the Otherworld, so it can be heard over a distance of many miles. Some adventuring druids carry druid horns, for use in emergencies.
Sacrificial Dagger: A sacrificial dagger is a dagger with wickedly sharp and serrated barbs that widen any wounds inflicted by the blade. It is rather unbalanced (–2 to hit) but any damage dealt by the dagger is increased by one.
Wicker Man: A wicker man is a sacrificial device used by the larger druidic circles. It is a vaguely human-shaped cage made of wicker and filled with sacrifices and tinder. The wicker man is set alight, burning the sacrifices alive.
|Blood Bowl||1 gp||1 lb.|
|Bronze Sickle||15 gp||2 lb.|
|Ceremonial Robes||10 gp||8 lb.|
|Druid Horn||10 gp||6 lb.|
|Sacrificial Dagger||10 gp||1 lb.|
|Wicker Man||50 gp||500 lb.|
Imbued items are a type of magical item made from the carcasses and spirits of animals. A druid can draw upon the strength of the bear, or the keen senses of the wolf by making an imbued item that includes a bear’s claw or a wolf’s skull.
Imbued items are technically a form of necromancy, as the spirit of the animal is tied to the item. If detect magic or a similar spell is cast, the item always shows up as having a Faint aura of necromancy. Furthermore, the items can be turned or rebuked by a cleric – treat the Hit Dice that the animal had in life as the Hit Dice of the spirit for the purposes of turning. A destroyed spirit destroys the item; a rebuked or turned spirit makes the item non-functional for 24-hours. Druids can turn, rebuke or bolster these spirits as if they were clerics of a level equal to their druid level.
An imbued item can have any one of the following properties:
- Give the user a bonus to one of his ability scores equal to half the animal’s ability score bonus, rounded up. Each item can only boost one ability score, chosen when the item is created. For example, an item made from a leopard could give a bonus to either Strength or Dexterity, not both.
- Give the user a bonus to one skill check equal to the animal’s racial skill bonus. Only one skill check may be boosted in any round, but the item contains all the animal’s racial skill bonuses. For example, an item made from a creature that has a racial bonus to both Hide and Move Silently could give a bonus to either skill.
- Give the user a bonus to his natural armour class equal to the animal’s natural armour bonus.
- Give the user one special sense (scent, blindsight, tremorsense, keen scent etc) possessed by the animal.
The bonus lasts for 1d6 rounds.
Activating an imbued item is a free action (and can be performed out of the normal initiative sequence). Whenever an imbued item is activated, the wearer must make an opposed Will save against the animal. If the user wins the opposed save, the item functions normally. If the animal wins the save, the spirit within it rebels and refuses to serve.
Each time with 24-hours after the first time the imbued item is activated, the animal gets a +5 bonus to its saving throw. The item gets a +5 morale bonus to its save for every other imbued item carried by the character. Finally, an item gets a cumulative +1 bonus to its save every season.
If the wearer rolls a natural 1 on his Will save, he becomes possessed by the animal spirit. The character behaves like the animal for 1d4 rounds (treat this as a confusion spell but the Game Master should pick the most appropriate behaviour for the animal from the spell’s options).
Sample Imbued Items
Bear-claw Necklace: This necklace has the claw of a dire bear attached to it. Usually, the smaller claws are used, as the fore-claws of the bear can be up to a foot long.
Animal: Dire Bear; Effect: +4 to Strength; Will Save: +9; Creation Cost: 2,700 sp.
Fish Bracelet: This little bracelet is made of fish scales, usually from a salmon.
Animal: Any Tiny fish; Effect: +8 to Swim checks; Will Save: +0 Creation Cost: 600 sp.
Monkey’s Paw: The monkey’s paw is often worn as a lucky charm or carried as a curio. Cursed versions are rumoured to exist.
Animal: Monkey; Effect: +8 to Balance or Climb checks; Will Save: +1; Creation Cost: 900 sp.
Weasel’s Luck Charm: The weasel’s luck is a silver-coated weasel’s skull. Obviously, it was not very lucky for the weasel.
Animal: Weasel; Effect: +4 bonus to Move Silently; +8 bonus to Balance and Climb; Will Save: +2; Creation Cost: 1,050 sp.
Wolfskin Cloak: A cloak made from the hide of a large wolf, with the forepaws acting as a clasp and, occasionally, the skull acting as an ornate headdress.
Animal: Wolf; Effect: +2 bonus to natural armour; Will Save: +1; Creation Cost: 1,500 sp.
Making an Imbued Item
To make an imbued item, the druid must have the Craft Imbued Item feat. He must then hunt down an animal using nothing more than his own skills and weapons – if magic is used at any stage of the hunt, it taints the animal’s spirit and makes it useless for imbuing. Once the animal is caught, the druid must then slowly craft the item using the normal Craft rules for that item type. The druid can collaborate with a craftsman but must spend at least two hours a day working to keep the animal’s spirit in place.
The ‘cost’ for making the item is calculated as follows:
Hit Dice of animal (minimum one) x bonus x 75 = cost in silver pieces for the purposes of crafting
In cases where the animal has multiple bonuses, take the largest single bonus and add half the total of the rest of the bonuses onto this score. Senses have a bonus score associated with them:
Keen Scent: +15
Natural armour bonuses cost five times as much.
The item is made using the craft rules for mundane items, not magical items.
Example: A druid wants to improve his Constitution, so he hunts for a rhinoceros (Con 21). He grinds its horn into powder and infuses it into a talisman. The cost of making the talisman is 8 (rhino’s HD) x 3 (the bonus) x 75=1,800 sp. The druid has Craft (talismans) +10. If he takes 10 on a Craft check each day, and raises the DC by +10, he can complete 20 x 20 = 400 sp worth of talisman each week, meaning the talisman will be finished in four and a half weeks (1,800/400=4.5).
Druids are experts at herbalism, and have been experimenting with breeding new strains of plants for centuries. Their gardens are renowned among sages and chirugeons as sources of wondrous healing. The various herbs listed below are cultivated by the druids, although some also grow wild in the countryside.
One of the chief virtues of herbs is that they can cure injuries that are normally beyond the limited healing powers of druids. Other herbs have properties that make them useful in rituals or spells. The drawback of herbs is that they can have negative side effects; while a cure spell floods the body of the patient with the panacea of positive energy, an herb can introduce poisons or cause an allergic reaction.
Most herbs have an entry for side effects, such as needing a Fortitude save to avoid nausea.
Herbs are generally used with the Heal skill, although some require Knowledge (nature) or Spellcraft instead. If the Heal check is failed, then the herb gives no benefits to the user, but the user may still suffer the side effects.
Amerlath: This lotus-like flower can be pulped and distilled into an elixir that extends life. If a character of venerable age drinks a dose of amerlath each day, he will live to the maximum for his race +2d20 years. The druids keep amerlath a secret, reserving its use only for the greatest and wisest of their kind, for in the past forests have been torn apart and ruined by greedy mortals looking for amerlath.
Heal DC: 10. Side Effects: Fortitude save (DC 10) to avoid doubling of physical penalties due to old age (–6 to Str, Dex and Con). Cost: 100 gp. Search DC: 30.
Anvil-stalk: Anvil-stalk is a grey fungus found in the caverns of the dwarves. Its fortifying properties are legendary – chewing anvil-stalk slows the effects of any poison or blood loss from a wound. A character who eats a dose of anvil-stalk gains a +2 circumstance bonus to saving throws against poison and DR 1/–.
Heal DC: – Side Effects: –4 to initiative, Will save (DC 15) to avoid –2 circumstance penalty to Intelligence, Charisma and Wisdom. Cost: 5 gp. Search DC: 20.
Asrino moss: This yellow-green moss grows on the trunks of some trees. It serves as an excellent dressing for wounds and poultices. Asrino moss gives no benefit when used on its own, but does give the user a +2 bonus to saving throws to avoid side effects from other herbs that are applied as poultices.
Heal DC: +2. Side Effects: None. Cost: 1 gp. Search DC: 20.
Barrow mold: As its name suggests, barrow mold grows on graves and cairns, especially those containing undead. It is a rather poisonous substance when ingested, but it can be used to kill fevers and other diseases when used properly. A potion made from barrow mold works just like remove disease, and can even cure mummy rot.
Heal DC: 25. Side Effects: Fortitude save (DC 20) or take 2d6 points of temporary Constitution damage. Cost: 100 gp. Search DC: 25.
Bell of the heights: This little blue flower grows above the tree line on rocky mountains. It has a fair smell and is often hunted using scent alone. A poultice of bell of the heights can wash a wound clean of poisons and ill humours. Any lingering effects of the wound (diseases, special penalties and so on) with a set duration have that duration reduced by one-third.
Heal DC: 18. Side Effects: Will save (DC 15) to avoid dizziness and mild euphoria, which causes a –2 penalty to Wisdom for 24 hours. Cost: 5 gp. Search DC: 20.
Black holly: The fabled black holly is prized by evil druids. It grows overlooking graveyards and other dark places – tainted hollows in the wood, or plague pits. Any druidic spell that has a Divine Focus can be cast using black holly. The spell gains the Evil descriptor and the DC of any saving throw against the spell is increased by +4. A piece of black holly can only be used once. This herb must be cut with a bronze sickle.
Heal DC: – Side Effects: Fortitude save (DC 15 + the level of the spell) to avoid gaining one negative level. Cost: 50 gp. Search DC: 25.
Cael fungus: Cael fungus grows under rocks near rivers and streams. It is a sticky bluish fuzz. When crushed into a paste and applied to the eyes, cael fungus can cure blindness, as per the remove blindness spell.
Heal DC: 25. Side Effects: The process causes agonising pain for 1d6 days; the patient must make a Will save (DC 20) or be sickened for this time. Cost: 50 gp; Search DC: 18.
Carrow: Carrow is an orange fruit. It is bitter and almost inedible, but the juice of the carrow can be rubbed into the skin to ease the pain of tired muscles and twisted limbs. An application of carrow juice can restore an exhausted character to merely fatigued within 10 minutes.
Heal DC: 10. Side Effects: Fortitude save (DC 5) to avoid 1d4 rounds of nausea. Cost: 1 gp. Search DC: 15.
Dwarven bhorid: Bhorid is more commonly known as a form of dwarven porridge much favoured by miners but the cave-grains used to make the porridge can also be boiled and crushed to make a poultice that greatly focuses the body’s energy on healing. A character that has applied a poultice containing bhorid is considered to be exhausted for a full week but it increases the natural healing rate by +1 hit points per day.
Heal DC: 10. Side Effects: Automatic exhaustion. Cost: 2 sp. Search DC: 10.
Dinith: Dinith is a small fern that grows in swampy woodlands. A brew made from dinith protects against possession but does so at the cost of anchoring the character’s spirit very firmly to the Material World. Anyone who drinks a dinith brew has a +2 bonus to Will saves against magic jar, dominate person and similar mind-controlling effects for one hour.
Heal DC: 25. Side Effects: The user cannot benefit from morale or sacred bonuses for one hour. Cost: 25 gp. Search DC: 20.
Elf-leaf: This plant grows in the deepest glades of the forest, especially where the fey have danced in times past. It is a leaf of silver and gold, and smells of honey. Elf-leaf gives any elf or half-elf who eats it a +2 sacred bonus to any one ability score for one hour. However, unless the character is careful, he can drift off into a dream of faerylands – the character is then unable to take any action for one hour. The Save DC to avoid this side effect increases by +2 any time a character takes a dose of elf-leaf. Elves do not normally possess the ability to dream, so it is highly valued by wizards and mystics but is regarded as a dangerous narcotic in many other places.
Heal DC: – Side Effects: Will save (DC 12) to avoid dreaming. Cost: 50 gp. Search DC: 15.
Evenfold: Evenfold is one of the rarest healing herbs known to the druids. When boiled and inhaled, the vapours can cure almost any ill – it functions identically to a break enchantment spell. Correctly preparing evenfold is very difficult, and the herb is so rare that only the most skilled druids are permitted to handle it by druidic law.
Heal DC: 30. Side Effects: none. Cost: 500 gp. Search DC: 40.
Fenfoil: Fenfoil is a sickly-looking weed that grows in swamps. It oozes a thick, slimy sludge when bruised – this slime is an excellent treatment for injuries caused by acid. A poultice of fenfoil cures 1d6+5 points of damage caused by an acid attack.
Heal DC: 10. Side Effects: Will save (DC 10) to avoid being sickened for one hour. Cost: 2 gp. Search DC: 15.
Firethorn: Firethorn is a rare bush that grows where druids have hurled fire seeds in the past. It is a distinctive bright red-orange in colour, making it easy to find. When firethorn is added as an extra material component to a druidic spell that inflicts fire damage, it increases the saving throw DC of the spell by +2. However, firethorn seeds have a tendency to burst into flames when used in this manner – the druid must make a Spellcraft check (DC 10 + the level of the spell) or take 1d6 points of fire damage when the seeds explode in his hand.
Heal DC: – Side Effects: Explosion; Cost: 5 gp. Search DC: 12.
Gnome’s delight: Gnome’s delight is a small blue-and-red mushroom that grows in woodland thickets. It smells strongly of something that is almost, but not quite, cinnamon. Anyone eating a properly prepared and sliced gnome’s delight finds their sense of smell massively enhanced. This sensory augmentation lasts for eight hours on average. The user might be overwhelmed by the enhanced smell – he must make a Will save (or Concentration check) at DC 20 or be distracted for eight hours (-4 to all attack rolls and skill checks). Gnomes have a +4 racial bonus to this check. If the character makes the saving throw, he gains the Scent ability for eight hours.
Knowledge (nature) DC: 16. Side Effects: Distraction. Cost: 200 gp. Search DC: 16.
Gargfoil: Gargfoil is a greyish lichen that tends to grow on statues, especially those which were once people. It can be used to reverse the effects of petrification if applied quickly and correctly. The lichen is boiled, strained and crushed into a paste that is then spread onto the solidifying flesh. Gargfoil must be applied within 10 minutes of the character falling victim to petrification. It normally takes 10 minutes to prepare, but by increasing the DC by 3 per minute, the preparation time can be reduced (DC 8 = nine minutes, DC 12 = eight minutes, DC 15 = seven minutes and so on). If the gargfoil is prepared improperly, it causes the statue to shatter. If prepared correctly, it acts like a stone to flesh spell.
Heal DC: Starts at DC 5. Side Effects: Shattering. Cost: 50 gp. Search DC: 20.
Heatherschild: Heatherschild is a form of miniature golden heather, as if the plant was a work of art made by tiny goldsmiths and craftsman. It is quite beautiful. A tea made of heatherchild calms and focuses the mind. It gives a +4 bonus to Concentration checks and a +2 bonus to Will saves; however, if the character is attacked or involved in combat, the tea in his system sours and the bonuses become penalties as the character’s focus dissolves to be replaced by jittery nerves.
Knowledge (nature) DC: 16. Side Effects: None. Cost: 10 gp. Search DC: 15.
Hollyberry: The hollyberry is one of the most sacred plants to the druids and this form of hollyberry grows only in the most holy groves and secret places of the druid. When used in the proper manner, it infuses all the druid’s spells with all the power of the wild. The druid’s caster level is increased by three when he casts a spell using hollyberries as an additional material component. Holly may only be used in this fashion once each season – if the druid breaks this restriction, he must use an atonement to regain his standing in nature.
Heal DC: – Side Effects: None. Cost: 250 gp. Search DC: – (groves only).
Insoline: Insoline is a silvery reed that grows along riverbeds. A bandage or poultice made of stripped insoline leaves works wonders when applied to burns. A poultice of insoline cures 1d6+5 points of damage caused by a fire attack.
Heal DC: 10. Side Effects: Will save (DC 10) to avoid being sickened for one hour. Cost: 2 gp. Search DC: 15.
Jerrik-leaf: This jagged leaf is a potent purgative – not only does it completely empty the body of pretty much anything eaten in the past few days, it also helps the patient throw off the effects of any lingering spells. A brew of jerrik-leaf takes an hour to prepare, and this time cannot be reduced. The patient is automatically exhausted and nauseated for 1d4 hours after drinking the brew but the duration of any spells or effects active on him is reduced by half.
Heal DC: 20. Side Effects: Fortitude save (DC 15) to avoid doubling the time spent exhausted and nauseated. Cost: 200 gp. Search DC: 20.
Jollity: The buttercup-yellow herb known as jollity is a common ingredient in many peasant dishes but it also has curative properties. Properly prepared, eating jollity gives a +1 circumstance bonus to all saving throws against disease. The beneficial effects last for 24 hours.
Heal DC: 11. Side Effects: None. Cost: – Search DC: 10.
Khentish root: Khentish root is an earth-brown, woody root that grows on hillsides and light forests. When chewed, khentish root provokes visions and strange dreams. If the character can fight through these hallucinations, the lingering effects act as an arcane sight spell that lasts for 1d6 hours. Fighting the hallucinations requires a Will save (DC 12). If the save is failed, the character is stunned for 2d10 rounds and gains no benefit from the root.
Knowledge (nature) DC: 14. Side Effects: Hallucinations. Cost: 50 gp. Search DC: 15.
Marshwash: Marshwash is an oil prepared by straining muddy water through a special weave of certain reeds and stalks that grow along the edge of the marsh. When the oil is rubbed into the limbs and joints of a character, it greatly increases their flexibility. This gives a +4 bonus to Escape Artist checks for four hours. However, the character’s Strength is reduced by 2 for the same duration.
Heal DC: 12. Side Effects: Automatic –2 to Strength. Cost: 10 gp. Search DC: 10.
Lamellas: This rare herb improves the user’s Natural Armour. Regular doses of lamellas toughen the skin greatly. It needs sunlight to work – the user may not wear any sort of armour or heavy clothing and gain the benefits of lamellas. The character must take one dose of properly prepared lamellas each day – if he misses a dose, his Natural Armour bonus drops back down to normal. After a month of using lamellas daily, the character gains a +1 bonus to Natural Armour; this bonus increases each month, to a maximum bonus of +5.
Knowledge (nature) DC: 16. Side Effects: Fortitude save (DC 15) to avoid Dexterity being reduced by two points for 24-hours. Cost: 10 gp. Search DC: 12.
Linvi: Linvi is a form of grass that grows in places favoured by magical beasts such as unicorns. It enhances the mental capacity of those animals who feed upon it – a creature who eats linvi daily gives a +2 bonus to Handle Animal checks, can learn two extra tricks, and has a +2 morale bonus to Will saves. Only unintelligent creatures can benefit from linvi, although it has been known to cause them to spontaneously awaken in rare cases.
Knowledge (nature) DC: 10. Side Effects: – Cost: 1 sp. Search DC: 10.
Mulberry of the green: Druids can use the berry known as mulberry of the green to ease pain and suffering. It gives a +2 morale bonus to checks to resist pain, torture or any agony. The berry is peeled and washed in a ritual manner to prepare it for use.
Heal DC: 12. Side Effects: Fortitude save (DC 10) to avoid mild hallucinations causing a –1 penalty to all skill checks. Cost: 5 gp. Search DC: 15.
Niamh’s gift: Niamh’s gift is a rare reddish flower that grows where the fey have walked. When mixed with certain oils and pure water at midnight, it forms a salve that temporarily increases the druid’s Charisma. A properly prepared dose of Niamh’s gift acts as an eagle’s splendour spell for one hour – the bonus Charisma is applied only to basic Charisma checks and skill checks, and does not increase Charisma-based supernatural abilities or spells. If the salve is prepared improperly, it becomes mildly acidic, dealing 1d4 points of acid damage and not enhancing Charisma at all.
Knowledge (nature) DC: 13. Side Effects: None. Cost: 50 gp. Search DC: 13.
Oel’s Eye: Oel’s eye can be found on open plains and tundra. It does look disconcertingly like a pale eye staring at the heavens. Rainwater that pools within the flower becomes weighed down with the pollen of Oel’s eye. The water can be drained off, frozen and crushed to provide a powder that gives the inhaler perfect clarity of vision. Oel’s eye gives a +4 bonus to Spot and Search checks for 1d6 hours. If the powder is not prepared properly, it blinds the user.
Knowledge (nature) DC: 15. Side Effects: – Cost: 150 gp. Search DC: 15.
Otterstail: The otterstail herb is most commonly found near streams and lakes. It can be turned into a surprisingly tasty and nutritious soup, although the name is less than appetising. Otterstail soup cuts the rest time required to get rid of fatigue from the normal eight hours to merely six.
Heal DC: – Side Effects: None. Cost: 1 sp. Search DC: 5.
Pylfig: Pylfig is a fungus found on the underside of roots and low-hanging branches, sacred to gods of thievery, trickery, madness and death. A poultice of pylfig is an excellent curative for wounds caused by sonic attacks – it cures 1d6+5 points of damage caused by a sonic attack.
Heal DC: 10. Side Effects: Will save (DC 10) to avoid being sickened for one hour. Cost: 2 gp. Search DC: 15.
Queller: The herb known as queller grows in the deepest parts of the woodland. It is a russet-coloured brush that is notable for its distinctive, incense-like smell. If queller is burnt, the fumes strengthen and stabilise the mind of those who inhale it. It provides a +2 circumstance bonus to all Concentration checks and all saving throws against fear and confusion effects to all within 30 feet, but also prevents them from benefiting from morale bonuses of any kind. A basket of queller burns for 10 minutes.
Knowledge (nature) DC: 10. Side Effects: Fortitude save (DC 8) to avoid being sickened by the queller fumes. A character is only sickened if exposed to queller fumes for more than five minutes. Cost: 10 gp. Search DC: 12.
Red holly: The rare red holly grows in the oldest woodlands, and only on awakened holly trees. It provides the same benefits to neutral druids that black holly does for evil druids. This herb must be cut with a bronze sickle.
Heal DC: – Side Effects: Will save (DC 15 + the level of the spell) to avoid gaining a quest to help a distant woodland. Cost: 50 gp. Search DC: 25.
Silverleaf: Silverleaf thrives in wet conditions – like a weed it can grow in almost any terrain. A bandage or poultice made of silverleaf is a potent balm for wounds caused by electricity. A poultice of silverleaf cures 1d6+5 points of damage caused by an electrical attack.
Tanweed: This is a brown weed that grows on the slopes of tree-covered hills. If prepared correctly, tanweed can be a very useful medicinal herb – it can be turned into a broth that gives 1d4+1 bonus hit points. These hit points are applied at –9 hit points – for example, a character who gets three hit points from tanweed can survive at –10, –11 and –12 hit points. While tanweed is of little use in combat, it can help a character ravaged by disease.
Heal DC: 18. Side Effects: Fortitude save (DC 15) to avoid 1d4 points of temporary Wisdom damage. Cost: 5 sp. Search DC: 12.
True mistletoe: True mistletoe is said to be a gift from the green world to the druids, to aid them against the great enemies of life – the undead. If true mistletoe is used as a component in a spell, it affects undead as if they were animals. The druid must make a Spellcraft check (DC 15 + the level of the spell) to activate the mistletoe. If the check fails, the mistletoe has no effect and the druid suffers a –2 penalty to his armour class and any saves against the undeads’ attacks. This herb must be cut with a bronze sickle.
Heal DC: – Side Effects: – Cost: 200 gp . Search DC: 20.
Uluvo: Uluvo is a seaweed that also grows in freshwater lakes. It is lined with tiny pods that contain seedlings; when crushed, these pods give off a warm glow. A poultice of uluvo is a good cure for frostbite and other cold damage – it curses 1d6+5 points of damage from a cold-based attack.
White holly: White holly is the good equivalent of black or red holly. It grows on trees that overlook temples or other holy sites. This herb must be cut with a bronze sickle.
Heal DC: – Side Effects: Fortitude save (DC 15 + the level of the spell) to avoid gaining one negative level. Cost: 50 gp. Search DC: 25.
Wolfsbane: This herb is notoriously effective against lycanthropes. Eaten raw in time, it can cure the curse of lycanthropy. The druids also know how to brew a potion that can suppress the symptoms of the disease. If a lycanthrope drinks this potion, he will not change into a beast that night.
Heal DC: 15 + Hit Dice of lycanthrope’s animal form. Side Effects: Fortitude save (DC 15) to avoid 1d6 points of Constitution damage. Cost: 5 sp. Search DC: 15.
One of the most potent weapons of the natural world is poison, and many druids are no strangers to its use. The vitiate maidens have bred many new venomous plants and creatures and brewed their poisons into new and even more lethal forms. These new poisons cannot be purchased from any apothecary or merchant of death – they are secrets held by the forest.
Black Stump Poison: This venom is made from water gathered from the stumps of trees cut down unjustly and needlessly. It is a foul black liquid, heavy with the liquescence of decay. Anyone killed by black stump poison rots in a matter of seconds, turning into a putrid lump of black sloughing flesh. They therefore cannot be raised short of a wish or true resurrection.
Dragonsbane: Dragonsbane poison only affects dragons and other creatures with breath weapons. The creature must make another saving throw against the effects of the poison every time it uses its breath weapon until the poison’s duration runs out. The keen sense of dragons can scent this poison, and they stop at nothing to destroy the bearer. Even good dragons are nervous and hostile in the presence of dragonsbane.
Druid’s Judgement: This is a singularly lethal poison, because it ruins the victim’s ability to perceive the green world. It only affects druids. Over twelve agonising hours, the druid’s magical sight is burned from him. Every connection between him and the green world is scorched out. The victim of this poison cannot cast druid spells for twelve hours while under the effects of this poison; if the second saving throw is failed, the victim can never cast druid spells again until a restoration or neutralise poison spell is cast.
Hollygate: Hollygate poison is made from hollyberries that grow on magical trees on the border of the Otherworld. When a victim is wounded with hollygate poison, they can only see the Otherworld, not the real world. This disorientation causes them to suffer a –2 penalty to all attack rolls. More importantly, they also suffer a –2 penalty to all saving throws against druidic spells and fey spell-like abilities, as their connections to the green are much more obvious and vibrant and spells can easily target these ties. If the second saving throw is failed, the visions of the Otherworld last for 1d3 hours.
Lifebreath: Lifebreath is a more curious poison, made from the flowers of summer and distilled sunlight. It is harmless to living creatures, but lethal to the undead. It unravels their very essence by inflicting Charisma damage on them. If the creature is reduced to 0 Charisma by the lifebreath, it is destroyed.
Raven’s Gift: Raven’s gift paralyses the muscles of the eyes and eyelids, holding them wide open and stuck pointing in one direction. The victim is partially blinded (–2 to all attack rolls and vision-based skill checks such as Spot), but also suffers a –4 penalty to saving throws against gaze attacks and has only a 25% of averting his eyes. He cannot close his eyes to avoid a gaze attack. If the second saving throw is failed, the paralysis effects lasts 1d3 hours.
Rusting Fungus: Rusting fungus is a poison specifically designed to attack constructs. It is a fast-growing fungus that attacks their joints and moving parts. A creature reduced to 0 Dexterity cannot move.
Wine of Faery: Wine of Faery is exactly that – a poison brewed from the heady wines and liquors of Faeryland. Potential drunkenness aside, being injured with wine of Faery has the same effects as eating fey food or drink. Creatures who partake of such fare are claimed by the fey. Any victim reduced to 0 Wisdom is plane shifted into Faery, where he shall dance with the pixies forever.
|Poison||Type||Initial Damage||Secondary Damage||Price|
|Black Stump Poison||Injury DC16||1d6 Con||2d6 Con||5,000 gp|
|Dragonsbane||Injury DC20||1d3 Con||1d3 Con||5,500 gp|
|Druid’s Judgement||Inhaled DC25||Special||Special||10,000 gp|
|Hollygate||Ingested DC18||Special||Special||1,500 gp|
|Lifebreath||Contact DC17||1d6 Cha||1d6 Cha||2,000 gp|
|Raven’s Gift||Injury DC16||Special||Special||500 gp|
|Rusting Fungus||Contact DC12||1d6 Dex||1d6 Dex||2,500 gp|
|Wine of Faery||Injury DC16||1d6 Wis||1d6 Wis||4,000 gp|