A character with Plant Lore skill is adept in identifying various types of magical and mundane plants and herbs. The character can also forage for edible plants. Note that Plant and Herb Lore can be used a Fungus Lore at -1 level (i.e., Success would be treated as Near Success, etc.).
- General Knowledge - General knowledge plant and herb lore roll is equal to ((PER - 15) x 3) + (rank x 5)
- Find & Identify Mundane Plants & Herbs - Base chance to find and identify mundane plants and herbs is equal to (((PER + KNOW) - 30) x 1.5) + (Rank x 5).
- Find & Identify Magical Plants & Herbs - Base chance to find and identify magical plants and herbs is equal to (((PER + KNOW) - 30) x 1.5) + (Rank x 4).
- Forage - Base chance to find food is (((PER + KNOW) - 30) x 1.5) + (Rank x 5). Compare result to the table below.
Foraging
Result | Edible Plant Table Roll |
Absolute Success | Roll on Edible Plant Table at +5 (+1 per rank) |
Success | Roll on Edible Plant Table at +1 per rank |
Near Success | Roll on Edible Plant Table at -8 (+1 per rank) |
Partial Success | Roll on Edible Plant Table at -15 (+1 per rank) |
Failure | No edible plants found |
Absolute Failure | Plants found are not entirely edible. Suffer upset stomach, diarrhea and/or vomitting for the next 1d4 hours if Normal Save failed. -20 to all actions. |
Blunder | As above but more severe. Lose 1d4 CON. CON recovers at 1 point per day of rest. Normal save reduces effects by half. |
Edible Plant Table
Note that the plants listed are examples. The exact plant will depend on the plants that are native to the area. Note also that if the food is not perserved in some way (e.g., Purify Food and Drink spell, some sort of cold spell or effect, etc) it will go bad. How quickly this happens depends on the environment, but typically it will be a few days.
Die Roll (1d20) | Edible Plants | Person Days of Food |
2 or less | A few mushrooms | 1 |
3-5 | Edible roots | 2 |
6-8 | Carrots | 3 |
9-10 | Small raspberry bush | 4 |
11-12 | Small strawberry or blueberry bush | 5 |
13-14 | Potatoes | 6 |
15-16 | Rhubarb plants | 7 |
17 | Raspberry patch | 8 |
18 | Small cherry tree | 9 |
19 | Bell pepper patch | 10 |
20 | Large strawberry patch | 14 |
21-22 | Cucumbers | 18 |
23-24 | Large cherry tree | 20 |
25-26 | Large patch of various berries | 25 |
27-28 | Very large patch of various berries | 30 |
29-30 | Pear trees | 35 |
31 or higher | Apple trees | 40 |
Find Curative Plants & Herbs
The character can forage in a natural setting to find curative plants. He must decide what he is looking for and then spend 12 hours (minus 1 hour per two ranks; minimum 1 hour) searching and make a successful skill roll (Find & Identify Magical Plants and Herbs). He may look for herbs that:
- Cure Disease
- Neutralize Poison
- Heal Damage (Heals 1 point per level)
If successful, he finds one application (Absolute Success = 2 to 4 applications) of herbs. The application of the cure will take (20 – rank, minimum 1) minutes.
At rank 6, the character learns how to properly prepare the above herbs to allow them to be used at a later time. For each rank, he may prepare one of the above herbs to last for 5 days. Ex: At rank 8, he my prepare up to 8 remedies (any combination of Cure Disease, Neutralize Poison and Heal Damage) that will remain potent for up to 40 days.
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