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There is a Legacy version here.

PFS StandardEndemic Herbs Feat 6

Additive Archetype 
Source Player Core 2 pg. 202
PFS Note For Pathfinder Society play, Endemic Herbs does not have the additive trait.
Archetype Herbalist
Prerequisites Herbalist Dedication; trained in Survival

The herbal items you create use medicinal plants endemic to your location. When a creature consumes one of your herbal items, that creature gains the benefit matching the location where you created that item. If the benefit is not immediate, it lasts for 1 minute unless otherwise stated.
  • Aquatic Gain a +1 circumstance bonus to Fortitude saves.
  • Arctic For 1 hour, treat environmental cold effects as if they were one step less severe.
  • Desert For 1 hour, treat environmental heat effects as if they were one step less severe.
  • Forest Gain a +2 circumstance bonus to saves against disease and poison effects.
  • Mountain Gain a +1 circumstance bonus to Reflex saves.
  • Plains Gain a +1 circumstance bonus to Will saves.
  • Swamp Remove one source of persistent bleed damage.
  • Underground Gain a +1 circumstance bonus to Perception.

Traits

Additive:

Feats with the additive trait allow you to add special substances to alchemical consumables you create when you use Quick Alchemy to create a consumable (you can't use additives with quick vials). You can add only one additive to a single alchemical item, you can add an additive only once per round, and most additive abilities specify a subset of alchemical consumables you can add them to.

Archetype:

This feat belongs to an archetype.