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There is a Legacy version here.

PFS StandardHerbalist

Source Player Core 2 pg. 202
The plants around you can provide more remedies than the finest hospital or temple, and you are skilled in their use. Nature always provides to those who know how to look, and you have always had a talent for seeing these gifts before you. You can put it to good use, healing those around you with nothing more than what the world provides.

PFS StandardHerbalist Dedication Feat 2

Archetype Dedication 
Source Player Core 2 pg. 202
Archetype Herbalist
Prerequisites Natural Medicine; trained in Nature

You can create natural remedies. You gain the advanced alchemy benefits. You can use advanced alchemy to create 4 alchemical consumables with the healing trait, though the number is reduced by 2 if you didn’t make your daily preparations in the wilderness. These consumables are called your herbal items. You remember herbal item formulas and don’t need a formula book for them.

You become an expert in Nature and can use Nature instead of Crafting to Craft alchemical consumables with the healing trait. You don’t need to be trained in Crafting to do so, and you can use healer’s tools instead of alchemist’s tools.

PFS StandardFresh Ingredients Feat 2

Archetype Skill 
Source Player Core 2 pg. 202
Archetype Herbalist
Prerequisites Herbalist Dedication

It is amazing the difference fresh herbs can make. When using Natural Medicine to Treat Wounds, you gain the +2 circumstance bonus from having fresh ingredients, even if not in wilderness. If you do this in the wilderness, you gain a +4 circumstance bonus instead.

PFS StandardGravelands Herbalist Feat 4

Legacy Content

Uncommon Archetype 
Source Knights of Lastwall pg. 81
Archetype Herbalist
Prerequisites Herbalist Dedication; trained in Religion
Access Knights of Lastwall have access to this feat.

Your time with the Knights of Lastwall has taught you the secrets of creating and improving upon Lastwall soup. Add Lastwall soup to your list of herbal items. At 10th level, you can make an improved version of Lastwall soup that grants a +3 item bonus. At 18th level, you can make a greater version of Lastwall soup that grants a +4 item bonus, and its nourishing properties grant you 10 temporary Hit Points that last up to 10 minutes after eating it.

PFS StandardPoultice Preparation Feat 4

Archetype 
Source Player Core 2 pg. 202
Archetype Herbalist
Prerequisites Herbalist Dedication

When you create an elixir as an herbal item, you can prepare it as a poultice instead. A poultice gains the oil trait (but remains alchemical, not magical) and loses the elixir trait. You can apply a poultice by Interacting with one hand. When you apply a poultice, in addition to the item’s normal effects, the recipient can attempt an immediate flat check to recover from a single source of persistent acid, bleed, or fire damage, with the DC reduction from appropriate assistance.

PFS StandardAdvanced Herbalism Feat 6

Archetype 
Source Player Core 2 pg. 202
Archetype Herbalist
Prerequisites Herbalist Dedication; expert in Nature

Your herbalist talents continue to grow with use and you have become potent at making even more remedies from less. You can create up to 6 herbal items per day with advanced alchemy.

Special At 10th level or higher, you can select this feat a second time to increase the number to 8.

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.