There is a Legacy version
here.
HerbalistSource Player Core 2 pg. 202The 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.
Archetype Dedication Source Player Core 2 pg. 202Archetype HerbalistPrerequisites 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.
Archetype Skill Source Player Core 2 pg. 202Archetype HerbalistPrerequisites 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.
Legacy Content
Uncommon Archetype Source Knights of Lastwall pg. 81Archetype HerbalistPrerequisites Herbalist Dedication; trained in
ReligionAccess 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.
Archetype Source Player Core 2 pg. 202Archetype HerbalistPrerequisites 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.
Archetype Source Player Core 2 pg. 202Archetype HerbalistPrerequisites 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.
Additive Archetype Source Player Core 2 pg. 202PFS Note For Pathfinder Society play, Endemic Herbs does not have the additive trait.
Archetype HerbalistPrerequisites 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.