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Ultimate Herbalism (PFRPG Edition) $14.99
Publisher: Interjection Games
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by Vladimir C. [Verified Purchaser] Date Added: 04/06/2017 23:20:30

DISCLAIMER: This review is based on a free PDF provided by the author and the publisher, which in no way had an influence on the final score.

Ultimate Herbalism for both Pathfinder and D&D5e is the first part of Interjection Games third Kickstarter project, Strange Magic 2. It is the complete overhaul of another, older project, called simply The Herbalist, and even if you have it (like I do), you get a much more improved version of the herbalism magic system. Unlike many class books or tomes, Interjection Games creates most of their new classes from scratch and, while some systems are inspired in others (antipodism in shadow magic, aether magic in the 3.5 warlock etc.), most are brand new. Interjection games are perfect for people who are bored of the same Vancian magic and spell lists, the same 3.5 sub-systems. This review tackles the Pathfinder version.

What’s inside? 158 pages of content (for 15 bucks!), which include:

-The herbalism magic system, which is used by the three new base classes. Basically, each day the herbalism-user rolls on a terrain-dependent table (called a Biome) to see what herbs he finds, each herb being a kind of “spell”. To reduce the randomness and let players continue use of their favorite herbs, they get an ability called earthenware jars, which let them cultivate herbs or preserve them and other plant products. These herbs are different depending on the Biome, which gives the herbalist unrivaled variety. No matter where you are, each roll gives you access to 10 points worth of herbs (6 in the case of naturalists), with plants having a point value of 1, 2 or 4, which also determine their power. There are no high level abilities here, since all effects increase with the level of the user. The herbs can also be used to prepare recipes and other plant products, depending on certain class or archetype abilities.

-The Gourmend base class, a flavorful (hehe) class who specializes on using the herbs found to prepare recipes. They are the least combat able of the classes, but get many weird abilities related to food. They get a culinary pool to power some of their abilities. While this is the only class that doesn’t get archetypes, a sidebar mentions how you can adapt herbalist archetypes for the gourmend; however, they are not really needed, since at first level you get to choose a kind of specialization, culinary skillsets: Baking, Candymaking, Cheesemaking, MEAT! and Brewing. Apart from recipes and skillsets, gourmends get culinary talents, with some restricted to certain skillsets. Finally, they get Culinary Bond, which nets them a familiar made of food.

-The Herbalist base class, the original that started it all. An herbalist is a bit better at combat than a gourmand and can also learn some recipes, but they also get the compress ability that mixes herbs in a single usage. They get a green thumb pool to power some class abilities. They also get 9 archetypes, designed for taking more than one.

Aromatologists exchange the ability to make compresses to create incense blocks, which basically give personal effects at range.

Compounders are healers, who can use poisons to heal ability damage they would otherwise inflict with a chance for failure, and placebo sugar pills that give the eater an extra save against ongoing poison or disease effects, both as a replacement for the compress ability.

Entomologists are bug collectors. Bugs are similar to herbs in that they can be found and are terrain-dependent, but need to be fed to be preserved; some bugs have special dietary considerations, and some get more powerful when fed certain herbs. Bugs have a special ability usable once per day, but can be preserved indefinitely. Entomologists loose recipes in exchange for bugs.

Flowerchildren give a lot (earthenware jars, recipes and focused foraging) to gain the companionship of a special familiar. This familiar works a bit different from a wizard’s, growing a specific biome’s plants on its back, for example.

Gardener are the meta-herbalists. They lose a couple of preservation vessels during their career and the potent poison ability to get the green thumb ability to give infuse the soil of their earthenware jars with a so-called “rare earth”, specific meta-effects that enhance plants.

Geologists rock hard! (hehe). In exchange either preservation vessels or cultivation pots for the ability to collect special kinds of rocks which, unlike herbs or bugs, don’t spoil until used, with a hard limit on the number of in possession. Rocks come in three varieties, sharing 3 biomes where they can be found. They are basically triggered area-of-effect mines.

Mycologists exchange their first find herbs roll of the day for a special roll in a unique biome, the fungal forest. They can also exchange none or all recipes gained for special combinatory formulae that, like gardener’s rare earth, modify the effect of herbs.

Poisoners can’t make compresses. Instead, they learn to combine poisonous plants into increasingly deadly cocktails that are applied to weapons. A short but powerful evil archetype.

Zen Cultivators are, you guessed right, monkish herbalists. They replace their green thumb pool with a special ki pool they fill while meditating with the help of a miniature zen garden. This ki pool can be spent on a few abilities and any other class or feat that depends on ki. They also gain some bonus feats.

-The Naturalist base class. They have the least powerful herbalism abilities, but make up for it with a giant carnivorous plant! They get bonus feats and their plant gets access to many talents. They can even get the plant time for a short time! They also have access to three archetypes.

Creationists don’t get earthenware jars (!) and their plant companions don’t get talents, all in exchange for some druidic spellcasting (0 to 4th level). Overall the weakest archetype in the whole book.

Mycologists not only share the name of an herbalist’s archetype, they have their own mini-fungus forest table. Their plant companions can in fact be a man-eating mushroom, which loses access to some talents while gaining some exclusive ones. This archetype doesn’t replace anything, so you can com-vine (hehe) it with the others.

Sporekeepers apparently lose their plant companion, I say apparently because apart from the introductory “facts”, it is not mentioned anywhere else in the text. Instead, they get fungal swarms that are planted in terracotta pots. They can be worn in the back or left on the ground, active or inactive. They get many talents that makes this ability very different from plant companions.

-Feats: All of this section include your typical feats that enhance your class abilities, including very niche feat available only to specific archetypes. The only one that doesn’t follow this theme is the Verdant Protector feat, which inherited the unique, almost-extinct plants available to an archetype of the old herbalist.

-Herbs: after almost 30 pages of tables (9 biomes for the herbalist/gourmand, 9 for the naturalist, and 9 plant summary tables), we get to the meat (hehe) of the herbal magic system. Herbs are formatted with name, followed by the type in parenthesis (be them herbs, fungus or fruit), with some fruits having a descriptor in brackets (similar to spells). They are followed by the biome(s) they are found in, their point value (1, 2 or 4), Duration of the effect, and which recipes can they be used for, if any.

-Recipes: these again have an easy to grasp format, with the craft DC being the most important here. Some of this are the most powerful effects an herbalist can create! A poison that damages all ability scores, the ability to shot spines that do more damage than a kineticist blast, a wine that gives you an alchemical bonus to any ability score, things like that. These are balanced not only by its ingredients, but by their craft DC.

-Microcosms: Not content with 9 (10 really) biomes, this is an optional ruleset that include special mini-biomes each with new, exotic plants! These include aberrant, anger, arcane, evil, good, graveyard, irradiated, legend and sylvan. Imagine your character visits a jungle where there is an ancient temple of a demon prince. Simple slap the “evil” microcosm to the jungle biome and you are covered.

Of Note: The herbalism magic system is advertised as druidic chaos magic, and it shows. Instead of rolling every single time you cast a spell to see if butterflies appear instead of fire, or that your strength spell drains the fighter’s instead of making him stronger, the chaos here happens at the beginning of the day, leaving it to the ability of the player to do with what Mother Nature (and his luck) offers.

If the original system wasn’t enough, Ultimate Herbalism includes food magic, bugs, rocks, soil, fungus… so many new things it can make your head spin! It may be hard to believe but, it is very difficult to point at something that is better when everything is top quality. In no particular order, my favorite are the gourmand, the gardener and the entomologist which, when put on top of the herbalism magic system, bring a lot of variety to the game table.

Anything wrong?: While the book by no means looks bad, it features little art and to be frank, I don’t mind the little art in the book, it’s the repetition of it. However, when the author can pump layer upon layer of awesomeness not only in his rulesets, but in the flavorful descriptions, art becomes secondary. The class and archetype art, while B&W only and a bit on the simple side, goes well with the tone of the author’s writing: Serious with a dash of cheesy and a sprinkle of humor. I also didn’t particularly like the organization, I would have preferred all “spellbooks” at the end instead of in the archetype entries. Also, a section on how to include a new magic system would have been nice, as well as a section on how herbalism interacts with traditional magic.

What cool things did this inspire?: Where do I start? I want a fat she-ratfolk gourmand, cheese maker extraordinaire, from the village of Ash (get it? I AM FROM ASH). An oread geologists who is looking for the philosopher’s stone. A dromite entomologist who wants to create a new race of insect folk. A goran naturalist infected by spores, using both fungi-flavored archetypes. I could go on forever!

Do I recommend it?: If you are tired of casting magic missile, flame blade or cure light wounds, and are up to the challenge of learning a whole new magic system, do yourself a favor and get this book. It is also a blast for people like me who used to collect bugs! I kowtow to the author and offer five flaming blossom stars!

Trivia: I teach at an agronomy university where you can major in soil, insects, plants or products. I was planning to open a role playing workshop, so I think my students will surely enjoy it more with this book!



Rating:
[5 of 5 Stars!]
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Ultimate Herbalism (PFRPG Edition)
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