Plant Lore

The character with this skill is intimately familiar with the flora of his or her home area, including any special abilities, beneficial or otherwise, and how to mitigate any harmful plant-based effects. This knowledge often applies in areas outside of the Lorist’s home area, more so if the area is similar to the Lorist’s home area, less so otherwise.

Additional levels taken in this skill improve the Lorist’s dice checks. Every five skill levels, the Lorist may select another geographic location and will be expert in the new locale as well.

Plant Lore is a Knowledge skill. It is a class skill for Clerics of nature gods and for Druids. For others it is a cross-class skill.

Game Rules
There are two main components to this skill: knowledge of harmful plant effects, and ability to locate a plant that will help the skill user with a specific benefit.

Dice checks for either component are determined by the DM considering these factors:

  • Number and variety of plants in the immediate area
  • Proximity to the Lorists home area (or other known areas)
  • Commonality of the plant
  • Power of the desired effect

    Examples:

    Finding a plant that will keep a wound from hurting is a simple check
    Finding a plant that can perform minor healing on the wound is moderate
    Finding a plant that can completely heal any wound is very difficult
    Finding any useful plant in a desert is more difficult than when in a jungle
    Finding any useful plant in a desert when the Lorist is from a jungle is extremely difficult