Naturalism

General proficiency — see Proficiencies for the rules and the Proficiency Index for the full list.

The character is knowledgeable of common plant and animal life forms. By spending one turn (10 minutes) and making a successful proficiency throw of 11+, the character can appraise the value of a monster’s parts, identify venomous monsters, poisonous plants, or healing herbs, and detect any signs of unnatural danger (such as unusual quiet, atypical animal behavior, etc.).

The character can also attempt to forage for healing herbs or poisonous plants. Each attempt requires one day of dedicated activity and a proficiency throw. (The target value is set by the Judge depending on the rarity of the plant and can be anywhere from 4+ to 19+.) If the throw succeeds, the character gathers 1 stone of fresh plants, enough to extract one dose of poison or one poultice of healing herbs. If the throw fails, the character’s search is fruitless. If the throw fails on an unmodified 1 while searching for poison, the character has accidentally exposed himself to a plant toxin (either the one he was looking for or a random toxin.) The character must immediately make a successful Death saving throw or suffer the toxin’s effects.

A character can select Naturalism multiple times. Each additional rank grants a +4 bonus to Naturalism proficiency throws.