HERBALIST Believe it or not, this is not a magic using class. Version 1.0 (12/13/96) (by Lord Sable Cacophony and Demonis Lariam of the Evergreen Vale) GARB: Earth Tones, Robes. WEAPONS: Melee dagger and/or a non-hinged short melee weapon (under 3' in length). Two throwing daggers possible at 4th level. ARMOR: None. SHIELD: None. NOTES: 1) May not carry enchantments. Herbalists don't like magic. A well role-played Herbalist would have disdain for all magic and all things magical. Of course, if a Healer resurrects a Herbalist, he can't do much about that, but he should be pretty disgusted about it. 2) All abilities are non -magical, of course. 3) Non-reusable components -- Most abilities require a material component. Unless ability has "reusable" components, one component must be carried for each use. Examples: Craze (2/game) - two orange headbands must be carried. Smoke Bomb (1/life) - four white balls must be carried, if the herbalist wants to use smoke bomb on all of his lives. Once a component is used, it cannot be used again. Of course, if the Herbalist does not have the required material component, they cannot use the ability. Note also that just because a herbalist has the ability, does not need they are required to carry the components, so if a person finds that usually they only use two smoke bombs a game, they only need to carry two. 4) Herbalists may give drugs to stunned, sleeping and subdued people against their will. The effects of the drug will begin when the person recovers. 5) All the Herbalist's bombs must be dropped immediately and must land within one foot of where the Herbalist was standing when they set it. Bombs may never be thrown at someone. If the Herbalist is within range of the bomb when it hits the ground they are effected. (I would recommend tossing the bomb up a little and then RUN!) 6) Sleep Powder Bolt and Zombie Powder Bolt affect a target if the bolt hits any part of them. The idea here is that the bolt breaks open and the powdered drug fills the air. When hit with a powder weapon, one may wish to gasp a little as they drop from the effects. 7) The Healer's Cure Poison enchantment will stop all Herbalist drugs except the following: Sleep Powder, Craze, Zombie Powder Bolt, Sleep Powder Bomb, Insanity Bolt and Berserk. Immunity to poison will stop all Herbalist Drugs. Note that these proofs against poison also keep a player from receive beneficial drugs as well, i.e. Speed Mind. 8) Only one of the following may be in effect on a single person at any time: Craze, Speed Mind, Love Potion, and Berserk. Craze and Love Potion will replace any previous drugs. Speed Mind and Berserk will not work on previously drugged people. Likewise, only one of the following may effect a weapon at any given time: Daze weapon, Poison Weapon, Fast Poison Weapon and Corrosive. Already coated weapons coated with another drug will be effected by the higher level drug. LEVELS: 1st (Shaman) Daze Weapon (4/game) Sleep Powder Bolt (1 reusable) Bandage (1 reusable) Craze (3/game) 2nd (Wisdom) Antidote to Poison (1/life) Smoke Bomb (1/life) Poultice (1 reusable) OR +2 Bandages (up to 3 total) Speed Mind (1/game) 3rd (Elder) Poison Weapon (2/game) Zombie Powder Bolt (1 reusable) +1 Smoke Bomb (total 2/life) +1 Poultice (up to 2 total) OR +2 Bandages (up to 5 total) Love Potion (2/game) 4th (Herbalist) +1 Antidote to Poison (total 2/life) Sleep Powder Bomb (1/life) +1 Poultice (up to 3 total) +1 Speed Mind (2/game) OR May carry and use 2 throwing daggers 5th (Apothecary) Fast Poison Weapon (1/game) OR +2 Poison Weapon (total 4/game) Insanity Bolt (1 reusable) Berserk (2/game) Gain one life (total 5) 6th (Alchemist) +1 Antidote to Poison (total 3/life) +1 Poultice (up to 4 total) Poison Bomb (1/game) OR Corrosive (2/game) +2 Speed Mind (5/game) OR +4 Love Potion (6/game) OR +1 Sleep Powder Bomb (2 total) ABILITES: Daze Weapon - Must carry a bright orange cloth for each use. Tie cloth onto weapon and say "With this coat of vile glaze, set thy(my) victim in a daze" x3. Acts like a poisoned edge weapon (as per Assassin ability), except for the following: (1) The drug stuns the victim (as per healer stun) rather than killing them. (2) The Herbalist can poison other people's weapons. (3) Poisoned weapons must be bladed. These may be used on bladed throwing weapons (not throwing hammers or rocks). (4) The drug takes affect after a 50 count. (5) The effect lasts for a 50 count. Sleep Powder Bolt - Must carry a bright purple padded Sleep Powder Bolt. (Reusable. Only one can be carried at a time.) To charge, hold in hand and say "Purple flower powder creep, spread thy germ and bring on sleep"x3. Upon a hit, the victim must "Sleep" for 300 count and cannot be attacked. Bandage - Must carry a strip of white cloth for each bandage. Tie cloth on to wounded limb and say: "Bind this broken bleeding wound, Seek the loving white light soon"x5. Otherwise, this is just like the Scout's First Aid Bandage. Limbs can be healed, so that the bandage may be removed to be used again. Craze - Must carry an bright orange headband for each use. Tie on headband and say "Terror rage deep in this man, seek release across this land, blind his mind with mortal fear, make this mad man kill all here" x 2. Person will go Berserk as per Barbarian with the following effects: (1) They loose all enchantments (both on themselves and their equipment) and may not use magic, class abilities, bows, or other missile weapons, Only melee weapons. (2) They consider all players on the field as foes until they are killed. (3) They must attack the nearest player in their line of sight. This includes their own team and all monsters. (4) They must attack even if out numbered or facing magic. Players who are in a craze should yell something so that everyone knows what is going on, like "I'm gonna kill you all!! I'm Crazed!!". Antidote to Poison - Must carry a vial of black powder. May be used within 100 count (or 50 if Fast Poison) to cure poison on a person just poisoned. Must touch poisoned person and say "Black powder of carbon cure, purge this blood and make it pure."x3. Smoke Bomb - Must carry a white ball for each use. To activate, Herbalist must yell "Cloud of smoke fill the air"x3 and drop the white ball. Everyone within 10 ft of the ball when it hits the ground must stop pursuing the Herbalist for a 10 count. Scouts 3rd level and above are immune. Poultice - Must carry a strip of brown cloth for each poultice. Tie cloth on to wounded limb and say: "Bind this broken bleeding wound, Seek the loving white light soon, if you should need to flee or fight, this bind will keep your wound held tight."x5. Otherwise, this is just like a heal spell. Limbs can be healed, so that the poultice may be removed to be used again. Speed Mind - Must carry a strip of bright purple cloth for each use. Tie cloth on person and say "Blood mix with my drug of haste, make thy heart double it's pace, Feel thy thoughts begin to race, Mind bend bounds of time and space."x2. Bestows one "luck point". This allows the person to ignore the first previous hit. Luck points must be announced immediately following the hit to be ignored. Works against any physical blow (including all spellballs). Only one luck point may be placed upon a person at any time using speed mind (no stacking three luck points on a sixth level Duelist). Poison Weapon - Must carry one white cloth for each use. Tie cloth onto weapon and say "With this coat of venom vile, life shall linger but awhile, Death comes even to the brave, seek thee soon a dusty grave."x1. This ability is the same as the Assassin ability Poison Edged Weapon, except that the Herbalist may poison other people's weapons. Zombie Powder Bolt - Must carry a bright green Zombie Powder Bolt. (Reusable. Only one can be carried at a time.) To charge, hold in hand and say "Powder of the living dead, Take my foe to his death bed, Should he lie still in his grave, Let him fight another day."x2. Upon a hit, the victim is dead, but when their death count is done, they may continue as if they never died (like Healer Resurrect). This death is treated like any other, i.e. they may be resurrected, reincarnated, or reanimated; berserkers may use fight after death if they have the ability, etc. If the victim moves from where they died or their spirit is severed, they are not resurrected at the end of their count and must take the death normally. Love Potion - Must carry one bright pink strip of cloth for each use. Tie cloth on person and say "Sweet pink drink of Cupid's thorn, Ground up dust of Rhino's horn, Love's blessed curse I give thee, All for the first soul you see"x2. Person falls in love with the first person they see, including people on other teams and monsters. Person must defend their "loved one" to the death. If their loved one is killed the person commits suicide. Players who are under the influence of love potion should immediately profess their love for their loved one loudly so that everyone knows what is going on. If two people both are under the effects of love potion, and they happen to fall in love with each other, they tend to leave the battle to be with each other! Sleep Powder Bomb - Must carry a bright purple ball for each use (Sleep Powder Bolts cannot be used for this ability) To activate Herbalist must yell "Purple flower powder creep, spread thy germ and bring on sleep. Cloud of powder rise and swell. Friends, I hope you all sleep well" and drop the purple ball. Everyone within 10 ft of the ball when it hits the ground must "Sleep" for 300 count and cannot be attacked. Fast Poison Weapon - Must carry one red and white (braided together) cloth for each use. Tie cloth onto weapon and say "With this coat of venom vile, life shall linger but awhile, Death comes even to the brave, seek the soon a dusty grave, beat the heart a hasty tune, bring death to prey twice as soon". Exactly like Herbalist's Poison Weapon, except poison only takes a 50 count to kill. Insanity Bolt - Must carry a bright orange Insanity Bolt. (Reusable. Only one can be carried at a time.) To charge, hold in hand and say "Juice of unleashed fear I hold, In this vial of hate unknown, Poison seep through cloth and skin, bring rage to the beast within"x2. Upon a hit, the victim is affected as per craze. May be blocked. Will not work through armor. Berserk - Must carry an bright orange headband for each use. Tie on headband and say "Terror rage deep in this man, seek release across this land, forget all but the primal mind, go and leave no foe behind" x 2. Person will go Berserk as per Barbarian with fight after death. May not use class abilities, magic, bows, or throwing weapons. All enchantments worn are lost. Poison Bomb - Must carry a black ball for each use. To activate Herbalist must yell "With this bomb of venom vile, life shall linger but awhile, Death comes even to the brave, seek thee soon a dusty grave. Cloud of poison rise and swell, I shall see you all in Hell." and drop the purple ball. Everyone within 10 ft of the ball when it hits the ground is poisoned. Corrosive - Must carry a bright green strip of cloth for each use. Tie cloth onto weapon and say "With this coat of acid strong, this weapon will not last long, Anything that touches this, Will vanish in a red mist"x2. Weapon will be a puddle in a 100 count, and may not be mended, repaired, or "replaced at base". During the count though, a hit from a corrosive weapon will go right through armor and destroy any non-hardened weapon or shield in one blow.