Gardener
Gardeners have the following class features:
Reliance on Pots: A gardener is absolutely reliant upon cultivation pots to ply his trade. As a result, herbalists who have replaced the cultivation pots portion of the earthenware jars class feature cannot become gardeners.
Rare Earth (Su): As a gardener gains experience, he learns how to simulate the properties of various rare earths using nothing but the power of his own green thumb. As a full-round action that provokes attacks of opportunity, the gardener may apply a rare earth that he knows to a cultivation pot he possesses that has had no rare earths applied to it. This costs green thumb points equal to the cost of that rare earth, as stated in its entry.
Whenever the gardener refreshes his green thumb pool for the day, he must choose whether or not to maintain each of his ongoing rare earth modifications. If he chooses to maintain a rare earth, then, for that day, the size of his green thumb pool decreases by an amount equal to the maintained rare earth's cost. For example, if a gardener has a green thumb pool with a size of 12 and he decides to maintain two rare earths which each have a cost of 2, then the size of his green thumb pool becomes 8. If he chooses not to maintain a rare earth modification, then the effects of that rare earth end immediately. A gardener cannot harvest from his cultivation pots or spend green thumb points before he has chosen whether or not to maintain his rare earth modifications.
At 3rd level, 4th level, and every four levels thereafter, the gardener chooses a rare earth from the list below. He must meet that rare earth's prerequisites, and cannot take a rare earth more than once unless its entry says otherwise.
This ability replaces one of the two preservation vessels gained at 1st level, the preservation vessel gained at 10th level, and the potent poison green thumb ability.
Acidstone
Cost: 2 green thumb points
Requires: Gardener level 12th
All instances of "acid", "cold", "electricity" and "fire" present in the listing of an herbalism plant grown in a cultivation pot modified by acidstone are changed to "acid". For example, an herbalism plant that grants resistance to cold now grants resistance to acid, while a plant that deals fire damage now deals acid damage.
Bountiful Permafrost
Cost: 2 green thumb points
Requires: Gardener level 4th
All instances of "acid", "cold", "electricity" and "fire" present in the listing of an herbalism plant grown in a cultivation pot modified by bountiful permafrost are changed to "cold". For example, an herbalism plant that grants resistance to fire now grants resistance to cold, while a plant that deals electricity damage now deals cold damage.
Cave Silt
Cost: X green thumb points
Requires: Gardener level 4th
When applying cave silt to a cultivation pot, the gardener may spend any number of green thumb points not to exceed one-quarter his gardener level (minimum 1). Herbalism plants with the fungus subtype may be planted in a cultivation pot affected by cave silt as though they were herbalism plants with the herb descriptor, but only if the planted fungus' point value is less than or equal to the number of green thumb points spent on applying the cave silt in the first place. When a gardener ceases to maintain cave silt, any plant with the fungus subtype present in the cultivation pot dies immediately.
Embalming Sand
Cost: X green thumb points
When applying embalming sand to a cultivation pot, the gardener may spend any number of green thumb points not to exceed one-quarter his gardener level (minimum 1). The first time a unit of herbalism plant sourced from a cultivation pot with this rare earth would spoil, it does not spoil. This benefit only applies to the first unit of plant picked from the cultivation pot each day. Only herbalism plants whose point value is less than or equal to the number of green thumb points expended on embalming sand benefit from it.
Grave Soil
Cost: 2 green thumb points
Requires: Gardener level 8th
All instances of "acid", "cold", "electricity" and "fire" present in the listing of an herbalism plant grown in a cultivation pot modified by grave soil are changed to "negative energy". For example, an herbalism plant that grants resistance to fire now grants resistance to negative energy, while a plant that deals electricity damage now deals negative energy damage.
Green Dream
Cost: 1 green thumb point
The gardener treats his herbalist level as though it were +1 higher for the purpose of the magnitude of effect of any plant grown in a cultivation pot affected by green dream.
Miracle Bloom
Cost: 1 green thumb point
If a gardener plants three units of different 1-point herbalism plants with the herb descriptor in an empty cultivation pot to which miracle bloom has been applied, a process that takes 10 minutes, he produces a fully-grown plant in that pot on the third morning after the herbalism plants are sown. This rare earth must be maintained from the point at which the three plants are planted to the point at which a fully-grown plant is produced, else the process is a failure and all materials are wasted. Once a fully-grown plant is produced, miracle bloom’s effect ends immediately with no adverse effects.
The fully-grown plant that is ultimately produced is chosen at random from the three herbalism plants that were initially sown. For example, if the gardener plants common yarrow, desert thornapple and holy ghost, then the potted plant that is ultimately produced is one of those three, chosen at random.
Normal: If an herbalist plants three units of the same herbalism plant with the herb descriptor in an empty cultivation pot, a process that takes 10 minutes, she produces a fully-grown plant in that pot by the following morning.
Miracle Bloom, Greater
Cost: 2 green thumb points
Requires: Miracle bloom, gardener level 8th
If a gardener plants three units of different 2-point herbalism plants with the herb descriptor in an empty cultivation pot to which greater miracle bloom has been applied, a process that takes 10 minutes, he produces a fully-grown plant in that pot on the third morning after the herbalism plants are sown. This rare earth must be maintained from the point at which the three herbalism plants are planted to the point at which a fully-grown plant is produced, else the process is a failure and all materials are wasted. Once a fully-grown plant is produced, greater miracle bloom’s effect ends immediately with no adverse effects. The fully-grown plant that is ultimately produced is chosen at random from the three herbalism plants that were initially sown.
Normal: If an herbalist plants three units of the same herbalism plant with the herb descriptor in an empty cultivation pot, a process that takes 10 minutes, she produces a fully-grown plant in that pot by the following morning.
Miracle Bloom, Extreme
Cost: 4 green thumb points
Requires: Greater miracle bloom, gardener level 16th
If a gardener plants three units of different 4-point herbalism plants with the herb descriptor in an empty cultivation pot to which extreme miracle bloom has been applied, a process that takes 10 minutes, he produces a fully-grown plant in that pot on the third morning after the herbalism plants are sown. This rare earth must be maintained from the point at which the three herbalism plants are planted to the point at which a fully-grown plant is produced, else the process is a failure and all materials are wasted. Once a fully-grown plant is produced, extreme miracle bloom’s effect ends immediately with no adverse effects. The fully-grown plant that is ultimately produced is chosen at random from the three herbalism plants that were initially sown.
Normal: If an herbalist plants three units of the same herbalism plant with the herb descriptor in an empty cultivation pot, a process that takes 10 minutes, she produces a fully-grown plant in that pot by the following morning.
Orchard Soil
Cost: X green thumb points
Requires: Gardener level 4th
When applying orchard soil to a cultivation pot, the gardener may spend any number of green thumb points not to exceed onequarter his gardener level. Herbalism plants with the fruit subtype may be planted in a cultivation pot affected by orchard soil as though they were plants with the herb descriptor, but only if the planted fruit's point value is less than or equal to the number of green thumb points spent on applying the orchard soil in the first place.
When a gardener ceases to maintain orchard soil, any plant with the fruit subtype present in the cultivation pot dies immediately.
Scorched Loam
Cost: 2 green thumb points
All instances of "acid", "cold", "electricity" and "fire" present in the listing of an herbalism plant grown in a cultivation pot modified by scorched loam are changed to "fire". For example, an herbalism plant that grants resistance to cold now grants resistance to fire, while a plant that deals acid damage now deals fire damage.
Sunlit Clay
Cost: 2 green thumb points
Requires: Gardener level 8th
All instances of "acid", "cold", "electricity" and "fire" present in the listing of an herbalism plant grown in a cultivation pot modified by sunlit clay are changed to "positive energy". For example, an herbalism plant that grants resistance to fire now grants resistance to positive energy, while a plant that deals electricity damage now deals positive energy damage.
Thunderstruck Clay
Cost: 2 green thumb points
Requires: Gardener level 8th
All instances of "acid", "cold", "electricity" and "fire" present in the listing of an herbalism plant grown in a cultivation pot modified by thunderstruck clay are changed to "electricity". For example, an herbalism plant that grants resistance to cold now grants resistance to electricity, while a plant that deals acid damage now deals electricity damage.
Natural Prodigy: When selecting his natural prodigy ability at 20th level, a gardener may also choose from the following options.
- Connoisseur of the Loam (Su): The gardener gains three rare earths. In addition, he chooses one rare earth that he knows with a cost of 1 green thumb point. The gardener never has to pay to maintain the chosen rare earth.
- Master Gardener (Ex): Whenever the gardener maintains a rare earth, the size of his green thumb pool only decreases by an amount equal to that rare earth's cost 1, minimum 1. In addition, a single cultivation pot he possesses may maintain two rare earth effects at once. Only one rare earth that changes instances of one energy type to another, such as scorched loam, can be added to that cultivation pot at any one time.
- Packrat Potter (Su): The gardener gains an additional cultivation pot. This cultivation pot may maintain any number of rare earth effects at once, so long as the sum of their costs add up to 5 or less. Only one rare earth that changes instances of one energy type to another, such as scorched loam, can be added to this cultivation pot at any one time.
- Soiled Soul (Sp): The gardener gains the ability to speak terran and has DR 10/against the natural attacks of outsiders with the earth subtype. Additionally, whenever he collects herbalism plants for the day with the find herbs class feature, the gardener finds one unit of marble, as the geologist rock (see the geologist archetype for details). The gardener cannot have more than three units of marble at any one time.
This ability modifies natural prodigy.