Every way to put Herbalist on a character. 10 options grant it to your own court outright, and 5 more can roll it up. See Herbalist for what it does, all traits.
Who can get it
If the character fails any of these, the option that would grant it does not appear.
- the character must be at least 10
Born with it
- Min age 10
- On the childhood adjective roll
- Rolled for tribal characters
Children can also inherit it, as described on Trait Inheritance.
Pick this option 13
Choosing the option gives the character the trait.
- "Learn the wisdom of their druids."the option does: Gain trait: HerbalistRemembered: Accepted foreign ruler's influence (-20 opinion for 80 turns)
- this branch: Gain trait: Herbalist
- "I respect all pantheons. Let [character] stay and learn what he can from these druids."the option does: Gain trait: SuperstitiousGain trait: HerbalistGain trait: Pious
- "Poisons are a powerful shadow weapon."the option does: Gain trait: HerbalistRemembered: Approved the poison lab (+20 opinion for 20 turns)+4 Science (+1/city)
- "I shall bind [character] to me and learn of herbs and potions."the option does: Gain trait: HerbalistLeader relationship: Owes Favor To
- "Healing through magic and herbs."the option does: Gain trait: Herbalist
- "Have [character] focus on learning to heal."the option does: Gain trait: HerbalistConverts to the target religion
- "If [character] recovers, then the doctor shall teach him of the craft."the option does: Gain trait: HerbalistRemembered (all families): You did not expel an unruly student (-40 opinion for 20 turns)
- "I shall teach [character] myself. Begone."the option does: Gain trait: HerbalistGain trait: SchemerLoses trait: Commerce Student
- this branch: Gain trait: Herbalist
- this branch: Gain trait: Herbalist
- "The mountains are full of life."the option does: Gain trait: Herbalist
- "Plants hold many healing properties."the option does: +1 WisdomGain trait: Herbalist
Pick this option, draw from a pool 2
The option draws one trait from a pool. Only traits the character can still take are in the draw, so your odds are one in the number still valid, and they improve as the character collects the rest of the pool.
- "We shall send the money as requested."pool: Herbalist, Carpenter, Educatedthe option does: Gain a random trait-240 Money (-60/city)
- "Begone, you wretched quacks!"pool: Insane, Bloodthirsty, Herbalistthe option does: Gain a random traitRemembered: Disrespected our beliefs (-20 opinion for 40 turns)