To identify a plant, fungus, or mineral in the field, make a Knowledge (Nature) or Knowledge (Dungeoneering) check as appropriate to the terrain and environment.
Use the Identification DC from the Field Guide table.
Characters with training relevant to the item’s classification may apply that expertise when identifying it:
Professions or skills associated with a specific classification may be used to make Identification checks, reducing the DC by 2.
Example: Profession (Herbalist) applies to plants and fungi, reducing their Identification DC by 2, but it does not apply to minerals.
After an item is identified, a character may attempt to harvest it using a Survival check.
Use the Harvest DC from the Field Guide Table.
A successful check grants the amount of units shown in the Yield column of the Field Guide Table.
A natural 20 on the Harvest check doubles the total yield.
For every 5 points by which the Harvest DC is exceeded, increase the yield by +1 unit.
Failing the check by 5 or more destroys the harvestable portion.
Items with a Yield of Singular only ever grant a single unit on a successful Harvest attempt, regardless of skill checks, natural 20s, or any other yield-increasing effects.
Characters with relevant practical skills may apply their expertise:
Professions or skills associated with an item’s classification may be used in place of Survival when harvesting, reducing the Harvest DC by 2.
Example: Profession (Herbalist) may be used when harvesting plants and fungi, but not minerals.
A character may spend 1 hour searching an area to locate, identify, and harvest items naturally found within that environment.
During this hour, the character has a chance to find multiple items, including multiple occurrences of the same plant, fungus, or mineral.
The GM selects or rolls items from the Field Guide Table that match the area’s terrain types.
Each hour of foraging yields 1d4 foraging results.
For each item found, the character attempts an Identification check using the item’s Identification DC.
Failure: the character cannot harvest that specific result.
Each successfully identified item may then be harvested using a Harvest check based on its Harvest Difficulty.
Each harvested result provides yield according to its Yield entry:
Characters with relevant practical skills may apply them, reducing both Identification and Harvest DCs by 2.
A creature may consume a gathered ingredient raw, using it directly without preparation.
Consuming a raw ingredient requires 1 unit per individual.
This grants the ingredient’s Raw Consumption Effect.
Any bonus gained from eating a raw ingredient is a Food Bonus and lasts 1 hour, unless otherwise stated.
Raw consumption does not stack with any other Food Bonus.
Many ingredients provide additional benefits when used to enhance food or drinks rather than eaten raw. See Craft (Culinary) for details.
Crafting an Extract or Powder is done with a Survival check.
Use the Extract/Powder Craft DC listed in the Field Guide Table, which is derived from the item’s Harvest Difficulty.
Characters with relevant practical skills may apply their expertise:
Professions or skills associated with an item’s classification may be used in place of Survival when crafting, reducing the Craft DC by 2.
Example: Alchemy may be used for all items, while Profession (Herbalist) applies only to plants and fungi, not minerals.
Creating an Extract or Powder requires 4 units of the harvested material and produces 1 unit of Extract of Powder as the finished product.
Crafting an Extract or Powder requires 1 hour.
Failing the Craft check by 5 or more wastes the 4 units used in the attempt.
Crafted Extracts and Powders can be used to create many alchemical creations. See Craft (Alchemy) for details.