The skill Profession (herbalism) has the potential of so many used, but it is incredibly under appreciated in the typical D&D game.  Why is this?  No real development of WHAT all can be done with herbs.  Until now.

This page lists herbs that can be found, prepared and used by someone with the skill.  Each herb lists the following information:

Season/Terrain - What time of year and terrain the herb can be found in.
DC to find: This is the DC to find the herb, given that the season and terrain is appropriate for it.  The check is made with the Profession (herbalism) skill.  A searcher with 5 or more ranks in Wilderness Lore gets a +2 synergy bonus to this check.  This check is made for each hour of searching.  Exceeding the DC by 10 or more reduces the time by half.
Preparation Time: How much time is required to prepare the herb for actual use.
Preparation DC: Skill check required at the end of the preparation time.  Failure on this check ruins the batch entirely and the herb used in preparation is useless.
# of Uses: Just like it says, the number of "doses" created during the preparation.
Raw herb cost: Market price of a single dose of the herb in its raw (unprepared) form.
Prepared herb cost: Market price of a "ready-to-use" dose of the herb.
Description: The effects of the herb and any other important information.

So, without further ado, here are the herbs.

All-Heal

Season/Terrain: Late Summer and Autumn/Temperate Forestland
DC to Find:  15
Preparation Time: 1 week
Preparation DC: 10
# of Uses: 7
Raw Herb Cost: 5gp
Prepared Herb Cost: 20gp

Description: When applied as a poultice to wounds, it allows the individual to heal at a rate as if they were getting full rest, even if they are active during the course of the day.  If the patient does get full rest, rate of healing for the day is doubled.

Angelica

Season/Terrain: Autumn / Near the sea, alongside streams, marshes and swamps
DC to Find: 15
Preparation Time: 6 hours
Preparation DC: 15
# of Uses: 4
Raw Herb Cost: 2gp
Prepared Herb Cost: 10gp

Description: Angelica, also called Wild Celery, is renowned for its use as a tonic to prevent poor health.  If a tonic made from its root is drunk morning, noon, and night (3 doses per day) on a continuing basis, the user is granted +2 to all saves vs. natural diseases and illnesses.  The tonic must be so drunk for 3 days straight before the bonus is granted.  If a single dose is missed after this time, there is no penalty; however, if 2 or more consecutive doses are ever missed the bonus is lost and the process must begin over.

 

Ginseng

Season/Terrain: Autumn / Temperate Forestland
DC to Find: 20
Preparation Time: 1 week
Preparation DC: 12
# of Uses: 10
Raw Herb Cost: 20gp
Prepared Herb Cost: 100gp

Description: Prepared as a Tea, Ginseng has the capability of stimulating the system of one who imbibes it.  A single dose can be used to remove the effects of fatigue for a duration of three hours.  Multiple doses can be taken to keep off the effects of fatigue for up to twelve hours, after which further doses will do nothing until fatigue is removed through proper sleep.

Additionally, the tea may also be able to remove paralysis.  If pored down the throat of a paralyzed individual, a new fortitude save vs. the paralyzation is allowed in 5 rounds (5 rounds after the tea is imbibed, basically). If the saving throw is successful, they break free of the paralysis. Paralysis which is inflicted without an initial fortitude save cannot be broken in this way, however.  The person pouring the brew down the throat of a paralyzed individual must have 5 or more ranks of the Healing skill, or risk causing the victim to be drowned, as a paralyzed person cannot properly choke if something goes down the wrong pipe.