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Tonic Merchant

This alchemist sells healing potables, but might offer their services without a fee to those truly in need.

Recall Knowledge - Humanoid (Society): DC 18
Unspecific Lore: DC 16
Specific Lore: DC 13

Elite | Normal | Weak
Proficiency without Level

Tonic MerchantCreature 3

Medium Human Humanoid 
Source NPC Core pg. 62
Perception +6
Languages Common
Skills Crafting +11, Diplomacy +9, Medicine +10, Mercantile Lore +9, Society +9
Str +0, Dex +2, Con +1, Int +4, Wis +1, Cha +2
Items alchemist's toolkit, dagger, formula book, healer's toolkit, moderate acid flask (×8)
AC 17; Fort +10, Ref +9, Will +8
HP 50
Speed 25 feet
Melee [one-action] dagger +10 [+6/+2] (agile, finesse, versatile S), Damage 1d4+4 piercingMelee [one-action] fist +10 [+6/+2] (agile, finesse, nonlethal, unarmed), Damage 1d4+4 bludgeoningRanged [one-action] acid flask +10 [+5/+0] (splash, thrown 30 feet), Damage 2d6 persistent acid damage plus 2 acid splash damageRanged [one-action] dagger +10 [+6/+2] (agile, thrown 10 feet, versatile S), Damage 1d4+4 piercingHealing Bomb [two-actions] (manipulate) The tonic merchant quickly crafts a lesser antidote, lesser antiplague, or minor elixir of life and lobs it at a willing or unconscious ally within 30 feet. The elixir affects the ally as though they imbibed it.
The tonic merchant can use the rarest materials in their toolkit to improve the item to a moderate antidote, moderate antiplague, or lesser elixir of life. Afterward, they must spend 10 minutes gathering new ingredients before they can do so again.

All Monsters in "Healer"

NameLevel
Apothecary-1
Humanitarian Hermit9
Local Herbalist1
Peerless Healer15
Physician-1
Plague Doctor5
Surgeon2
Therapeutic Healer7
Tonic Merchant3

Healer

Source NPC Core pg. 60
The world is a dangerous place. Thankfully, there are those who devote their lives to easing the pain and suffering of others.

Sidebar - Advice and Rules Ailments

Common diseases can be found here. These can be treated by most healers, though they may have longer-term physiological impacts. For unusual conditions, like bogwid fever or zombie rot, you might impose penalties on a normal healer attempting to remedy them.

Sidebar - Additional Lore Alchemical Reputation

Earning the trust of their clients is often the most difficult part of any well-meaning alchemist's trade. Elixirs often have a stigma against them due to the wide and potentially dubious nature of alchemical concoctions. Medicinally inclined alchemists often build favorable local reputations, potentially drawing the attention of employers in the nearby governance. This can range from jobs as simple as preparing daily elixirs for the town guards to assisting local freelance adventurers.

Sidebar - Treasure and Rewards Hunting For Healing

Healers who don't use magic are always on the hunt for ingredients. NPCs like the apothecary, local herbalist, and tonic merchant might hire PCs to collect rare ingredients they've heard contain latent alchemical properties. Such a quest could involve traveling to an inhospitable area to collect plants, fungi, or minerals. Or it might require tracking down and slaying or capturing a creature with organs that produce ingredients useful in healing.

Sidebar - Advice and Rules Medical Service Prices

The physician and surgeon are masters of Medicine; the apothecary and plague doctor are experts. Plague doctors charge five times this rate, and surgeons 10 times.
Identify Affliction: 1 sp
Treat Wounds: 2 sp
Treat Disease: 1 gp
First Aid or Treating a Poison: 1 sp