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Therapeutic Healer

Some healers feel great empathy for their charges and take great pains to help shoulder their allies' burdens both in and out of combat.

Recall Knowledge - Humanoid (Society): DC 23
Unspecific Lore: DC 21
Specific Lore: DC 18

Elite | Normal | Weak
Proficiency without Level

Therapeutic HealerCreature 7

Medium Human Humanoid 
Source NPC Core pg. 63
Perception +14; (16 to Sense Motive)
Languages Common; two additional humanoid languages
Skills Diplomacy +17, Medicine +17, Occultism +16, Performance +15, Society +14
Str +2, Dex +1, Con +0, Int +3, Wis +3, Cha +4
Doctor's Hand When the therapeutic healer rolls a critical failure on a check to Treat Disease, Treat Poison, or Treat Wounds, they get a failure instead.
Items chain shirt, expanded healer's toolkit, staff
AC 24; Fort +15, Ref +12, Will +18
HP 110; Resistances mental 5
Speed 25 feet
Melee [one-action] staff +13 [+8/+3] (two-handed d8), Damage 1d8+6 bludgeoningMelee [one-action] fist +13 [+9/+5] (agile, nonlethal, unarmed), Damage 1d4+6 bludgeoningOccult Spontaneous Spells DC 25, attack +17; 4th cleanse affliction, clear mind, soothe (3 slots); 3rd clear mind, soothe, veil of privacy (3 slots); 2nd soothe, status, translate (3 slots); 1st protection, sanctuary, soothe (3 slots); Cantrips (4th) guidance, message, prestidigitation, shield, telekinetic projectile
Bard Composition Spells DC 25, 2 Focus Points; 4th hymn of healing
Emotionally Invested (emotion, healing, mental) When the therapeutic healer casts a spell with the healing trait on a creature other than themself, the healer regains HP equal to the spell's rank.Therapeutic Care When Treating Wounds, the therapeutic healer can treat up to four targets. If they succeed at a DC 20 check to Treat Wounds, they can also reduce the value of one clumsy, enfeebled, or stupefied condition affecting a single patient by 1. They can reduce a drained or doomed condition instead if they succeed at a DC 30 check. This can't reduce permanent doomed conditions.

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