All Creatures
Abilities | Monsters | NPCs
All | Families | Theme Templates
A | B | C | D | E | F | G | H | I | J | K | L | M | N | O | P | R | S | T | U | V | W | Z


There is a Legacy version here.

Apothecary

The apothecary skillfully combines materials into unguents and medicines using crushed herbs, curative minerals, and potent extracts.

Recall Knowledge - Humanoid (Society): DC 13
Unspecific Lore: DC 11
Specific Lore: DC 8

Elite | Normal | Weak
Proficiency without Level

Changes from being Elite are marked in red below.
NOTE: The +2 damage bonus to non-strike offensive abilities (+4 if the ability is limited, such as spells) is NOT factored in.

Elite ApothecaryCreature 1

Medium Human Humanoid 
Source NPC Core pg. 60
Perception +7
Languages Common
Skills Crafting +7 ((+10 for alchemy and medication)), Medicine +12, Nature +10
Str +0, Dex +1, Con +1, Int +3, Wis +3, Cha +1
Medical Specialist For encounters involving making medicine or alchemical contests, the apothecary is a 3rd-level challenge.
Medical Wisdom The apothecary can identify the effect of any alchemical composition or medical ingredient using only their senses. This typically takes 1 minute.
Items leather apron (functions as padded armor), dagger, healer's toolkit, lesser acid flask (2), minor elixir of life (2), mortar and pestle
AC 16; Fort +10, Ref +5, Will +7; +1 circumstance to all saves vs. poisons
HP 18; Resistances poison 2
Speed 25 feet
Melee [one-action] stone pestle +6 [+1/-4], Damage 1d6+2 bludgeoningMelee [one-action] fist +7 [+3/-1] (agile, finesse, nonlethal, unarmed), Damage 1d4+2 bludgeoningRanged [one-action] acid flask +7 [+2/-3] (range increment 20 feet, splash), Effect 1 acid plus 1d6 persistent acid and 1 splash acid

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