Local Herbalist
Local herbalists use their understanding of the natural world to heal and restore balance. Most join a secret lodge that teaches these ancient arts.
Medium Human Humanoid
Source NPC Core pg. 60
Recall Knowledge DC 15 • Humanoid (Society)
Perception +7
Languages Common
Skills Crafting +6 ((+7 for items with the healing trait)), Diplomacy +4, Nature +7, Survival +7
Str +3, Dex +0, Con +1, Int +1, Wis +4, Cha +0
Herbalism Specialist For encounters involving collecting herbs or making medicine from them, the local herbalist is a 3rd-level challenge.
Natural Medicine The herbalist can use Nature instead of Medicine to Treat Wounds or Administer First Aid, and gains a +3 circumstance bonus to the check if they're in the wilderness with access to fresh herbal ingredients.
Items medicine bag (functions as a healer's toolkit), cooking pot, staff
AC 13; Fort +8, Ref +5, Will +9
HP 24
Saving Touch [reaction] Frequency once per 10 minutes; Trigger An ally close enough for the herbalist to reach with a Stride is reduced to 0 Hit Points; Effect The herbalist Strides until adjacent to the allye and Administers First Aid to that ally.
Speed 25 feet
Melee [one-action] staff +5 [+0/-5] (two-hand d8), Damage 1d4+2 bludgeoningMelee [one-action] fist +5 [+1/-3] (agile, nonlethal, unarmed), Damage 1d4+2 bludgeoningRanged [one-action] fungal spores +7 [+2/-3] (fungus, poison, range increment 10 feet), Damage 1d4 poison plus 1d4 persistent poisonPrompt Poultice [one-action] (manipulate) Frequency once per day; Effect The local herbalist quickly mixes together a potent healing salve with the most precious ingredients from their medicine bag. They create a temporary lesser elixir of life. This elixir remains potent for 1 round before becoming sour and useless.All Monsters in "Healer"
Source NPC Core pg. 60The world is a dangerous place. Thankfully, there are those who devote their lives to easing the pain and suffering of others.
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.
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.
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.
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