Apothecary
Creature -1 — human, humanoid
MenderLANDhumanoidalchemical
The apothecary skillfully combines materials into unguents and medicines using crushed herbs, curative minerals, and potent extracts. The world is a dangerous place. Thankfully, there are those who devote their lives to easing the pain and suffering of others.
Source: pathfinder-npc-core
Perception +5
Languages common
Skills crafting +5 (+8 for alchemy and medication), medicine +10, nature +8
Str
+0
Dex
+1
Con
+1
Int
+3
Wis
+3
Cha
+1
Items Acid Flask (Lesser) (2), Dagger, Leather Apron (Functions as Padded Armor), Healer's Toolkit, Mortar and Pestle, Elixir of Life (Minor) (2)
AC 14
Fort +8
Ref +3
Will +5
+1 circumstance to all saves vs. poisons
HP 8
Resistances poison 2
Speed 25 feet
Offense
Melee Stone Pestle +4, Damage 1d6 bludgeoning
Melee Fist (agile, finesse, nonlethal, unarmed) +5, Damage 1d4 bludgeoning
Ranged Acid Flask (splash) +5, range increment 20 feet, Damage 1 acid plus 1d6 acid plus 1 acid
Abilities
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.
+1 Circumstance Bonus on Saves vs. Poisons —
WORKS WELL WITH
AnvilLANDA durable front-liner buys time for this healer to keep administering aid without being directly threatened.
CrasherLANDA heavy hitter benefits most from sustained triage, converting this healer's support into extended pressure.
SnareLANDA controller keeps foes pinned at range so this healer can safely reach injured allies mid-fight.
PUNISHES
✖ ignoring support units✖ poison-based tactics✖ extended attrition
Avoid stacking with another Mender; only one can meaningfully treat a given ally at a time.
Works well with · Punishes · Pairing advice
Unlock with Tactics
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