Local Herbalist
Creature 1 — human, humanoid
Local herbalists use their understanding of the natural world to heal and restore balance. Most join a secret lodge that teaches these ancient arts. 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 +7
Skills crafting +6, diplomacy +4, nature +7, survival +7
Str
+3
Dex
+0
Con
+1
Int
+1
Wis
+4
Cha
+0
AC 13
Fort +8
Ref +5
Will +9
HP 24
Speed 25 feet
Offense
Melee Staff +5, Damage 1d4+2 bludgeoning
Melee Fist +5, Damage 1d4+2 bludgeoning
Ranged Fungal Spores +7, Damage 1d4 poison plus 1d4 poison
Abilities
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.
Saving Touch — 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 ally and Administers First Aid to that ally.
Prompt Poultice (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.
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