Tonic Merchant
Creature 3 — human, humanoid
This alchemist sells healing potables, but might offer their services without a fee to those truly in need. 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 +6
Skills crafting +11, diplomacy +9, medicine +10, society +9
Str
+0
Dex
+2
Con
+1
Int
+4
Wis
+1
Cha
+2
AC 17
Fort +10
Ref +9
Will +8
HP 50
Speed 25 feet
Offense
Ranged Acid Flask (Moderate) +10, Damage 2d6 acid plus 2 acid
Melee Dagger +10, Damage 1d4+4 piercing
Ranged Dagger +10, Damage 1d4+4 piercing
Melee Fist +10, Damage 1d4+4 bludgeoning
Abilities
Healing Bomb (manipulate) — The tonic merchant quickly crafts a , , or and lobs it at a willing or Unconscious ally within 30 feet. The elixir affects the ally as though they imbibed it.
The tonic merchant can use the rarest materials in their toolkit to improve the item to a , , or . Afterward, they must spend 10 minutes gathering new ingredients before they can do so again.
Run Tonic Merchant in the encounter builder — free, no install.
Open in PathfinderGM →