Local Herbalist
CREATURE 1Local 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.
+7
Common
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.
AC 13; Fort +8, Ref +5, Will +9
HP 24
Saving Touch
once per 10 minutes
An ally close enough for the herbalist to reach with a Stride is reduced to 0 Hit Points
The herbalist Strides until adjacent to the ally and Administers First Aid to that ally.
25 feet
Melee Staff +5 (two hand d8), Damage 1d4+2 bludgeoning
Melee Fist +5 (agile, nonlethal, unarmed), Damage 1d4+2 bludgeoning
Ranged Fungal Spores +7 (fungus, poison, range increment 10 feet), Damage 1d4 poison plus 1d4 poison
Prompt Poultice (manipulate)
once per day
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.
Pathfinder NPC CoreORC