Local Herbalist

Level 1
Creature· humanMediumRemaster
AC 13
HP 24
Speed 25 ft.
Fort +8
Ref +5
Will +9
Perc +7
Size Medium
Common
Languages common
Skills nature +7, survival +7, crafting +6, diplomacy +4
Recall Knowledge society DC 15

Attacks

Melee Staff +5/+0/-5(two-hand 1d8)
Damage: 1d4+2 bludgeoning
Melee Fist +5/+1/-3(agile, nonlethal, unarmed)
Damage: 1d4+2 bludgeoning
Ranged Fungal Spores +7/+2/-3 (range 10 ft.)(fungus, poison)
Damage: 1d4 poison + 1d4 persistent poison

Abilities

Herbalism Specialistinteraction

For encounters involving collecting herbs or making medicine from them, the local herbalist is a 3rd-level challenge.

Natural Medicineinteraction

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 Touchdefensive

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 Poulticeoffensive(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.

Description

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.