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Apothecary

Apothecary CR 3

XP 800
Gnome mystic
NG Small humanoid (gnome)
Init +4; Perception +13, low-light vision

DEFENSE

HP 40; EAC 13; KAC 14
Fort +5; Ref +2; Will +6; +2 vs. illusions
Weaknesses hobbled
Defensive Abilities eternal hope, experimental healing, healing channel, lifelink

OFFENSE

Speed 15 ft.
Melee tactical dueling sword +5 (1d6+3 S; analog)
Ranged azimuth laser pistol +7 (1d4+3 F; critical burn 1d4) or smoke grenade 1 +7 (explode: smoke cloud 1 minute, 20 ft., DC 14)
Mystic Spells Known (CL 3rd)

1st (3/day)detect radiation, lesser remove condition
0th (at will)detect affliction, stabilize

Spell-like Abilities (CL 3rd)

1/daydancing lights, ghost sound, token spell

Connection healer

TACTICS

During Combat An apothecary tries to heal allies and otherwise avoid drawing fire; they attempt to evade enemies by using their smoke grenades.

Morale An apothecary surrenders if allies do, and generally attempts to parley with superior forces or if their Hit Points drop below 15.

STATISTICS

Str +0; Dex +0; Con +2; Int +0; Wis +4; Cha +1
Skills Culture +13, Medicine +13, Mysticism +8
Feats Medical Expert
Languages Common
Other Abilities gnome magic
Gear casual stationwear, azimuth laser pistol with 20 charges, tactical dueling sword, smoke grenades I (2), analgesic 1, antitoxin 1, medkit (basic), medpatch

SPECIAL ABILITIES

Experimental Healing (Su)

An apothecary’s knowledge of experimental medicine extends to esoteric draughts that can enhance lifelink at great personal risk to the apothecary. When using lifelink, they can choose to enhance it, to instead transfer 4d8 Hit Points. This renders the apothecary staggered for 1d3 rounds the first time the apothecary uses it on any given day. The second time, the apothecary is rendered unconscious for 1 hour instead. The apothecary may use this ability 2 times before requiring an 8-hour rest to use it again.

Healing Channel (Su)

An apothecary can channel energy to heal themselves and their allies. Healing themselves with this channeled energy is a move action, healing an ally touched is a standard action, and healing all allies within 30 feet is a full action. This energy heals 4d8 Hit Points. The apothecary may use this ability 2 times before requiring an 8-hour rest to use it again.

Hobbled (Ex)

The apothecary suffers from an incurable genetic defect or an incurable combat injury in their legs, which reduces their speed.

Lifelink (Su)

At the start of each turn, an apothecary can choose an ally within 30 feet who has taken Hit Point damage and transfer the wounds to themselves, dealing up to 4 Hit Points damage to themselves, while healing the ally’s Hit Points by an equal amount. This does not require any action. Damage thus incurred may not be prevented or reduced by any means.

ABOUT

Apothecaries are wise healers, often scarred by the harsh life in space. Their injuries (of which being hobbled is but one example) drive them to ceaselessly explore experimental medicines, both magical and mundane.

Section 15: Copyright Notice

Alien Codex (Starfinder) © 2019, Legendary Games; Lead Designer: Jason Nelson. Authors: Anthony Adam, Kate Baker, John Bennet, Eytan Bernstein, Robert Brookes, Russ Brown, Duan Byrd, Paris Crenshaw, Jeff Dahl, Robyn Fields, Joel Flank, Matt Goodall, Robert J. Grady, Jim Groves, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Nick Hite, Daniel Hunt, Mike Kimmel Marshall, Isabelle Lee, Jeff Lee, Lyz Liddell, Jason Nelson, Richard Pett, Tom Phillips, Jeff Provine, Alistair J. Rigg, Alex Riggs, Wendall Roy, Mike Shel, Neil Spicer, Todd Stewart, Russ Taylor, Rachel Ventura, Mike Welham, George Loki Williams, Scott Young.