Tonic MerchantCreature 3
Source Pathfinder NPC Core
Perception +6
Languages Common
Skills Lore +9, Crafting +11, Diplomacy +9, Medicine +10, Society +9
Str +0, Dex +2, Con +1, Int +4, Wis +1, Cha +2
AC 17; Fort +10; Reflex +9; Will +8;
HP 50
Speed 25 feet
Acid Flask (Moderate)
+10 (+5, +0) to hit (splash, thrown 30) 2d6 Acid + 2 AcidDagger
+10 (+6, +2) to hit (agile, finesse, versatile s) 1d4+4 PiercingDagger
+10 (+6, +2) to hit (agile, thrown 10, versatile s) 1d4+4 PiercingFist
+10 (+6, +2) to hit (agile, finesse, nonlethal, unarmed) 1d4+4 BludgeoningHealing Bomb
(manipulate)The tonic merchant quickly crafts a Antidote (Lesser), Antiplague (Lesser), or Elixir of Life (Minor) 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 Antidote (Moderate), Antiplague (Moderate), or Elixir of Life (Lesser). Afterward, they must spend 10 minutes gathering new ingredients before they can do so again.
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.
Traits
Anything that doesn't list another rarity trait (uncommon, rare, or unique) automatically has the common trait. This rarity indicates that an ability, item, or spell is available to all players who meet the prerequisites for it. A creature of this rarity is generally known and can be summoned with the appropriate summon spell.
HumanA creature with this trait is a member of the human ancestry. Humans are a diverse array of people known for their adaptability. An ability with this trait can be used or selected only by humans.
HumanoidHumanoid creatures reason and act much like humans. They typically stand upright and have two arms and two legs.