NPCs

HEALER

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old page 90(1).jpg

HEALER

$6.00

Medium sentient humanoid (6d6)        

Wise healers and medicine-men.    

STR 6 (3d6) AGI 6 (3d6) END 6 (3d6)
INT 6 (3d6) LOG 6 (3d6) WIL 6 (3d6)
CHA 6 (3d6) LUC 6 (3d6) REP 6 (3d6)

MELEE DEFENCE 18
RANGED DEFENCE 18
MENTAL DEFENCE 24
VITAL DEFENCE 18

HEALTH 36
SOAK 0; VULN none
IMMUNE none

INITIATIVE 3d6
PERCEPTION 5d6
SPEED 6; CLIMB 3; JUMP 12'/6'
CARRY 120lb (max lift 300lb)

REACH 5-ft
ACTIONS 2

Dart 5d6 (3d6+3 poison damage)                                                     

Skills medicine 6 (3d6), psychology 3 (2d6), bureaucracy 3 (2d6), herbalism 3 (2d6), perception 3 (2d6), concentration 6 (3d6), hardy 6 (3d6), insight 3 (2d6)
Gear high quality herbalist's kit       

Medical advice. Identifying a weakness in a target, the healer can spend a free action in an ally's turn to allow that ally to bypass a creature's SOAK score. This exploit can only be performed once per target.

Healing hands. The healer can use a medkit to heal 3d6 HEALTH to a creature she can touch. Each can only benefit once.

Alleviate condition. The healer can automatically remove a temporary condition from an adjacent target by spending an action.

 

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