
The local provider of medicines, herbs, and alchemical concoctions, you are where people come when they can't afford clerical magic, though Clerics, Mages, and nobles also seek you out when in need of medical or alchemical supplies (or even just a nice tea).
Because you work with substances that could be deadly in the wrong doses, you know how to neutralize many poisons. Some Apothecaries become proficient with the deliberate creation of poisons. Such unscrupulous merchants are often frequented by the local Thieves Guild.
- Skill Proficiencies: Medicine, Nature
- Tool Proficiencies: 2 from (Alchemist Supplies, Herbalism Kit, or Poisoner's Kit)
You have a regional network of contacts who deal in the procurement of the ingredients you require for your work. With the appropriate amount of coin, you can acquire sufficient quantities of ingredients (legal or not) to meet your needs.
As long as you are in a settlement of Town size or larger, delivery times are as follows: 1d4 days for common ingredients, 2d4 days for uncommon, and 1d4 weeks for rare (with a 50% chance of rare ingredient being currently unavailable).
Because of the questionable legality of some of the ingredients you require, your network includes some characters working outside the law. These contacts may occasionally "request" a favor from you.
Suggested Characteristics
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