Pipkin Vell, Cedar Court Apothecary
Creature 3Source: Custom Creature — The Price of Prophecy
Pipkin Vell
Creature 3
Uncommon · Small · Gnome · Humanoid
Pipkin is a cheerful but meticulous gnome apothecary whose collection of bottles, vials, and measuring instruments appears considerably larger than his traveling satchel should reasonably accommodate. His green traveling coat is covered in reinforced pockets, each labeled with tiny handwritten tags.
An experienced herbalist and field researcher, Pipkin specializes in medicinal preparations, alchemical mixtures, and the treatment of unusual ailments. He is fascinated by unfamiliar plants, fungi, and natural compounds.
Pipkin is talkative, curious, and methodical. Although confident in his laboratory, he becomes noticeably nervous when confronted with immediate physical danger.
Perception +9; low-light vision
Languages Common, Gnomish, Fey
Skills Crafting +12, Medicine +12, Nature +10, Society +8, Survival +8, Diplomacy +8
Str +0, Dex +3, Con +2, Int +4, Wis +3, Cha +1
Items alchemist's toolkit, healer's toolkit, dagger, sling (20 bullets), reagent satchel, labeled specimen containers
AC 19; Fort +9, Ref +10, Will +11
HP 40
Speed 25 feet
Melee [one-action] Dagger +9 (agile, finesse, versatile S), Damage 1d4+2 piercing
Ranged [one-action] Sling +10 (propulsive, range increment 50 feet, reload 1), Damage 1d6+1 bludgeoning
Ranged [one-action] Alchemical Bomb +11 (range increment 20 feet, splash), Damage varies by bomb
Alchemical Supplies
Pipkin begins each day with the following prepared alchemical supplies:
Healing: 2 lesser elixirs of life
Offense: 2 lesser bottled lightnings, 2 lesser alchemist's fires
Utility: 2 lesser antidotes, 2 lesser antiplagues
These supplies are replenished after Pipkin completes his daily preparations, provided he has access to his reagent satchel. Unused preparations lose their potency during his next daily preparations.
Alchemical Bombs
Pipkin uses the normal statistics of the corresponding alchemical items. His attack modifier is +11 when throwing alchemical bombs.
Special Abilities
Battlefield Medic [one-action] (healing, manipulate)
Frequency once per day per target
Requirements Pipkin is holding or wearing his healer's toolkit and is adjacent to a living creature.
Pipkin attempts a Medicine check to administer emergency treatment using the normal DC and healing results of Treat Wounds. This activity takes 1 action instead of 10 minutes.
A creature treated with Battlefield Medic is temporarily immune to Pipkin's Battlefield Medic for 1 day. This ability does not remove the normal restrictions on Treat Wounds.
Quick Preparation [one-action] (manipulate)
Frequency three times per day
Pipkin draws one of his prepared alchemical consumables and Interacts to administer it to himself or an adjacent willing creature.
This ability cannot be used to throw bombs or activate items that normally require more than one action.
Field Analysis [one-action] (concentrate)
Pipkin examines a visible creature, substance, or environmental hazard within 30 feet. He attempts an appropriate Crafting, Medicine, or Nature check to Recall Knowledge.
On a success, he identifies a relevant property of the subject, such as a creature's resistance, a poison's characteristics, or the nature of an unusual biological substance.
Field Analysis follows the normal Recall Knowledge rules and does not automatically reveal hidden properties.
Steady Hands
Pipkin gains a +1 circumstance bonus to Crafting checks involving delicate alchemical instruments and Medicine checks to Administer First Aid.
Combat Tactics
Pipkin avoids direct confrontation, remaining behind sturdier allies whenever possible. He prefers supporting companions with alchemical preparations rather than engaging enemies with weapons.
Against armored or heavily defended opponents, Pipkin uses bottled lightning to make enemies off-guard to subsequent attacks.
He reserves alchemist's fire for enemies vulnerable to fire damage or situations where persistent damage is especially useful.
Pipkin prioritizes healing injured companions and administering antidotes when poison threatens the party. He avoids wasting limited resources on minor injuries.
If threatened in melee, Pipkin attempts to withdraw behind allies rather than continuing to fight at close range.
Exploration Abilities
Experienced Healer
Pipkin can Treat Wounds, Treat Disease, Treat Poison, and Administer First Aid using his Medicine skill and healer's toolkit.
Alchemical Researcher
Pipkin can use Crafting to identify alchemical items, examine unfamiliar mixtures, and assist with the preparation of common alchemical consumables.
Field Herbalist
Pipkin can use Nature or Survival to identify medicinal plants, poisonous fungi, and useful natural reagents. He can help locate suitable specimens and preserve collected samples.
Laboratory Assistant
During downtime, Pipkin can Aid another character's appropriate Crafting checks when assisting with alchemical projects. He follows the normal requirements and limitations of the Aid action.