General's Hospital
Hinahilat's house of healing, this hospital, exists under the sponsorship of the Drill Lodge. Flourishing under the leadership of Groufit'Graft, the hospital's senior surgeon, the institute provides field medics to the Drill Lodge and the Watch-Hold. Graft was fascinated by stories of fleshwarped horrors that Hold-Wardens encountered in Subterra. Drawing inspiration from the lands underneath, Groufit developed treatments that coaxed the flesh of his patients into mending themselves.
Purpose / Function
Hospital Hirelings
Allies of the hospital may request hired healers from the faculty. Graft will commission hirelings to individuals with a Liked reputation. These Companions are expected to be provided a weekly stipend depicted on the table and generally expect a share of the spoils from a successful mission.Level -1 Wage 18 GP Apothecary
Apothecary - Healer -1
BLUE, GREENMEDIUMHUMANOID
Surrounded by bottles and bins of crushed herbs, curative minerals, and potent extracts, the apothecary skillfully combines materials into unguents and medicines. For encounters involving making medicine or alchemical contests, the apothecary is a 3rd-level challenge. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore: DC 11 Specific Lore: DC 8 | |
Perception | +5 |
Languages | Common |
Skills | Crafting +5 (+8 for alchemy and medication), Medicine +9 , Nature +7 |
STR +0 , DEX +1 , CON +1 , INT +3 , WIS +3 , CHA +1 | |
Items | leather apron (functions as padded armor), dagger, healer's tools, lesser acid flask (2), minor elixir of life (2), mortar and pestle, Formula Book |
AC | 14 |
Saving Throws | Fort +8, Ref +3, Will +5 , +1 circumstance to all saves vs. poisons |
HP | 9 - Resistances poison 1 |
Speed | 25 feet |
Melee | stone pestle +4 -1 / -6 , Damage Bludgeoning ; Dagger +5 +1 / -3 (agile, Finesse, Versitile), Damage Piercing ; |
Ranged | acid flask +5 +0 / -5 (range increment 20 feet, splash), Damage 1 Acid Plus Persistant Acid and 1 Acid Splash; |
Special Abilities | Medical Wisdom The apothecary can identify the effect of any alchemical composition or medical ingredient using only their senses. This typically takes 1 minute. |
Physician - Healer -1
BLUE, GREENMEDIUMHUMANOID
The art of medicine is a blend of the intellectual and the practical, concerned with how diseases work and how to prevent them. The physician can be found consulting well-thumbed tomes while meticulously examining patients to better understand their condition, before determining the most effective treatment. For medical matters, the physician is a 4th-level challenge. Recall Knowledge - Humanoid (Society): DC 13 Unspecific Lore: DC 11 Specific Lore: DC 8 | |
Perception | +6 (8 to notice ailments) |
Languages | Common |
Skills | Diplomacy +8 , Medicine +12 , Society +10 |
STR -1 , DEX +1 , CON +1 , INT +4 , WIS +2 , CHA +2 | |
Items | healer's tools, medical textbook, minor elixir of life (2) |
AC | 13 |
Saving Throws | Fort +9, Ref +3, Will +8 |
HP | 9 - Resistances poison 1 |
Speed | 25 feet |
Melee | Fist +5 +1 / -3 , Damage Bludgeoning ; |
Ranged | medical textbook +5 +0 / -5 (nonlethal, thrown 10 feet), Damage Bludgeoning ; |
Special Abilities | Bedside Manner A physician has a +2 circumstance bonus to Diplomacy checks to Make an Impression on or make a Request of a diseased, poisoned, or wounded creature. Doctor's Hand When the physician rolls a critical failure on a check to Treat Disease, Treat Poison, or Treat Wounds, they get a failure instead. |
Level 1st Wage 36 GP Elderitch Apothecary
Eldritch Apothecary - Healer 1
BLUE, GREENMEDIUMHUMANOID
Surrounded by bottles and bins of Mysterious reagents, curative minerals, and potent extracts, Fueled by Morbid Curiosity, the apothecary skillfully combines materials into unguents and medicines. These apprentice healers are frequently hired by adventurer bands to provide much-needed healing. Recall Knowledge - Humanoid (Society): DC 15 Unspecific Lore: DC 13 Specific Lore: DC 10 | |
Perception | +7 |
Languages | Common |
Skills | Crafting +7 (+10 for alchemy and medication), Fleshwarp Lore +12 , Medicine +12 , Nature +10 |
STR +1 , DEX +2 , CON +2 , INT +3 , WIS +3 , CHA +2 | |
Items | leather apron (functions as padded armor), dagger, healer's tools, lesser acid flask (2), Lesser Bestial Mutagen (2), Lesser Cognitive Mutagen (2),minor elixir of life (2), mortar and pestle, Formula Book |
AC | 15 |
Saving Throws | Fort +10, Ref +5, Will +7 , +1 circumstance to all saves vs. poisons |
HP | 25 - Resistances poison 3 |
Speed | 25 feet |
Melee | stone pestle +5 +0 / -5 , Damage Bludgeoning ; Dagger +6 +2 / -2 (agile, Finesse, Versitile), Damage Piercing ; |
Ranged | acid flask +6 +1 / -4 (range increment 20 feet, splash), Damage 1 Acid Plus Persistant Acid and 1 Acid Splash; |
Special Abilities | Assurance (Medicine) Medical Wisdom The apothecary can identify the effect of any alchemical composition or medical ingredient using only their senses. This typically takes 1 minute. |
Level 2nd Wage 63 GP Surgeon
Surgeon - Healer 2
BLUE, GREENMEDIUMHUMANOID
The surgeon specializes in the physical alteration of the body to prevent the spread of disease, removing necrotic and decaying flesh to help the whole to survive. Few healers know the science of anatomy and physiology better than the surgeon. While their expertise is of grave importance in the medical world, the downside is that when one is in need of their talents, it is likely the complaint is serious. In medical matters, a surgeon is a 6th-level challenge. Recall Knowledge - Humanoid (Society): DC 16 Unspecific Lore: DC 14 Specific Lore: DC 11 | |
Perception | +14 |
Languages | Common |
Skills | Crafting +10 , Diplomacy +8 , Medicine +16 |
STR +1 , DEX +3 , CON +1 , INT +2 , WIS +4 , CHA +0 | |
Items | healer's tools, scalpel |
AC | 17 |
Saving Throws | Fort +7, Ref +7, Will +10 |
HP | 30 - Resistances poison 1 |
Speed | 25 feet |
Melee | scalpel +11 +7 / +3 , (agile, versatile P) Damage Slashing ; |
Ranged | scalpel +11 +7 / +3 , (agile, thrown 10 feet, versatile P) Damage Piercing ; |
Special Abilities | Medical Malpractice The surgeon attempts a Medicine check against the Fortitude DC of one living creature they can see within 60 feet. On a success, the surgeon's melee Strikes deal an extra precision damage against that creature (2d6 on a critical success) until 1-minute passes or the surgeon critically hits that creature, whichever comes first. Using this action again designates a new target and ends the effect for any previous target. A surgeon can target an individual creature no more than once per day with this ability. |
Hospital Experts
Allies of the Hospital may request Experts from the faculty. Graft will commission Experts to individuals with an Admired reputation. These Companions are expected to be provided a weekly stipend depicted on the table and generally expect a share of the spoils from a successful mission.Level 5th Wage 288 GP Plague Doctor
Plague Doctor - Healer 5
WHITE, GREENMEDIUMHUMANOID
These healers, often seen wearing distinctive masks and burning powders to defend against airborne plagues, are as much feared as they are respected. To see a plague doctor signals that disease has infested the land—and that it might have already taken hold. Despite their devoted work in curing the untouchable, they are sometimes treated with suspicion, as if they are somehow the cause of the plague. Recall Knowledge - Humanoid (Society): DC 20 Unspecific Lore: DC 18 Specific Lore: DC 15 | |
Perception | +13 |
Languages | Common |
Skills | Intimidation +9 , Medicine +13 , Plague Lore +13 , Religion +13 |
STR +0 , DEX +1 , CON +4 , INT +2 , WIS +4 , CHA +2 | |
Items | minor healing potion (4), crossbow (10 bolts), healer's tools, staff, studded leather armor |
AC | 20 |
Saving Throws | Fort +13, Ref +8, Will +13 |
HP | 73 |
Speed | 25 feet |
Melee | staff +9 +4 / -1 , ( two-hand ) Damage Bludgeoning ; |
Ranged | crossbow +10 +5 / +0 , (range increment 120 feet, reload 1) Damage Piercing ; |
Spells | Divine Prepared Spells DC 23 +13 ; 3rd heal (x3), neutralize poison, remove disease; 2nd death knell, remove fear, restoration; 1st detect poison, purify food and drink (x2 Cantrips (3rd) guidance, light, message, sigil, stabilize Cleric Domain Spells DC 23, 1 Focus Point; 3rd healer's blessing Healing Hands When the plague doctor casts heal, they roll d10s instead of d8s. Improved Communal Healing When the plague doctor casts heal targeting a single creature, the plague doctor also restores Hit Points equal to the spell's level to themself or any other creature within range of the spell. |
Hospital 10
Quests
Sum of its Parts- The surgeons of the General's Hospital are fascinated by the discovery of new species. Each new Beast, Aberration, humanoid or fey specimen presented to them is considered a moderate favor to the hospitalRemove these ads. Join the Worldbuilders Guild
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