Apothecary (3.5e Class)

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Author: Ganteka Future (talk)
Date Created: 1 March 2015
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The apothecary makes alchemical items, potions and poisons. This version for PCs has extra levels, better progressions and more abilities. 8 1 Moderate Poor Poor Good Other Other

Apothecary[edit]

The apothecary makes alchemical items, brews potions, serves as a healer and occasionally dabbles in poisons on the side if they're into that sort of thing. They often make a fair bit of coinage, but that's only a drop in the bucket for adventurers. They usually multi-class out into classes that don't mind delayed entry and synergize with high Intelligence (such as rogue).

This PC version of the apothecary NPC class is "Down Time Economy: The Class" at its core and may not work for some styles of games. If you need a bit of a boost, there's a variant at the bottom.

Abilities: Intelligence is primary for apothecaries as it fuels their skill points and is the key ability for crafting.

Starting Gold: 4d4 ×10 gp (100 gp).

Starting Age: Moderate.

Table: The Apothecary

Hit Die: d8

Level Base
Attack Bonus
Saving Throws Special Spell
Component
Alchemical
Resistance
Fort Ref Will
1st +0 +0 +0 +2 Alchemical Mastery, Alchemical Notation, Crafty, Spell Component 0 +0
2nd +1 +0 +0 +3 Alchemical Resistance, Alternative Methods, Identification (magic items) 1st +1
3rd +2 +1 +1 +3 Alchemical Enchantment, Batch Production (4), Heightened Potion 1st +2
4th +3 +1 +1 +4 Bottoms Up, Identification (curses & drawbacks) 2nd +3
5th +3 +1 +1 +4 Master's Laboratory, Potion Sipper 2nd +4
6th +4 +2 +2 +5 Batch Production (6), Identification (artifacts) 3rd +5
7th +5 +2 +2 +5 Augmented Alchemy, Improved Production 3rd +5
8th +6/+1 +2 +2 +6 Potion Master, Brew Archpotion 4th +5

Class Skills (4 + Int modifier per level, ×4 at 1st level)
Appraise (Int), Concentration (Con), Craft (Int), Decipher Script (Int), Handle Animal (Cha), Heal (Wis), Knowledge (arcana) (nature) (Int), Psicraft (Int), Profession (Wis), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha), Use Psionic Device (Cha).

Class Features[edit]

All of the following are class features of the apothecary.

Weapon and Armor Proficiency: Apothecaries are proficient with light armor and simple weapons. They often have to gather materials in dangerous places (or from dangerous beasties) and have some capacity to protect themselves.

Specialization: An apothecary may choose either Martial Weapon Proficiency with a weapon of her choice, Quick Draw as a bonus feat or the ability to read (but not speak) 4 additional languages at 1st level. She may spend 1 skill point to learn to speak a language she can already read.

Alchemical Mastery: At 1st level, an apothecary gains Alchemical Mastery as a bonus feat.

Alchemical Notation: At 1st level, an apothecary has learned how to write using a custom written-only code for her alchemical notation. Anyone else attempting to decipher it must make a check (DC 30 + 1 per apothecary level).

Crafty (Ex): A 1st level apothecary starts with an alchemist's lab which provides a +2 circumstance bonus on Craft (alchemy) skill checks. In addition, an apothecary simplifies everything down to the essentials and multi-use tools. This lab only weighs 5 pounds (instead of 40). She may gather and purchase new tools for a new lab for only 50 gp, though non-apothecaries won't be able to use such a sparse set for the bonus.

Her crafting in this way is done by the hour. To craft an alchemical item, she must gather raw materials worth 1/3rd the market cost and make a check for an hour's work. If the check result equals the DC to craft the item, the item is completed. If the DC isn't met, write down the result as progress. When working on the project again, add any previous results to your next check until the result equals or exceeds the DC. Any exceeded result amount may be put forth as effort on another project so long as the materials are available.

To get raw materials, you can purchase generic "raw materials" from other apothecaries or in cities. Alternatively, you may gather materials from a wild source, making either a Knowledge (nature) or Survival skill check to represent 1 hour of gathering, of which she may "Take 10". She may choose to "Take 20" for the check, but spends 2 hours gathering instead. Your check result is equal to the gp value of the raw materials you gather, depleting that area of resources until renewable sources refresh themselves over time.

Optionally, certain special raw materials may only be used toward the creation of certain items.

She may use her ranks in Craft (alchemy) to create poisons as well. The DC to craft a poison with her alchemist's lab is twice that of the DC of the poison itself. She still needs 1/3rd the cost of the poison in raw materials. Some poisons may require special raw material ingredients.

She may use her ranks in Craft (alchemy) to create healer's kits as well. The DC to craft this kit with her alchemist's lab is 20 (2 per use of the kit). She still needs 1/3rd the cost of the kit in raw materials.

She may use her ranks in Craft (alchemy) to create candles (×10) DC 10, ink (1 oz. vial) DC 10, oil (1-pint flask) DC 10, sealing wax DC 10, soap DC 10, torches (×10) DC 10 and empty vials (×10) DC 10 using her alchemist's lab. She still needs 1/3rd the cost of the item(s) in raw materials.

Alchemical items she crafts in this manner are potent, only weighing half as much as normal.

Spell Component: A 1st level apothecary gains Brew Potion as a bonus feat. She may brew potions as well as consumable wondrous items with her alchemist's lab using an entirely different method. The DC to craft a potion or magical consumable in this way is DC 30 + double the spell's level. She still needs 1/3rd the cost of the potion to brew potions in this way and is limited by what level spells she has or may replicate.

At 1st level, she can replicate all 0-level spells using raw materials instead. For base price cost calculations, a 0-level potion's spell level is calculated at 1/2 a level (so 1/2 × caster level × 50 gp).

At 2nd, 4th, 6th and 8th apothecary levels, she gains access to the next level of spells to replicate for her potions.

She gains a +2 circumstance bonus to Use Magic Device for any spell she replicates in this manner.

For the purposes of crafting magical items, she has an effective caster level equal to her actual caster level + her class levels in this class + half her class levels from other classes that do not advance her caster level. At 8th apothecary level, her character level is used as her caster level for crafting magical items.

Alchemical Resistance (Ex): A 2nd level apothecary gains the associated bonus on the table as an alchemical bonus on saves against diseases (but not magical diseases) and poisons. Her ingredients and concoctions have infused themselves with her over constant exposure.

Identification (Ex): A 2nd level apothecary may spend 30 gp in raw materials and 10 minutes to replicate the effects of identify as an extraordinary ability. This determines all magic properties of a single magic item, including how to activate those functions (if appropriate), and how many charges are left (if any). At 4th level, she also identifies any curses or drawbacks on the item. At 6th level, she also may identify if it is an artifact.

Additionally, she may double-roll all Appraise skill checks, taking the better of the two die results for her check. Her laboratory now functions as a masterwork tool for Appraise checks for her, so long as it is available.

Alternative Methods (Ex): A 2nd level apothecary may deal nonlethal damage with any of her physical attacks without penalty to her attack roll. She is trained in poison use and never risks accidentally poisoning herself when applying or wielding poison weapons. She may apply a poison as a swift action without provoking an attack of opportunity.

Alchemical Enchantment: A 3rd level apothecary gains Alchemical Enchantment as a bonus feat. If she already has this feat, she may choose another feat for which she meets the prerequisites.

Batch Production (Ex): A 3rd level apothecary may instead choose to spend the full market cost in raw materials when making an item with her alchemist's lab to make a batch of 4. However, the produced items have to be tended for another hour (no check) before they're ready to use.

At 6th level, at the same cost, she can make a 6-pack instead of a 4-pack.

Heightened Potion: A 3rd level apothecary gains Heightened Potion as a bonus feat. If she already has this feat, she may choose another feat for which she meets the prerequisites.

Bottoms Up: A 4th level apothecary gains Bottoms Up as a bonus feat. If she already has this feat, she may choose another feat for which she meets the prerequisites.

Master's Laboratory (Ex): A 5th level apothecary gains her HD total as a circumstance bonus (instead of the base +2) from her alchemist's lab for her Craft (alchemy) and Appraise skill checks.

Potion Sipper: A 5th level apothecary gains Potion Sipper as a bonus feat. If she already has this feat, she may choose another feat for which she meets the prerequisites.

Augmented Alchemy: A 7th level apothecary gains Augmented Alchemy as a bonus feat. If she already has this feat, she may choose another feat for which she meets the prerequisites. Additionally, because of her unusual crafting methods, she's limited to creating an augmented item of a multiplier up to 1/2 her HD total. Thus, a 7 HD apothecary may make a ×3 augmented item, such as an alchemist's fire that deals 4d6 damage with a market price of 300 gp and a crafting DC of 80.

Improved Production (Ex): A 7th level apothecary is much faster at brewing, able to brew efficiently with multitasking. Whenever crafting an item using her alchemy lab, she may roll her check twice, using both results toward either the same product or two different products.

She's also much better at gathering supplies (and able to use a wider variety of raw components) and may add together results for both Knowledge (nature) and Survival skill checks to represent 1 hour of gathering.

Brew Archpotion: An 8th level apothecary gains Brew Archpotion as a bonus feat. If she already has this feat, she may choose another feat for which she meets the prerequisites.

Master Potion (Ex): An 8th level apothecary, with her laboratory, can make potions the likes the world has never seen before. She may brew potions up to 4th level. A 4th level potion's market value is 4 × its caster level (minimum of 7) × 50 gp. An 8th level apothecary's total HD counts as her caster level for the purpose of brewing potions.

Tables[edit]

Table: Special Substances & Items
Item Craft DC Cost Weight Function
Acid (flask) 15 10 gp 1 lb. 1d6 acid damage (thrown) +1 splash
Acid (flask), Augmented 35 50 gp 1 lb. 2d6 acid damage (thrown) +2 splash
Acid (flask), Augmented ×2 55 100 gp 1 lb. 3d6 acid damage (thrown) +3 splash
Alchemist’s Fire (flask) 20 20 gp 1 lb. 1d6 fire damage (thrown) +1 splash
Alchemist’s Fire (flask), Augmented 40 100 gp 1 lb. 2d6 fire damage (thrown) +2 splash
Alchemist’s Fire (flask), Augmented ×2 60 200 gp 1 lb. 3d6 fire damage (thrown) +3 splash
Antitoxin (vial) 25 50 gp +5 Fort (alchemical) vs. poison (1 hour)
Antitoxin (vial), Augmented 45 250 gp +5 Fort (alchemical) vs. poison (2 hours)
Antitoxin (vial), Augmented ×2 65 500 gp +5 Fort (alchemical) vs. poison (3 hours)
Smokestick 20 20 gp 1/2 lb. 10-foot cube of smoke, 1 round
Smokestick, Augmented 40 100 gp 1/2 lb. 20-foot cube of smoke, 1 round
Smokestick, Augmented ×2 60 200 gp 1/2 lb. 30-foot cube of smoke, 1 round
Sunrod 25 2 gp 1 lb. 30-foot radius of illumination, 6 hour duration
Sunrod, Augmented 45 10 gp 1 lb. 30-foot radius of illumination, 12 hour duration
Sunrod, Augmented ×2 65 20 gp 1 lb. 30-foot radius of illumination, 18 hour duration
Tanglefoot Bag 25 50 gp 4 lb. Entangles target (touch attack), brittle in 2d4 rounds
Tanglefoot Bag, Augmented 45 250 gp 4 lb. Entangles target (touch attack), brittle in 20 minutes
Tanglefoot Bag, Augmented ×2 65 500 gp 4 lb. Entangles target (touch attack), brittle in 40 minutes
Thunderstone 25 30 gp 1 lb. Deafens creatures
Tindertwig 20 1 gp Lights torches as a standard action
Adventuring Gear & Skill Tools
Item Craft DC Cost Weight Function
Candles (×10)1 10 1 sp 5-foot radius of dim illumination, 1 hour duration
Candles (×10)1, Augmented 30 5 sp 5-foot radius of dim illumination, 2 hour duration
Candles (×10)1, Augmented ×2 50 1 gp 5-foot radius of dim illumination, 3 hour duration
Healer's Kit 20 50 gp 1 lb. +2 circumstance bonus on Heal checks, 10 uses
Healer's Kit, Augmented 40 250 gp 1 lb. +4 circumstance bonus on Heal checks, 10 uses
Healer's Kit, Augmented ×2 60 500 gp 1 lb. +6 circumstance bonus on Heal checks, 10 uses
Ink (1 oz. vial) 10 8 gp Black ink
Ink (1 oz. vial) 10 16 gp Other colors of ink
Oil (1-pint flask) 10 1 sp 1 lb. 6 hour burn time in lantern, 2 rounds on 5-foot surface
Oil (1-pint flask), Augmented 30 5 sp 1 lb. 12 hour burn time in lantern, 4 rounds on 5-foot surface
Oil (1-pint flask), Augmented ×2 50 1 gp 1 lb. 18 hour burn time in lantern, 6 rounds on 5-foot surface
Sealing Wax 10 1 gp 1 lb. Seals correspondence and parchments
Soap 10 5 sp 1 lb. For cleaning
Torches (×10)1 10 1 sp 1 lb. 20-foot radius of illumination for 1 hour
Vial (empty) (×10)1 10 10 gp 1/10 lb. Storage for 1 oz. of liquid (potion or ink)
  1. Produced in batches before Batch Production. You may choose to craft fewer than the listed amount, dividing cost as appropriate. Weights given are for individual items.
Table: Apothecary-Made Potions and Oils
Spell
Level
Caster
Level
Potion or Oil1 Market Price Effect
0 Level Potions & Oils
0 1st Cure minor wounds2 (potion) 25 gp Restores 1 hp.
0 1st Light (oil) 25 gp Object shines like torch for 10 minutes (D).
0 1st Mending (oil) 25 gp Repairs damage or breaks in a 1 lb. object.
0 1st Resistance (potion) 25 gp +1 resistance bonus on saves for 1 minute.
1st Level Potions & Oils
1 1st Bless Weapon (oil) 100 gp Weapon is treated as +1 & good for bypassing DR, auto-confirms critical hits on evil creatures for 1 minute.
1 1st Cure Light Wounds2 (potion) 50 gp Restores 1d8+1 hp.
1 1st Endure Elements (potion) 50 gp 24 hour hot/cold environment protection.
1 1st Enlarge Person (potion) 50 gp Increases humanoid by one size for 1 minute (D).
1 1st Hide from Animals (potion) 50 gp Animals can't perceive you for 10 minutes (D).
1 1st Hide from Undead (potion) 50 gp Undead can't perceive you for 10 minutes (D).
1 1st Jump (potion) 50 gp +10 enhancement bonus to Jump checks for 1 minute (D).
1 1st Mage Armor (potion) 50 gp Invisible force grants +4 armor bonus for 1 hour (D).
1 1st Magic Fang (potion) 50 gp One natural weapon gains +1 enhancement bonus for 1 minute.
1 1st Magic Stone (oil) 50 gp +1 enhancement bonus on up to three stones for 30 minutes.
1 1st Magic Weapon (oil) 50 gp +1 enhancement bonus for a weapon for 1 minute.
1 1st Pass without Trace (potion) 50 gp Subject doesn't leave tracks or scent for 1 hour (D).
1 1st Protection from (alignment) (potion) 50 gp +2 bonuses to AC & saves from alignment for 1 minute (D).
1 1st Reduce Person (potion) 50 gp Decreases humanoid by one size for 1 minute (D).
1 1st Remove Fear (potion) 50 gp +4 morale bonus against fear effects for 10 minutes.
1 1st Sanctuary (potion) 50 gp Wards against attacks for 1 round.
1 1st Shield of Faith +2 (potion) 50 gp +2 deflection bonus to AC for 1 minute.
1 6th Shield of Faith +3 (potion) 300 gp +3 deflection bonus to AC for 6 minutes.
1 12th Shield of Faith +4 (potion) 600 gp +4 deflection bonus to AC for 12 minutes.
1 18th Shield of Faith +5 (potion) 900 gp +5 deflection bonus to AC for 18 minutes.
1 1st Shillelagh (oil) 50 gp Club or quarterstaff deals extra damage, +1 enhancement for 1 minute.
2nd Level Potions & Oils
2 3rd Aid (potion) 300 gp +1 morale bonus on attack and against fear effects. 1d8+3 temporary hp for 3 minutes.
2 3rd Barkskin +2 (potion) 300 gp +2 enhancement bonus to natural armor for 30 minutes.
2 6th Barkskin +3 (potion) 600 gp +3 enhancement bonus to natural armor for 1 hour.
2 9th Barkskin +4 (potion) 900 gp +4 enhancement bonus to natural armor for 1 hour 30 minutes.
2 12th Barkskin +5 (potion) 1,200 gp +5 enhancement bonus to natural armor for 2 hours.
2 3rd Bear’s Endurance (potion) 300 gp +4 enhancement bonus to Constitution for 3 minutes.
2 3rd Blur (potion) 300 gp 20% concealment for 3 minutes (D).
2 3rd Bull’s Strength (potion) 300 gp +4 enhancement bonus to Strength for 3 minutes.
2 3rd Cat’s Grace (potion) 300 gp +4 enhancement bonus to Dexterity for 3 minutes.
2 3rd Cure Moderate Wounds2 (potion) 300 gp Restores 2d8+3 hp.
2 3rd Darkness (oil) 300 gp Object radiates shadowy illumination in 20-foot radius for 30 minutes (D).
2 3rd Darkvision (potion) 300 gp Darkvision 60 feet for 3 hours.
2 3rd Delay Poison (potion) 300 gp Immunity to poison effects for 3 hours.
2 3rd Eagle’s Splendor (potion) 300 gp +4 enhancement bonus to Charisma for 3 minutes.
2 3rd Fox’s Cunning (potion) 300 gp +4 enhancement bonus to Intelligence for 3 minutes.
2 3rd Invisibility (potion or oil) 300 gp Invisibility to creature or object for 3 minutes (D).
2 3rd Lesser Restoration (potion) 300 gp Dispels magical ability penalties, cures 1d4 ability damage to one score. Improves exhausted to fatigued.
2 3rd Levitate (potion or oil) 300 gp Creature or object levitates for 3 minutes (D).
2 3rd Misdirection (potion) 300 gp Misdirects divinations against subject and chosen decoy for 3 hours.
2 3rd Owl’s Wisdom (potion) 300 gp +4 enhancement bonus to Wisdom for 3 minutes.
2 3rd Protection from Arrows 10/magic (potion) 300 gp Grants damage reduction & absorbs up to 30 damage within 3 hours.
2 15th Protection from Arrows 15/magic (potion)3 1,500 gp Grants damage reduction & absorbs up to 100 damage within 15 hours.
2 3rd Remove Paralysis (potion) 300 gp Removes temporary paralysis.
2 3rd Resist Energy (type) 10 (potion) 300 gp Energy resistance against chosen type for 30 minutes.
2 7th Resist Energy (type) 20 (potion) 700 gp Energy resistance against chosen type for 1 hour 10 minutes.
2 11th Resist Energy (type) 30 (potion) 1,100 gp Energy resistance against chosen type for 1 hour 50 minutes.
2 3rd Spider Climb (potion) 300 gp Climb speed of 20 feet, no need to make checks for 30 minutes.
2 3rd Undetectable Alignment (potion) 300 gp Conceals target against divination for 24 hours.
3rd Level Potions & Oils
3 5th Cure Serious Wounds2 (potion) 750 gp Restores 3d8+5 hp.
3 5th Daylight (oil) 750 gp 60-foot radius of bright illumination for 50 minutes (D).
3 5th Displacement (potion) 750 gp 50% miss chance for 5 rounds (D).
3 5th Flame Arrow (oil) 750 gp Ammunition deals extra 1d6 fire damage for 50 minutes.
3 5th Fly (potion) 750 gp Fly speed of 60 feet for 5 minutes.
3 5th Gaseous Form (potion) 750 gp Become gas and fly for 10 minutes (D).
3 7th Good hope (potion) 1,050 gp +2 morale bonus on saves, attacks, ability & skill checks and weapon damage rolls for 7 minutes.
3 5th Greater Magic Fang +1 (potion) 750 gp +1 enhancement bonus to a natural weapon for 5 hours.
3 8th Greater Magic Fang +2 (potion) 1,200 gp +2 enhancement bonus to a natural weapon for 8 hours.
3 12th Greater Magic Fang +3 (potion) 1,800 gp +3 enhancement bonus to a natural weapon for 12 hours.
3 16th Greater Magic Fang +4 (potion) 2,400 gp +4 enhancement bonus to a natural weapon for 16 hours.
3 20th Greater Magic Fang +5 (potion) 3,000 gp +5 enhancement bonus to a natural weapon for 20 hours.
3 5th Greater Magic Weapon +1 (oil) 750 gp +1 enhancement bonus to a manufactured weapon/monk unarmed strike for 5 hours.
3 8th Greater Magic Weapon +2 (oil) 1,200 gp +2 enhancement bonus to a manufactured weapon/monk unarmed strike for 5 hours.
3 12th Greater Magic Weapon +3 (oil) 1,800 gp +3 enhancement bonus to a manufactured weapon/monk unarmed strike for 12 hours.
3 16th Greater Magic Weapon +4 (oil) 2,400 gp +4 enhancement bonus to a manufactured weapon/monk unarmed strike for 16 hours.
3 20th Greater Magic Weapon +5 (oil) 3,000 gp +5 enhancement bonus to a manufactured weapon/monk unarmed strike for 20 hours.
3 5th Haste (potion) 750 gp Gain an extra attack and AC bonus for 5 rounds.
3 5th Heroism (potion) 750 gp +2 morale bonus on attacks, saves and skills for 50 minutes.
3 5th Keen Edge (oil) 750 gp Weapon becomes keen for 50 minutes.
3 5th Magic Circle against (alignment) (potion) 750 gp 10-foot radius emanation warding creatures against chosen alignment for 50 minutes.
3 5th Magic Vestment +1 (oil) 750 gp Shield or armor gains +1 enhancement bonus for 5 hours.
3 8th Magic Vestment +2 (oil) 1,200 gp Shield or armor gains +2 enhancement bonus for 8 hours.
3 12th Magic Vestment +3 (oil) 1,800 gp Shield or armor gains +3 enhancement bonus for 12 hours.
3 16th Magic Vestment +4 (oil) 2,400 gp Shield or armor gains +4 enhancement bonus for 16 hours.
3 20th Magic Vestment +5 (oil) 3,000 gp Shield or armor gains +5 enhancement bonus for 20 hours.
3 5th Neutralize Poison (potion) 750 gp Immunity to poisons/neutralize poisonous creature for 50 minutes.
3 5th Nondetection (potion) 750 gp Wards against divination for 5 hours.
3 5th Protection from Energy (type) (potion) 750 gp Absorbs up to 60 damage of chosen type within 50 minutes.
3 5th Rage (potion) 750 gp Grants rage for 5 rounds (D).
3 5th Remove Blindness/Deafness (potion) 750 gp Restores either blindness or deafness.
3 5th Remove Curse (potion) 750 gp Removes curses from subject.
3 5th Remove Disease (potion) 750 gp Removes diseases afflicting subject.
3 5th Tongues (potion) 750 gp Speak and understand all languages for 50 minutes.
3 5th Water Breathing (potion) 750 gp Gain ability to breathe water for 10 hours.
3 5th Water Walk (potion) 750 gp Walk on liquid as if solid for 50 minutes (D).
4th Level Potions & Oils
4 7th Air Walk (potion) 1,400 gp Walk on air as if solid for 1 hour 10 minutes.
4 7th Armor of Darkness +4 (oil) 1,400 gp Grants +4 deflection to AC, darkvision and +2 on saves against holy/good/light for 1 hour 10 minutes.
4 8th Armor of Darkness +5 (oil) 1,600 gp Grants +5 deflection to AC, darkvision and +2 on saves against holy/good/light for 1 hour 20 minutes.
4 12th Armor of Darkness +6 (oil) 2,400 gp Grants +6 deflection to AC, darkvision and +2 on saves against holy/good/light for 1 hour 20 minutes.
4 16th Armor of Darkness +7 (oil) 3,200 gp Grants +7 deflection to AC, darkvision and +2 on saves against holy/good/light for 1 hour 20 minutes.
4 20th Armor of Darkness +8 (oil) 4,000 gp Grants +8 deflection to AC, darkvision and +2 on saves against holy/good/light for 1 hour 20 minutes.
4 7th Break Enchantment (potion or oil) 1,400 gp Removes enchantments, transmutations and curses on subject with check.
4 7th Cure Critical Wounds2 (potion) 1,400 gp Restores 4d8+7 hp.
4 20th Cure Critical Wounds2 (potion) 4,000 gp Restores 4d8+20 hp.
4 7th Death Ward (potion) 1,400 gp Wards against death spells and effects, energy drain and negative energy effects for 7 minutes.
4 7th Freedom of Movement (potion) 1,400 gp Move and attack without impediment for 1 hour 10 minutes.
4 7th Holy/Unholy/Axiomatic/Anarchic Sword 4 (oil) 1,400 gp Weapon acts as +5 enhancement and aligned. Emits magic circle against opposing alignment for 7 rounds.
4 7th Greater Invisibility (potion) 1,400 gp Become invisible for 7 rounds (D).
4 7th Polymorph (potion) 1,400 gp Gain new form (up to 7 HD) for 7 minutes (D).
4 7th Restoration (potion) 1,400 gp Dispels various magical ability penalties, cures ability damage, restores ability drain.
4 7th Spell Immunity 1 (potion) 1,400 gp Grants immunity (unbeatable spell resistance) against 1 4th level or lower spell for 1 hour 10 minutes.
4 8th Spell Immunity 2 (potion) 1,600 gp Grants immunity (unbeatable spell resistance) against 2 4th level or lower spells for 1 hour 20 minutes.
4 12th Spell Immunity 3 (potion) 2,400 gp Grants immunity (unbeatable spell resistance) against 3 4th level or lower spells for 2 hours.
4 16th Spell Immunity 4 (potion) 3,200 gp Grants immunity (unbeatable spell resistance) against 4 4th level or lower spell for 2 hours 40 minutes.
4 20th Spell Immunity 5 (potion) 4,000 gp Grants immunity (unbeatable spell resistance) against 5 4th level or lower spells for 3 hours 20 minutes.
4 7th Stoneskin (potion) 1,650 gp Grants DR 10/adamantine & absorbs up to 70 damage within 1 hour 10 minutes.
4 15th Stoneskin (potion) 3,250 gp Grants DR 10/adamantine & absorbs up to 150 damage within 2 hours 30 minutes.
  1. Any variable components are chosen when the item is crafted.
  2. You may optionally brew the "inflict" version of the spell at this level.
  3. This potion shouldn't exist. Protection from arrows does not work this way.
  4. Allows for either one of the four weapon enhancements.

High Balance Alternate Class Feature[edit]

With these small changes, you can boost the balance of this class up a bit in higher balance-range games.

  • Save Progressions: The Fortitude save progression changes to "Good".
  • Class Skills: Class skills change to 6 + Int modifier per level. Add all Knowledge skills and Search as class skills.
  • Crafty Addition: She may produce a variant of the antitoxin that protects against diseases instead or protects against both poisons and diseases for double the cost.
  • Alchemical Resistance: She may apply her Alchemical Resistance bonus toward saves against magical, supernatural and curse-like poisons and diseases.
  • Bonus Feat: At 1st, 3rd, 5th and 7th levels, she gains a bonus feat (meeting any prerequisites) chosen from either of the following lists1:
Homebrew Bonus Feat List: 10-Foot Pole Proficiency, Acquire Skill, Battle Looting, Careful Observation, Catfall, Communicator, Daring Step, Device Knowledge, Fighting Multiclasser, Flammability, Grapple Defense, Great Saves, Growing Bloodline, Handyman, Improvised Weapon Proficiency, Inverted Senescence, Light Sleeper, Northern Wanderer, Obtain the Worst Familiar, Power Animal, Puffness, Refreshing Bath, Shored Weakness, Skill Tool Optimization, Universal Expert
SRD Bonus Feat List: Acrobatic, Agile, Alertness, Animal Affinity, Athletic, Deceitful, Deft Hands, Endurance, Exotic Weapon Proficiency, Great Fortitude, Investigator, Iron Will, Lightning Reflexes, Magical Aptitude, Negotiator, Nimble Fingers, Mind Over Body, Open Minded, Persuasive, Run, Self-Sufficient, Skill Focus, Stealthy, Toughness, Track
1. These are specifically Low balance range feats but may be swapped out for Moderate or High balance versions in Very High balance games at the DM's approval.

Very High Balance Alternate Class Feature[edit]

If the apothecary still isn't at where it needs to be, make all the changes from above and grant the following feature.

  • Elixirs: A very high balance apothecary gains a chemist's elixirs as if she were a chemist of her apothecary level. Her levels in both classes stack for determining the levels of elixirs she can brew.



Back to Main Page3.5e HomebrewClassesBase Classes

Article BalanceModerate +
AuthorGanteka Future +
Base Attack Bonus ProgressionModerate +
Class AbilityOther +
Class Ability ProgressionOther +
Fortitude Save ProgressionPoor +
Identifier3.5e Class +
Length8 +
Minimum Level1 +
RatingUndiscussed +
Reflex Save ProgressionPoor +
SkillAppraise +, Concentration +, Craft +, Decipher Script +, Handle Animal +, Heal +, Knowledge +, Psicraft +, Profession +, Spellcraft +, Survival +, Use Magic Device + and Use Psionic Device +
Skill Points4 +
SummaryThe apothecary makes alchemical items, potions and poisons. This version for PCs has extra levels, better progressions and more abilities. +
TitleApothecary +
Will Save ProgressionGood +