Apothecary (3.5e Class)
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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
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.
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 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.
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.
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.
Master Potion (Ex): An 8th level apothecary, with her laboratory, can make potions the likes the world's 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.
|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|
|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)|
|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.|
High Balance Alternate Class Feature
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: Increase by +1. At 5th level, she gains immunity to poisons and diseases. She may apply half 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
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.
|Article Balance||Moderate +|
|Author||Ganteka Future +|
|Base Attack Bonus Progression||Moderate +|
|Class Ability||Other +|
|Class Ability Progression||Other +|
|Fortitude Save Progression||Poor +|
|Identifier||3.5e Class +|
|Minimum Level||1 +|
|Reflex Save Progression||Poor +|
|Skill||Appraise +, Concentration +, Craft +, Decipher Script +, Handle Animal +, Heal +, Knowledge +, Psicraft +, Profession +, Spellcraft +, Survival +, Use Magic Device + and Use Psionic Device +|
|Skill Points||4 +|
|Summary||The apothecary makes alchemical items, potions and poisons. This version for PCs has extra levels, better progressions and more abilities. +|
|Will Save Progression||Good +|