Apothecary

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Apothecary

Hit Die: d6.
Starting Age: as wizard
Starting gold: as wizard

Class Skills

The apothecary's class skills (and the key ability for each skill) are Craft(Intelligence), Disguise(Charisma), Forgery(Intelligence), Handle Animal(Charisma), Heal(Wisdom), Hide(Dexterity), Knowledge (local, nature), Move Silently(Dexterity), Profession(Wisdom), Search(Intelligence), Concentration (Constitution), Spot (Wisdom), Sense Motive (Wisdom)
Skill Points at 1st Level: (6 + Intelligence modifier) x?4.
Skill Points at Each Additional Level: 6 + Intelligence modifier.

The Apothecary
Level BAB Fort Ref Will Special
1st +0 +2 +0 +2 Poison Use, expanded craft poison, expanded heal
2nd +1 +3 +0 +3 Craft Medicine, Milk Venom
3rd +2 +3 +1 +3 Bonus Feat
4th +3 +4 +1 +4 Job Focus, Hazard of the Job+2
5th +3 +4 +1 +4 Quick on the Job, Pharmacy+1
6th +4 +5 +2 +5 Herbal Potion, Bonus Feat
7th +5 +5 +2 +5 Cool on the Job
8th +6 +6 +2 +6 Hazard of the Job+4, Job Specialization
9th +6 +6 +3 +6 Bonus Feat
10th +7 +7 +3 +7 Pharmacy+2
11th +8 +7 +3 +7  
12th +9 +8 +4 +8 Bonus Feat, Hazard Immunity
13th +9 +8 +4 +8  
14th +10 +9 +4 +9 Specialization Mastery
15th +11 +9 +5 +9 Bonus feat, Pharmacy+3
16th +12 +10 +5 +10 Fighting on the Job
17th +12 +10 +5 +10  
18th +13 +11 +6 +11 Bonus feat
19th +14 +11 +6 +11  
20th +15 +12 +6 +12 Pharmacy+4, True Specialization Mastery

Class Features

All of the following are class features of the apothecary.

Weapon and Armor Proficiency: Apothecaries are proficient with the club, Dagger, heavy crossbow, light crossbow, dart, cane sword, and hand crossbow, apothecaries are not proficient with armor or shields

Poison Use (Ex): Apothecaries spend all day around various dangerous poisons and chemicals, they know how to avoid accident around them. Apothecaries never risk accidentally poisoning themselves when applying poison.

Expanded Craft Poison (Ex): Apothecaries don't just refine existing poisons, they create their own, following the expanded craft (poison) rules given at the bottom of the page.

Expanded Heal (Ex): Apothecaries don't just make medicine, they use it, as non-magical injury specialists, they can get a lot more accomplished via mundane means then even some clerics. They use the expanded heal rules given at the bottom of the page.

Milk Venom (Ex): Many creatures produce venoms that the apothecary can utilize, at 3rd level he gains a +4 bonus on all Handle Animal checks to extract natural venom from an animal. (DC 15, failure means no poison was extracted, failure by 5 or more means that you were stung/bitten/whatever in the process)

Bonus feat: beginning at 3rd level, and every three levels thereafter, the apothecary gains a bonus feat from the following list: Dissolving poison, Withering poison, Blessed poison, Antithetical poison, Lingering poison, Slow-acting poison, Subtle poison, Confusing poison, Fast-acting poison, Reckless poison, Frightful poison, Tiring poison, Dizzying poison, Nauseating poison, Surgery, Self-Sufficient, Iron Will, Healing touch, improved healing touch, Educated, Omni-Medic, Pressure point, and Empathy. The apothecary must still meet all prerequisites for these feats.

Craft Medicine (Ex): At 2nd level the apothecary's familiarity with poisons and herbs of all types allows them to produce anti-venoms (with the craft (poison) skill) or medicines (with the heal skill) to help treat poison and disease. Use of these grants the user a +2 bonus on fortitude saves against the secondary damage of a poison or the effects of a disease. Refer to the following table.

Poison/Disease Fort save DC Cost to make Craft DC Time
14 or lower 23gp 15 1hr.
15-18 94gp 20 3 hr.
19-22 211gp 25 6 hr.
23+ 375gp 30 12 hr.

Job Focus (Ex): at 4th level the apothecary has to make a choice whether to specialize in either poison or medicine, this affects which class features they receive at various levels. If they focus in Poison, all poisons they Craft gain a +1 competence bonus to their fort save DC. If they choose to focus in medicine, they gain a +4 bonus on Concentration checks to avoid provoking an AoO when healing in combat. Once a specialization is chosen, it cannot be changed later. This does not interfere with the selection of feats, and there is nothing stopping a medicine specialist from taking meta-poison feats for example.

Hazard of the Job (Ex): Over time, exposure to poisons and disease of varied types has caused the apothecary to build up a resistance to their effects, at 4th level, the apothecary gains a +2 inherent bonus on saves against poison if their Job focus is poison, or Disease if their Job focus is medicine, this bonus increases to +4 at 8th level.

Pharmacy (Ex): by 5th level, the apothecary has become particularly skilled at both poison and medicine. He gains a +1 bonus an all Craft (poison) and Heal checks. This bonus rises to +2 at 10th, +3 at 15th, and +4 at 20th.

Quick on the Job (Ex): by the time the apothecary reaches 5th level, they have become especially skilled at acting quickly in combat. If their job focus is poison, they gain the ability to apply poison as a move action rather then a full-round action. If their job focus is medicine, they gain the ability to restore a character's hit points with the heal skill as a standard action instead of a full-round action.

Herbal Potion (Ex): at 6th level, the apothecary gains a virtual caster level equal to one-half his apothecary level for the sole purpose of creating magical potions. He gains Craft potion as a bonus feat, and may use spells from any spell list to create a potion, subject to the normal rules.

Cool on the Job: by 7th level, the apothecary has become very confident in his skills within his area of specialization. If the apothecary's job focus is medicine, he may now take 10 on all heal checks, even when rushed or threatened. If the apothecary's job focus is poison, a successful crafting always creates 4 doses of poison rather then 1d4 doses.

Job Specialization (Ex): by 8th level, the apothecary has become even more skilled in his area of expertise. If his job focus is poison, from now on, any poison the apothecary crafts deals an additional 2 units of damage (+2 points of damage, +2 rounds of blindness, +2 minute's of Paralysis, ect.). If his job focus is medicine, he now heals 1d6 damage with the heal skill and 1d8 hit points per character level with surgery.

Hazard immunity (Ex): by 12th level, the apothecary's long association with poison or disease has granted him the ability to ignore all but the strongest afflictions. Depending on his job focus, the apothecary is now immune to any poison (if job focus poison) or Disease (if job focus medicine) with a Fort DC lower then his apothecary level + his Constitution modifier.

Specialization Mastery (Ex): At 14th level or higher, an apothecary who has specialized in medicine can save a character reduced to ·10 hit points or lower. If the apothecary is able to administer aid within 3 rounds of the character's death, he or she can make a Heal check. The DC for this check is 30, and the apothecary can't take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC 15) to stabilize and be restored to 0 hit points.

If the apothecary fails the skill check or the patient fails the save, the dead character can't be saved.

If the apothecary has specialized in poison, long exposure to toxins of all kinds has made even brief contact with the apothecary dangerous, the apothecary gains the ability to poison an opponent with a touch attack (fort DC equal to 10+ ½ the apothecary's class level + the apothecary's Constitution modifier) that deals initial and secondary damage 1d4 Constitution, this ability is usable once per hour.

Fighting on the Job (Ex): by 16th level, long amounts of time spent adventuring has allowed the apothecary to pick up many tricks to allow them better chances in combat. If the apothecary's job focus is poison, when the apothecary scores a critical hit with a poisoned weapon, the target must make his save against the initial effect with a -4 penalty. If the apothecary's job focus is medicine, any weapon the apothecary wields is counted as having the merciful quality; the apothecary may dismiss or resume this effect as a free action.

True Specialization Mastery (Ex): At 20th level, an Apothecary who has specialized in medicine can revive a character reduced to ·10 hit points or lower. If the Apothecary is able to administer aid within 3 minutes of the character's death, he or she can make a Heal check. The DC for this check is 40, and the Apothecary can't take 10 or take 20. If the check succeeds, the dead character can make a Fortitude save (DC 20) to stabilize and be restored to 1d6 hit points.

If the Apothecary fails the skill check or the patient fails the Fortitude save, the dead character can't be restored.

If the apothecary has specialized in poison, he has now learned to focus the toxins within his body in a deadly attack. Once per day he may make a single touch attack as a full-round action that provokes an AoO, success poisons the target with a death poison, initial and secondary damage the victim must make a fort save (DC=10+ ½ apothecary's class level + apothecary's Constitution mod) or die instantly, even on a successful save the target takes 5d6 points of damage, use of this ability suppresses the apothecary's specialization mastery ability for 1d6 hours.

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