Apothecary

The volume of knowledge that a healer must master to practice her art is intimidating, and all but the most brilliant must prioritize the information they would learn. Whereas most dedicate themselves to the study of anatomy, physiology, and what can go wrong with each, others dedicate themselves to understanding how the world’s myriad chemicals interact with the body. Part physician, part herbalist, and part alchemist, such characters, known as Apothecaries, unravel the mysteries of the body by learning how different chemicals can help or harm the body’s natural processes.

Apothecaries take different approaches to their craft. Some are masters of the laboratory, extracting and purifying the essential essences of leaves and stones to determine what makes them powerful.

Others are masters of nature and know the precise traits and uses of every plant in their vicinities. In either case, the apothecary becomes adept at finding, preparing, and dispensing poultices and powders that can heal or harm.

Most Apothecaries are experts or aristocrats. Rogues sometimes become Apothecaries because it gives them a different approach to skills many others like them take for granted. Druids sometimes become Apothecaries to increase their knowledge of the wonder and utility of nature.

Hit die: d6.

Requirements

To qualify to become an Apothecary, a character must fulfill all the following criteria.

Skills: Heal 6 ranks, Craft (alchemy) 6 ranks or Knowledge (nature) 6 ranks.

Feats: Skill Focus (Heal) or Skill Focus (Craft (alchemy)) or Skill Focus (Knowledge (nature)) or Skill Focus (Profession (herbalist)).

Class Skills

The Apothecary’s class skills (and the key ability for each skill) are Craft (alchemy) (Int), Diplomacy (Cha), Heal (Wis), Knowledge (any) (Int), Perception (Wis), Profession (herbalist), and Survival (Wis).

Skill Ranks Per Level: 6 + Int modifier.

The Apothecary
Level BAB Fort Save Ref Save Will Save Special
1st +0 +1 +0 +1 Skill Focus, Armamentarium
2nd +1 +1 +1 +1 Pain Control (Light)
3rd +1 +2 +1 +2 Poison Use
4th +2 +2 +1 +2 Analyze Medicine
5th +2 +3 +2 +3 Pain Control (Moderate)
6th +3 +3 +2 +3 Delay Poison
7th +3 +4 +2 +4 Detect Poison
8th +4 +4 +3 +4 Pain Control (Serious)
9th +4 +5 +3 +5 Neutralize Poison
10th +5 +5 +3 +5 Remove Disease

Class Features

All of the following are features of the Apothecary prestige class.

Weapon and Armor Proficiencies

Apothecaries gain no proficiency with any weapons or armor.

Skill Focus

At 1st level the Apothecary gains Skill Focus in Heal, Craft (alchemy), Knowledge (nature), and Profession (herbalist) as bonus feats if he does not already possess these feats.

Armamentarium

Years of study and collecting have left the Apothecary with an impressive supply of ingredients. The Apothecary constantly renews this supply, either by visiting local shops or simply walking around outside and finding useful plants for one hour each morning. The Apothecary is assumed to have readily available whatever ingredients or medicines are required to treat an illness or wound as long as they cost less than 50 gp per dose.

Additionally, as long as the Apothecary renews her armamentarium each morning, she possesses a number of healing kit uses each day equal to her Apothecary class level.

If the armamentarium is lost or destroyed, it can be replaced after one week spent gathering natural ingredients and 50 gp per Apothecary level to cover the cost of alchemical components and constructing a new cabinet.

Pain Control (Ex)

At 2nd level, the Apothecary has become extremely adept at treating pain and can help an injured creature get back on its feet with incredible speed. As long as an Apothecary possesses her armamentarium, she may use cure light wounds as a spell-like ability a number of times per day equal to her Apothecary class level. At 5th level this ability functions as cure moderate wounds, and at 8th level as cure serious wounds.

Poison Use

At 3rd level, an Apothecary is trained in the use of poison and cannot accidentally poison herself when applying poison to a weapon.

Analyze Medicine (Ex)

At4th level, an Apothecary can identify medicinal potions (e.g., potions of cure light wounds, regenerate, restoration) by sight, smell, and taste. The Apothecary may use detect magic as a spell-like ability to identify medicinal potions within five feet at will.

Delay Poison (Ex)

At 6th level, the Apothecary’s armamentarium contains treatments for all manner of deadly substances. As long as the Apothecary possesses her armamentarium, she may use delay poison as a spell-like ability a number of times per day equal to her Apothecary class level.

Detect Poison (Ex)

By 7th level, the Apothecary is well-versed in the physical properties of all manner of medicines, drugs, and poisons and can recognize them by sight, smell, and taste. The Apothecary may use detect poison as a spell-like ability at will within five feet.

Neutralize Poison (Ex)

At 9th level, the Apothecary has an unmatched mastery of antidotes and antivenoms. As long as the Apothecary possesses her armamentarium, she may use neutralize poison as a spell-like ability a number of times per day equal to her Apothecary class level.

Remove Disease (Ex)

At 10th level, the Apothecary knows the secrets to alleviating almost any condition that can afflict a living creature. As long as the Apothecary possesses her armamentarium, she may use remove disease as a spell-like ability a number of times per day equal to her Apothecary class level. At the GM’s discretion, the Apothecary may not be able to use this ability on certain diseases that would logically not be treatable with non-magical medicines.

Section 15: Copyright Notice

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