NeoExodus Classes of NeoExodus - Imperial Apothecary.pdf

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Classes of NeoExodus: Imperial Apothecary
LPJ9973
classes of NeoExodus:
imperial
apothecary
Written By Casey smith
Requires the use of the Dungeons & Dragons Player's Handbook, Third Edition, published by
Wizards of the Coast, Inc. This product utilizes updated material from the v.3.5 revision.
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classes of NeoExodus: Imperial Apothecary
The turbulent, war-scorched world of Exodus leaves
healers in high demand. Warriors are needed to
combat myriad threats, from border skirmishes to
blood cults to the rampaging locari and barbarian
hordes. It is imperative, then, that wounded soldiers
are swiftly healed so as they can return to the front
lines. While clerics excel at this, too often their mixed
loyalties get in the way of their job. It is no surprise,
then, that this Sisyphean task falls on the shoulders
of the Imperial Apothecary, the unsung hero of the
armies of the great houses.
from a high Dexterity score. Wisdom is also key, as
it improves those important Heal checks and helps the
apothecary keep his cool in the chaos of battle.
Requirements
To qualify to become an Imperial Apothecary, a char-
acter must fulfill all the following criteria.
Skills: Heal 6 ranks, Craft ( alchemy ) 2 ranks,
Knowledge ( nature ) 2 ranks, Profession ( herbalist ) 2
ranks
Feats: Skill Focus ( Heal ), Weapon Finesse
Special: Must own a healer’s kit.
Combat
The Imperial Apothecary’s holistic healing talents
are drawn from medicine, herbalism, alchemy, and
astrology. Just as the Alliance tends to the vitality of
its member houses, the Imperial Apothecary does the
same for its armies. Apothecaries know how to treat
the many grievous forms the wounds of war take.
While some work effectively behind the scenes by
brewing a wide variety of healing potions, members of
this class have a place in the thick of combat, too. His
extensive knowledge of anatomy makes the Imperial
Apothecary a deadly combatant, able to take down his
enemies with surgical precision.
Class Information
The following information pertains to the Imperial
Apothecary prestige class.
Hit Dice
An Imperial Apothecary member gains 1d8 plus
constitution modifier hit points per level.
Class Skills
The Imperial Apothecary’s class skills ( and the key
ability for each ) are Concentration ( Con ), Craft ( Int ),
Heal ( Wis ), Knowledge ( arcana ) ( Int ), Knowledge
( local ) ( Int ), Knowledge ( nature ) ( Int ), Profession
( Wis ), and Sense Motive ( Wis ).
Unfortunately, constantly tending to the wounded and
dying steadily grinds away at the apothecary’s sanity.
While many join this group out of a genuine desire
to help others, they soon loose their enthusiasm and
settle into the doldrums of their daily routine. After
all, even the worst injury is nothing that they haven’t
seen before. A few particularly jaded apothecaries
even approach new types of wounds with giddy
excitement. Indeed, strange psychological ticks are
often proof of an apothecary’s experience. But despite
their quirks, the apothecary’s companions readily
accept his company—after all, their lives depend on it.
Skill Points per Level: 4 + Int modifier.
Class Features
All of the following are class features of the Imperial
Apothecary prestige class.
Weapon and Armor Proficiency
Imperial apothecaries are proficient with all simple
weapons and with light armor ( but not shields ).
Improved First Aid - Ex
Beginning at 1st level, the Imperial Apothecary can
make a DC 10 Heal check to restore hit point damage.
This check takes one minute and requires one usage
of supplies from a healer’s kit. If successful, the
apothecary heals 1d6 points of damage, +1d6 points
for every 5 points he exceeded the check’s DC. Since
this ability relies in part on the patient’s natural
healing capacity, a character can only be healed from
improved first aid once per day.
training
Much to the pleasure of the army’s recruiters, impe-
rial apothecaries can be drawn from a variety of
backgrounds. Rangers, paladins, druids, and clerics
can all enter this class on low levels (though the last
two are often as effective healers without this class).
Experts drawn from the ranks of the common folk
also become competent members of this prestige
class. The Born Healer feat (see the feats section,
below) can put members of other classes on the fast
track to becoming an Imperial Apothecary. Because
of their emphasis on accuracy, apothecaries benefit
Surgical Strike - Ex
With his ample practice cutting up patients inside
field hospitals, the Imperial Apothecary can do the
same to his foes on the field of battle. This signature
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classes of NeoExodus: Imperial Apothecary
Imperial Apothecary
Base
Attack Fort Ref Will
Level Bonus Save Save Save Special
1 +0 +0 +2 +2 Improved first aid, surgical strike +1d8
2 +1 +0 +3 +3 Apothecary’s secrets I, surgical strike ( sickening )
3 +2 +1 +3 +3 Expanded healing techniques, surgical strike +2d8
4 +3 +1 +4 +4 Perfect health +2, surgical strike ( bleeding )
5 +3 +1 +4 +4 Bloodletting, surgical strike +3d8
6 +4 +2 +5 +5 Apothecary’s secrets II, surgical strike ( blinding )
7 +5 +2 +5 +5 Improved long-term care, surgical strike +4d8
8 +6 +2 +6 +6 Perfect health +4, surgical strike ( dazing )
9 +6 +3 +6 +6 Restore the dead, surgical strike +5d8
1 0 +7 +3 +7 +7 Apothecary’s secrets III, surgical strike ( stunning )
maneuver, called a surgical strike, takes a full-round
action to perform and can only be attempted with
certain weapons. In melee, only piercing or slashing
weapons wielded with the Weapon Finesse feat can
be used to make a surgical strike. Ranged surgical
strikes can be performed with light thrown weapons
( including darts and shurikens ) that do piercing or
slashing damage, and with bows, crossbows, or fire-
arms ( assuming they exist in the campaign world ).
The precision required for ranged surgical strikes
means that they can only be attempted if the target is
within 30 ft. of the apothecary.
rolls, weapon damage rolls, saving throws, skill
checks, and ability checks. A surgical strike that
inflicts this condition does 1 less die of damage.
Bleeding strike: With a painful cut to the target’s
neck or arm, the Imperial Apothecary creates
a grisly bleeding wound. If the target fails a
Fortitude save, he takes 1d2 points of Constitution
damage from the blood loss. This type of surgical
strike does 2 less dice of damage.
Blinding strike: By attacking near the target’s
eyes, the Imperial Apothecary can temporarily
blind an enemy. With a failed Fortitude save,
the target is blinded for one round. A blinding
surgical strike does 3 less dice of damage.
Dazing strike: A well-place attack to the head
can briefly faze the apothecary’s enemy. Unless
he passes a Fortitude save, the target of a dazing
strike can take no actions for one round. A dazing
surgical strike does 4 less dice of damage.
Stunning strike: With an exacting blow to a foe’s
solar plexus, the apothecary can stun an enemy
for one round. Like the other attacks, a Fortitude
save can negate this condition. A stunned creature
can take no actions, drops whatever it is holding,
takes a -2 penalty to AC and additionally looses
its Dex bonus to AC. A stunning surgical strike
does 5 less dice of damage.
At 1st level, a surgical strike does +1d8 points of
damage. At every odd level thereafter, the apothe-
cary’s surgical strikes do an additional 1d8 points of
damage. Like a sneak attack, a surgical strike is only
effective against creatures vulnerable to critical hits.
The fortification property of magic armor ( and related
abilities ) can negate the effects of a surgical strike.
Beginning at 2nd level, the apothecary can trade some
of his bonus surgical strike damage dice to inflict an
enemy with a variety of debilitating conditions. These
conditions last for one round ( except for a bleeding
strike, which does damage ) and can be negated with
a Fortitude save ( DC 10 + number of levels in this
prestige class + the apothecary’s Wis bonus ). See the
condition summery in the core rules for more informa-
tion on the effects of these attacks.
Apothecary’s Secrets - Ex
The apothecary continues to delve into the science of
medicine, and has learned the means to create new
and potent healing items. Of course, patients must
beware the often-dangerous side-effects of the apoth-
ecary’s drugs. When he initially gains this ability at
Sickening strike: A deft slash or slab to an
enemy’s torso causes him to feel weak and
uneasy. The foe suffers from the sickened condi-
tion for one round, taking a -2 penalty to attack
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classes of NeoExodus: Imperial Apothecary
2nd level, the apothecary learns how to brew ability
tonic, battle stimulants, healing salves, and medicine.
At 6th level, the apothecary gains the second tier of
this ability and can make improved medicine, necro-
mantic osmosers, and regenerative draughts. Upon
learning the final tier of the apothecary’s secrets at
10th level, the Imperial Apothecary can create defos-
silizers, elixirs of life, and greater medicine. These
recovery items are detailed below.
Expanded Healing
techniques - Ex
By 3rd level, the Imperial Apothecary is skilled
enough to cure a wider variety of maladies with the
Heal skill. He can now remove the dazed, stunned,
and sickened conditions with a successful DC 20 Heal
check. Using this ability is a standard action that
provokes an attack of opportunity.
Perfect Health - Ex
Time spent around the sick and wounded has done
much to increase the apothecary’s own resilience to
disease. Of course, the occasional preemptive anti-
venom is a big help, too. At 4th level, the apothecary
gets a +2 bonus to saving throws against poisons and
diseases. At 8th level, the bonus increases to +4.
All the items that the Imperial Apothecary can create,
despite their potency, are nonmagical. As such
they can be used in antimagic zones and can’t be
suppressed via dispel magic and similar effects.
The Imperial Apothecary can expediently create these
medical supplies, too. At 2nd level, he is skilled
enough to brew 300 gp ( by market price ) worth of
healing items per day ( as defined as the items he can
create via the apothecary’s secrets ability, as well as
antitoxins ). Note that this is in place of the typical
craft rules and, unlike magic item creation, the apothe-
cary can make multiple items in one day. At 6th level,
the apothecary can make 600 gp worth of items in a
day. Finally, he can create 1,000 gp of healing items
per day at 10th level.
Bloodletting - Ex
With this unsettling form of treatment, the apothecary
corrects an imbalance in his patient’s humours via
targeted blood loss. This procedure can be performed
either with leeches or a sharp knife, a choice that
patients are not fond of making. Performing blood-
letting takes one minute and requires a DC 15
Heal check. If successful, the apothecary cures 1
point of ability damage to any ability score except
Constitution, plus an additional point of ability
damage per 5 point he exceeded this check’s DC. The
patient also suffers 1 point of Constitution damage in
the process. If unsuccessful, the patient still suffers
this point of Constitution damage. A botched attempt
a bloodletting occurs when the apothecary fails the
check by 5 or more or rolls a natural one; in this case,
the healing attempt fails and the patient takes 1d4
points of Constitution damage.
To make an item, the apothecary must buy raw mate-
rials that cost three-quarters of the item’s market price
value. These healing items cost no XP to create. The
apothecary must also make a successful Heal check
against the craft DC of the item; he can take 10 on
this roll. Failing this check ruins half of the raw mate-
rials used in the item’s creation. Lastly, the Imperial
Apothecary must have access to a comfortable work
space, such as a lab or kitchen. When away from
these amenities of civilization, the apothecary can
attempt to brew healing items with improvised equip-
ment, taking a -5 circumstance penalty to his crafting
check and halving the amount of gp worth of items
he can create in one day. ( An apothecary who spends
lots of time in the field should invest in a portable
apothecary’s lab )
Improved Long-Term Care - Ex
Upon reaching 7th level, the Imperial Apothecary’s
medical training is extensive enough that he can better
help the injured recover. He can administer long-
term care with the Heal skill to up to a dozen patients.
Additionally, he can choose to concentrate on healing
select patients; these patients count as two towards
the apothecary’s limit of 12 per day, but heal triple the
amount of damage from rest ( rather than double ).
While outdoors, the apothecary can search the wilds
for herbs and other materials used in creating healing
items. This takes a day’s worth of work ( which can
be done while doing other tasks, like traveling ) and
allows the apothecary to make a Knowledge ( nature )
or Profession ( herbalist ) roll; his check result is the
amount of gp worth of raw materials he is able to
scrounge up. In especially lush surroundings ( like
forests or jungles ), double this result; in barren envi-
ronments ( mountains, deserts ), halve it.
Restore the Dead - Ex
At 9th level, the Imperial Apothecary is so skilled at
healing that even death is not beyond his treatment.
The apothecary can attempt to restore a recently slain
( within 1 minute ) patient to life as a full-round action.
He must pass a DC 30 Heal check ( this is too difficult
for the apothecary to take 10 on ). If successful, the
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classes of NeoExodus: Imperial Apothecary
New Healing Items
Item Market Price (gp) Craft DC ( tier ) Effect
Ability tonic 600 20 ( I ) +6 to one ability, -2 to another
Battle stimulants 200 20 ( I ) +2 Spot and Listen, 10 temp hp
Defossilizer 2000 30 ( III ) Cures petrification
Elixir of life 4000 35 ( III ) Cures all damage, but may be deadly
Healing salve 50 15 ( I ) Converts 2d6 damage into subduel
Medicine 280 15 ( I ) Cures 1d10+5 damage
Medicine, improved 800 20 ( II ) Cures 2d10+10 damage
Medicine, greater 2000 25 ( III ) Cures 3d10+25 damage
Necromantic osmoser 400 20 ( II ) Removes one negative level
Regenerative draught 1200 25 ( II ) Fast healing 3 for one minute
deceased patient must make a DC 20 Fortitude save;
if both the patient and the apothecary succeed, the
patient is resuscitated back to life, becoming stabilized
at -9 hit points. If the apothecary fails the Heal check,
or the patient fails his Fortitude save, this technique
fails and cannot be retried. Restore the dead cannot
be used on characters slain by a disintegrate spell or
similar effects, or by undead with the create spawn
ability.
enhancement penalty to another; its effects last for one
hour. There are six types of ability tonic:
Muscle Tonic: +6 Strength, -2 Dexterity
Agility Tonic: +6 Dexterity, -2 Constitution
Stamina Tonic: +6 Constitution, -2 Strength
Brain Tonic: +6 Intelligence, -2 Wisdom
Mind Tonic: +6 Wisdom, -2 Charisma
Charm Tonic: +6 Charisma, -2 Intelligence
Secrets of the Apothecary
Listed below are the specialized healing items that the
Imperial Apothecary can create. These items are used
just like potions, except as noted below. As helpful as
these concoctions are, they are still experimental—be
wary of the side effects!
A character can only get an enhancement bonus from
one tonic at a time. Drinking another realigns the
imbiber’s humours, ending the ability score bonus
provided by the previous tonic (but not the penalty).
Cost: 600 gp
Craft DC: 20
Ability: Secrets of the Apothecary I
Portable Apothecary’s Lab
This bulky case houses a number of tools—such as
a mortar and pestle, wire stands, tin beakers, scales,
and knives—perfectly suited to the tasks of an apoth-
ecary. This kit allows an Imperial Apothecary to brew
healing items in the field as if he had access to a lab,
negating the crafting penalties for using improved
equipment.
Battle Stimulants
This potent capsule makes the user less susceptible
to pain and more sensitive to faint sounds and move-
ments. The effects of battle stimulants last for one
hour and grant the subject a +2 alchemical bonus to
Spot and Listen checks and 10 temporary hit points.
The subject can also ignore the penalties of fatigue
during this time. After an hour, these temporary hit
point fade and the user becomes fatigued ( a user who
is already fatigued becomes exhausted, and one who
is exhausted falls unconscious ).
Cost: 50 gp
Weight: 15 lbs
Ability Tonic
Ability tonic is a class of potion that temporarily
throws the body’s humours out of alignment.
However, the apothecary is skilled enough to make
this change beneficial overall. Ability tonic gives a
+6 enhancement bonus to one ability score and a -2
Cost: 200 gp
Craft DC: 20
Ability: Secrets of the Apothecary I
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