Jormengand
2017-11-20, 09:49 PM
The Apothecary
https://static1.squarespace.com/static/54243095e4b07ee637a9f812/t/574221c54d088e1eb61eb00e/1463951824446/samayazaf.jpg?format=1500w
Image: Samyaza, Angel of Pride by Peter Mohrbacher
"Death be not proud, though some have called thee
Mighty and dreadful, for, thou art not so,
For, those, whom thou think'st, thou dost overthrow,
Die not, poor death, nor yet canst thou kill me.
From rest and sleep, which but thy pictures be,
Much pleasure, then from thee, much more must flow,
And soonest our best men with thee doe go,
Rest of their bones, and souls delivery.
Thou art slave to Fate, Chance, kings, and desperate men,
And dost with poison, war, and sickness dwell,
And poppy, or charms can make us sleep as well,
And better then thy stroke; why swell'st thou then?
One short sleep past, we wake eternally,
And death shall be no more; death, thou shalt die."
- John Donne, Death Be Not Proud
The apothecary is a dealer in life, rather than death, although he retains the versatility that he had as a spellcaster prior to gaining his healing spells, and indeed being free to use the additional healing spells granted freely to apothecaries can often, ironically, lead them to have more damaging spells available. Still, an apothecary's mastery over healing is undisputed by most - in fact, even wizards and sorcerers, who normally don't have access to healing spells, can become apothecaries and thus gain the power of healing.
Adventures: Apothecaries adventure to protect their allies on their adventures, and often to heal others in need.
Characteristics: Apothecaries can heal almost any injury, and a variety of other conditions besides. Their ability to restore creatures to health is legendary. They can also repair damage to objects. That said, they are still powerful spellcasters in a more general sense.
Alignment: Any. Healing tends to be conflated with good, but the dark side needs its soldiers mended too. Many healers, though, are the tireless forces of neutrality, tasked with healing the wounds of wars they didn't care for.
Religion: Gods of life and health are common among apothecaries, perhaps unsurprisingly.
Background: An apothecary is often a cleric or druid who wishes to enhance their healing abilities or a wizard or sorcerer who wishes to be able to heal as those classes do. Sometimes, they're even a healer, whose abilities are accentuated further by the apothecary's power.
Races: Any. Most races need healing, after all, and those who don't can still grant it to those who do.
Other Classes: Members of most classes are thankful to have the apothecary on their side, and respect their healing power.
Role: Apothecaries are master healers, able to repair almost anything. They also have all the versatility of a normal spellcaster and then some, as their new spells free up options for ordinary spells.
Adaptation: The elite spell concept could easily be adapted to include other spells from sources outside of the player's handbook, or alternatively a new class could be made using elite spells around a different theme. For example, an apothecary who heals undead might have inflict spells instead of cure spells.
ENTRY REQUIREMENTS
Spellcasting: Must be capable of casting fourth-level spells.
Skills: Heal 5 ranks
LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2Elite Spellcasting1—————————
2nd+1+0+0+311————————
3rd+1+1+1+3111———————
4th+2+1+1+41111——————
5th+2+1+1+421111—————
6th+3+2+2+5221111————
7th+3+2+2+52221111———
8th+4+2+2+622221111——
9th+4+3+3+6322221111—
10th+5+3+3+73322221111
Class Skills
The apothecary's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skills Points at Each Level: 2 + int
Weapon and Armour Proficiency: The apothecary gains no proficiency in any kind of weapons or armour.
Elite Spellcasting
The apothecary gains an additional caster level and additional spells per day and spells known of each level as though he had continued to take levels in a class with which he met the prerequisites. If he had mutliple classes with which he met the prerequisites, he must choose one of those classes to progress.
Further, the apothecary gains elite spells from the apothecary elite spell list as additional spells known. He knows a number of each level of elite spells given on Table: The Apothecary. At first level, this means he only gains an elite cantrip (though he can cast that elite cantrip as many times per day as he has spell slots with which to cast it). If he prepares spells, like a wizard or cleric does, or if he retrieves spells - whether like a sha'ir does or like a spirit shaman does - he can cast elite spells spontaneously much like a druid casts summon nature's ally spells by expending a full or empty spell slot (but not an expended one!). If he casts spells directly like a beguiler or warmage does, he treats the elite spells as being additional spells on his list.
If he learns spells like a sorcerer, he simply gains additional spells known which do not take up ordinary spell slots. Further, an apothecary can learn an additional nonelite spell by forfeiting the nonelite version of the elite spell he is learning (if there is one), even if his class would not entitle him to do that this level or in addition to any spells he is entitled to swap out this level. For example, a sorcerer/apothecary who learns cure severe wounds (elite cure serious wounds) can swap out his cure serious wounds spell known for another third-level spell known.
Elite spells have an "E" or the word "Elite" before their spell level, for example "E3" or "Elite third". This doesn't change the actual level of the spell (for example, the elite third level spell would still take up a third-level spell slot and the DC is still that of a third-level spell). Rather, it signifies only that it's an elite spell of that level and therefore defies many of the expectations of what is possible of a spell of that level (see the next paragraph).
An apothecary can learn an elite spell even if he can't learn the nonelite version of the same spell. A wizard/apothecary can learn cure severe wounds (elite cure serious wounds), for example. An apothecary who learns an spell which uses a different ability score based on caster uses the primary ability modifier which determines their spell saving throw difficulty class if their class isn't listed in the spell. A creature with an elite spell-like ability uses charisma in this case.
No ability ever entitles you to learn additional elite spells unless it mentions them in particular. For example, the Extra Spell feat does not allow you to learn an additional elite spell. Similarly, items cannot replicate elite spells, nor can an item which would replicate one (such as a wand of conflagration (elite fireball)) be created except by an ability which specifies that it can do. If you are entitled to know an elite spell, you might still not be able to cast the spell in question, for example if you enter as a bard or paladin.
A cleric cannot spontaneously cast elite spells with "Cure" in their name unless the cleric in question knows those spells, most likely because that cleric is an apothecary.
Apothecary Elite Spell List
0lvl
Analyse Poison (Elite Detect Poison): You detect the exact type of all poison in a large area.
Cleanse (Elite Purify Food and Drink): Purify any object.
Cure Major Wounds (Elite Cure Minor Wounds): Heal a creature for 1 point of damage per level and of dazzling.
Repair (Elite Mending): Repairs an item to full hit points.
Temperance (Elite Virtue): Subject gains 1 temporary hp/level
1st
Cure Heavy Wounds (Elite Cure Light Wounds): Heal a creature for 2d8+2/level points of damage and some conditions.
Detect Vitality (Elite Deathwatch): Monitors exact status of creatures.
Eternal Rest (Elite Gentle Repose): Corpse is mostly immune to damage.
Greatberry (Elite Goodberry): 2d4 berries each heal 2d6 hp.
Invigourate, Lesser (Elite Lesser Restoration): Dispels magical ability penalties and heals 2d4 ability damage.
Pacifism (Elite Sanctuary): Creatures really can't attack you and you can't attack.
Protection From Weather (Elite Endure Elements): Exist comfortably in hot, cold, wet, windy and other conditions.
Remove Terror (Elite Remove Fear): Subject is freed from and immune to fear.
2nd
Cure Extreme Wounds (Elite Cure Moderate Wounds): Heal a creature for 4d8+4/level points of damage and some conditions.
Destroy Paralysis (Elite Remove Paralysis): Removes a variety of conditions which restrict movement.
Monitor (Elite Status): Tells you a detailed report of damage and other harm to your allies.
Rebuild (Elite Make Whole): Restores an object's abilities, even magic within limitations.
Suspend Poison (Elite Delay Poison): Poison currently or later affecting the subject is delayed for 1 day/level.
3rd
Benediction (Elite Remove Curse): Removes all curses.
Create Feast (Elite Create Food and Water): Creates proper food and drink.
Cure Severe Wounds (Elite Cure Serious Wounds): Heal a creature for 6d8+6/level points of damage and many conditions.
Neutralise Toxin (Elite Neutralise Poison): Removes all poisons and protects against further poisoning.
Rejuvenate Companion (Elite Heal Mount): As rejuvenate (Elite Heal) on mount, animal companion, familiar or similar.
Remove Plague (Elite Remove Disease): Removes all deseases and protects against further disease.
Restore Senses (Elite Remove Blindness/Deafness): Restores senses and protects against further attacks against them.
Vampiric Feast (Elite Vampiric Touch): Deal more damage and heal self permanently.
4th
Cure Mortal Wounds (Elite Cure Critical Wounds): Heal a creature for 8d8+8/level points of damage and most conditions.
Death Shield (Elite Death Ward): Protects against more effects for longer.
Invigourate (Elite Restoration): Restore levels which were lost at any time and spell is free.
Karma (Elite Reincarnate): Creature comes back as an creature of your choice, spell is free and fewer restrictions.
Obliterate Enchantment (Elite Break Enchantment): Ends most conditions.
5th
Cure Heavy Wounds, Mass (Elite Mass Cure Light Wounds): Cures many creatures' heavy wounds.
Penitence (Elite Atonement): Fixes creature's misdeeds at no cost.
Return (Elite Raise Dead): Spell is free, fewer restrictions and no level loss.
6th
Cure Extreme Wounds, Mass (Elite Mass Cure Moderate Wounds): Cures many creatures' extreme wounds.
Defossilise (Elite Stone to Flesh): Creature is restored from stone at no risk.
Dinner of Champions (Elite Heroes' Feast): Feast is faster and better.
Rejuvenate (Elite Heal): Fully heals a creature and removes almost all condition from it.
7th
Cure Severe Wounds, Mass (Elite Mass Cure Serious Wounds): Cures many creatures' severe wounds.
Invigourate, Greater (Elite Greater Restoration): Removes practically any condition from creature and is quicker and free.
Regrowth (Elite Regenerate): Character's body is restored and they're healed 8d8+8/level hit points.
Rise from the Grave (Elite Resurrection): Spell is free, fewer restrictions and no level loss.
8th
Body Double (Elite Clone): Spell is free and clone doesn't suffer penalties.
Cure Mortal Wounds, Mass (Elite Mass Cure Critical Wounds): Cures many creatures' mortal wounds.
9th
Emancipate (Elite Freedom): Frees a creature from almost anything.
Even Death May Die (Elite True Resurrection): Creature is resurrected in perfect health regardless of pretty much anything.
Rejuvenate, Mass (Elite Mass Heal): Rejuvenates many creatures.
https://static1.squarespace.com/static/54243095e4b07ee637a9f812/t/574221c54d088e1eb61eb00e/1463951824446/samayazaf.jpg?format=1500w
Image: Samyaza, Angel of Pride by Peter Mohrbacher
"Death be not proud, though some have called thee
Mighty and dreadful, for, thou art not so,
For, those, whom thou think'st, thou dost overthrow,
Die not, poor death, nor yet canst thou kill me.
From rest and sleep, which but thy pictures be,
Much pleasure, then from thee, much more must flow,
And soonest our best men with thee doe go,
Rest of their bones, and souls delivery.
Thou art slave to Fate, Chance, kings, and desperate men,
And dost with poison, war, and sickness dwell,
And poppy, or charms can make us sleep as well,
And better then thy stroke; why swell'st thou then?
One short sleep past, we wake eternally,
And death shall be no more; death, thou shalt die."
- John Donne, Death Be Not Proud
The apothecary is a dealer in life, rather than death, although he retains the versatility that he had as a spellcaster prior to gaining his healing spells, and indeed being free to use the additional healing spells granted freely to apothecaries can often, ironically, lead them to have more damaging spells available. Still, an apothecary's mastery over healing is undisputed by most - in fact, even wizards and sorcerers, who normally don't have access to healing spells, can become apothecaries and thus gain the power of healing.
Adventures: Apothecaries adventure to protect their allies on their adventures, and often to heal others in need.
Characteristics: Apothecaries can heal almost any injury, and a variety of other conditions besides. Their ability to restore creatures to health is legendary. They can also repair damage to objects. That said, they are still powerful spellcasters in a more general sense.
Alignment: Any. Healing tends to be conflated with good, but the dark side needs its soldiers mended too. Many healers, though, are the tireless forces of neutrality, tasked with healing the wounds of wars they didn't care for.
Religion: Gods of life and health are common among apothecaries, perhaps unsurprisingly.
Background: An apothecary is often a cleric or druid who wishes to enhance their healing abilities or a wizard or sorcerer who wishes to be able to heal as those classes do. Sometimes, they're even a healer, whose abilities are accentuated further by the apothecary's power.
Races: Any. Most races need healing, after all, and those who don't can still grant it to those who do.
Other Classes: Members of most classes are thankful to have the apothecary on their side, and respect their healing power.
Role: Apothecaries are master healers, able to repair almost anything. They also have all the versatility of a normal spellcaster and then some, as their new spells free up options for ordinary spells.
Adaptation: The elite spell concept could easily be adapted to include other spells from sources outside of the player's handbook, or alternatively a new class could be made using elite spells around a different theme. For example, an apothecary who heals undead might have inflict spells instead of cure spells.
ENTRY REQUIREMENTS
Spellcasting: Must be capable of casting fourth-level spells.
Skills: Heal 5 ranks
LevelBABFortRefWillSpecial 0lvl1st2nd3rd4th5th6th7th8th9th
1st+0+0+0+2Elite Spellcasting1—————————
2nd+1+0+0+311————————
3rd+1+1+1+3111———————
4th+2+1+1+41111——————
5th+2+1+1+421111—————
6th+3+2+2+5221111————
7th+3+2+2+52221111———
8th+4+2+2+622221111——
9th+4+3+3+6322221111—
10th+5+3+3+73322221111
Class Skills
The apothecary's class skills (and the key ability for each skill) are Concentration (Con), Craft (Int), Decipher Script (Int), Heal (Wis), Knowledge (all skills, taken individually) (Int), Profession (Wis), and Spellcraft (Int).
Skills Points at Each Level: 2 + int
Weapon and Armour Proficiency: The apothecary gains no proficiency in any kind of weapons or armour.
Elite Spellcasting
The apothecary gains an additional caster level and additional spells per day and spells known of each level as though he had continued to take levels in a class with which he met the prerequisites. If he had mutliple classes with which he met the prerequisites, he must choose one of those classes to progress.
Further, the apothecary gains elite spells from the apothecary elite spell list as additional spells known. He knows a number of each level of elite spells given on Table: The Apothecary. At first level, this means he only gains an elite cantrip (though he can cast that elite cantrip as many times per day as he has spell slots with which to cast it). If he prepares spells, like a wizard or cleric does, or if he retrieves spells - whether like a sha'ir does or like a spirit shaman does - he can cast elite spells spontaneously much like a druid casts summon nature's ally spells by expending a full or empty spell slot (but not an expended one!). If he casts spells directly like a beguiler or warmage does, he treats the elite spells as being additional spells on his list.
If he learns spells like a sorcerer, he simply gains additional spells known which do not take up ordinary spell slots. Further, an apothecary can learn an additional nonelite spell by forfeiting the nonelite version of the elite spell he is learning (if there is one), even if his class would not entitle him to do that this level or in addition to any spells he is entitled to swap out this level. For example, a sorcerer/apothecary who learns cure severe wounds (elite cure serious wounds) can swap out his cure serious wounds spell known for another third-level spell known.
Elite spells have an "E" or the word "Elite" before their spell level, for example "E3" or "Elite third". This doesn't change the actual level of the spell (for example, the elite third level spell would still take up a third-level spell slot and the DC is still that of a third-level spell). Rather, it signifies only that it's an elite spell of that level and therefore defies many of the expectations of what is possible of a spell of that level (see the next paragraph).
An apothecary can learn an elite spell even if he can't learn the nonelite version of the same spell. A wizard/apothecary can learn cure severe wounds (elite cure serious wounds), for example. An apothecary who learns an spell which uses a different ability score based on caster uses the primary ability modifier which determines their spell saving throw difficulty class if their class isn't listed in the spell. A creature with an elite spell-like ability uses charisma in this case.
No ability ever entitles you to learn additional elite spells unless it mentions them in particular. For example, the Extra Spell feat does not allow you to learn an additional elite spell. Similarly, items cannot replicate elite spells, nor can an item which would replicate one (such as a wand of conflagration (elite fireball)) be created except by an ability which specifies that it can do. If you are entitled to know an elite spell, you might still not be able to cast the spell in question, for example if you enter as a bard or paladin.
A cleric cannot spontaneously cast elite spells with "Cure" in their name unless the cleric in question knows those spells, most likely because that cleric is an apothecary.
Apothecary Elite Spell List
0lvl
Analyse Poison (Elite Detect Poison): You detect the exact type of all poison in a large area.
Cleanse (Elite Purify Food and Drink): Purify any object.
Cure Major Wounds (Elite Cure Minor Wounds): Heal a creature for 1 point of damage per level and of dazzling.
Repair (Elite Mending): Repairs an item to full hit points.
Temperance (Elite Virtue): Subject gains 1 temporary hp/level
1st
Cure Heavy Wounds (Elite Cure Light Wounds): Heal a creature for 2d8+2/level points of damage and some conditions.
Detect Vitality (Elite Deathwatch): Monitors exact status of creatures.
Eternal Rest (Elite Gentle Repose): Corpse is mostly immune to damage.
Greatberry (Elite Goodberry): 2d4 berries each heal 2d6 hp.
Invigourate, Lesser (Elite Lesser Restoration): Dispels magical ability penalties and heals 2d4 ability damage.
Pacifism (Elite Sanctuary): Creatures really can't attack you and you can't attack.
Protection From Weather (Elite Endure Elements): Exist comfortably in hot, cold, wet, windy and other conditions.
Remove Terror (Elite Remove Fear): Subject is freed from and immune to fear.
2nd
Cure Extreme Wounds (Elite Cure Moderate Wounds): Heal a creature for 4d8+4/level points of damage and some conditions.
Destroy Paralysis (Elite Remove Paralysis): Removes a variety of conditions which restrict movement.
Monitor (Elite Status): Tells you a detailed report of damage and other harm to your allies.
Rebuild (Elite Make Whole): Restores an object's abilities, even magic within limitations.
Suspend Poison (Elite Delay Poison): Poison currently or later affecting the subject is delayed for 1 day/level.
3rd
Benediction (Elite Remove Curse): Removes all curses.
Create Feast (Elite Create Food and Water): Creates proper food and drink.
Cure Severe Wounds (Elite Cure Serious Wounds): Heal a creature for 6d8+6/level points of damage and many conditions.
Neutralise Toxin (Elite Neutralise Poison): Removes all poisons and protects against further poisoning.
Rejuvenate Companion (Elite Heal Mount): As rejuvenate (Elite Heal) on mount, animal companion, familiar or similar.
Remove Plague (Elite Remove Disease): Removes all deseases and protects against further disease.
Restore Senses (Elite Remove Blindness/Deafness): Restores senses and protects against further attacks against them.
Vampiric Feast (Elite Vampiric Touch): Deal more damage and heal self permanently.
4th
Cure Mortal Wounds (Elite Cure Critical Wounds): Heal a creature for 8d8+8/level points of damage and most conditions.
Death Shield (Elite Death Ward): Protects against more effects for longer.
Invigourate (Elite Restoration): Restore levels which were lost at any time and spell is free.
Karma (Elite Reincarnate): Creature comes back as an creature of your choice, spell is free and fewer restrictions.
Obliterate Enchantment (Elite Break Enchantment): Ends most conditions.
5th
Cure Heavy Wounds, Mass (Elite Mass Cure Light Wounds): Cures many creatures' heavy wounds.
Penitence (Elite Atonement): Fixes creature's misdeeds at no cost.
Return (Elite Raise Dead): Spell is free, fewer restrictions and no level loss.
6th
Cure Extreme Wounds, Mass (Elite Mass Cure Moderate Wounds): Cures many creatures' extreme wounds.
Defossilise (Elite Stone to Flesh): Creature is restored from stone at no risk.
Dinner of Champions (Elite Heroes' Feast): Feast is faster and better.
Rejuvenate (Elite Heal): Fully heals a creature and removes almost all condition from it.
7th
Cure Severe Wounds, Mass (Elite Mass Cure Serious Wounds): Cures many creatures' severe wounds.
Invigourate, Greater (Elite Greater Restoration): Removes practically any condition from creature and is quicker and free.
Regrowth (Elite Regenerate): Character's body is restored and they're healed 8d8+8/level hit points.
Rise from the Grave (Elite Resurrection): Spell is free, fewer restrictions and no level loss.
8th
Body Double (Elite Clone): Spell is free and clone doesn't suffer penalties.
Cure Mortal Wounds, Mass (Elite Mass Cure Critical Wounds): Cures many creatures' mortal wounds.
9th
Emancipate (Elite Freedom): Frees a creature from almost anything.
Even Death May Die (Elite True Resurrection): Creature is resurrected in perfect health regardless of pretty much anything.
Rejuvenate, Mass (Elite Mass Heal): Rejuvenates many creatures.