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  1. - Top - End - #1
    Barbarian in the Playground
     
    PaladinGuy

    Join Date
    Dec 2007
    Gender
    Male

    Default Corpsechem Apothecary: A Toxic PrC, for Fun & Profit! (D&D 3.5)

    Some notes on design elements to my fellow homebrewers and peers:
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    This is the Corpsechem Apothecary. Fluff and crunch aside, I wanted to share some things related to the PrC. Firstly, this is inspired from a multitude of sources: the terrifying and pragmatic Forsaken Plaguebringers in Northrend (World of Warcraft), the dreaded heretical work of Fabius Bile and the many other medically inclined entities of the grim future, like the Mad Doks and Dark Eldar Homoculus (Warhammer 41k), and the Monstrumologist from these very forums, written by none other than Vorpal Tribble.
    I wanted something that drew off of what made these various characters and archtypes cool, while still being an original contribution. This brings me to goals, of which that was the first. The second is that I want something playable, and simple, overall. I want something that people can make a character sheet of, and then take to play in their games!
    To this end, I need you: itís likely that all of you have a vastly better grasp on balance. I am aiming for tier 3-2, for those of you familiar with the tier system (brilliant gameologists website seems to be down, and they had the best tier system explanation I was aware of. I would appreciate it if someone posted a link or shared their insight on tier system for the benefit of readers trying to help me ^^).
    Iíve been way too verbose, so thank you for your time, and I hope you find this engaging. Without further ado, the Corpsechem Apothecary!


    Corpsechem Apothecary
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    ďFor a warrior, youíre a crybaby. Yes, itís grotesque, yes, this foul brew tastes bad and makes you hear voices. Do you want your dadís death at the hands of a Lich to be in vain? Then drink it. Itís good for you. Like milk.Ē Ė Keller Shellberg, Corpsechem Alchemist.

    "To most, Alchemy gives more tricks for making short work of enemies. For a Corpsechem Apothecary, itís much more. You protest to harassers that you have principles. It might even be true! However, your techniques in alchemy are oft labeled arcane, for among other things, you draw from the dead what peasants and ignorants call unlife. Slipshod cries of mysticism aside, you're peerless in your manipulation of bodies, living and dead."


    Becoming a Corpsechem Apothecary

    The primary requirements of this class are skill based: Craft (Alchemy), Heal, Knowledge (Arcana), Knowledge (The Planes), Craft (Poisonmaking). A high skills per level is required. That said, many classes can meet this: Egoist Psions, Bards with Skill Knowledge: Heal or Able Learner, Clerics, Druids with the Educated feat, Scouts, and Wizards have the ability within reach. Any with sufficient skill points and the ability to burn a few feats to gain class skills can quickly qualify, however, and the benefits of the Corpsechem Apothecary offer something for everyone.

    Entry Requirements

    Skills: Heal 4 ranks, Craft (Alchemy) 8 ranks, Knowledge (any two) 8 ranks.
    Special: Must have used 100 gp in materials to craft poisons and/or alchemical goods, and must have poisoned someone.

    Corpsechem Apothecary
    D6 HD
    {table=head]Level|BAB|Fort|Ref |Will|Corpsechem Apothecary Class Features

    1st|+0|
    +0
    |
    +0
    |
    +2
    |Toxicologist, Surgical Lecture, A Quas-Trained Semi-Professional

    2nd|+1|
    +0
    |
    +0
    |
    +3
    |Real Alchemist, Bioweapon

    3rd|+2|
    +1
    |
    +1
    |
    +3
    |Inoculate, Poison Immunity

    4th|+3|
    +1
    |
    +1
    |
    +4
    |Unnatural Repair, Craft Paraphernalia

    5th|+3|
    +1
    |
    +1
    |
    +4
    |Laboratory Worker, Posthumous Upgrade

    6th|+4|
    +2
    |
    +2
    |
    +5
    |Culling Weakness, Brewing Perfection

    7th|+5|
    +2
    |
    +2
    |
    +5
    |Biochemical Inhumanities, All but Labcoat

    8th|+6/+1|
    +2
    |
    +2
    |
    +6
    |For Fun & Profit, Possibly Unethical

    9th|+6/+1|
    +3
    |
    +3
    |
    +6
    |Nurture All Life, Comes With The Job

    10th|+7/+2|
    +3
    |
    +3
    |
    +7
    |Servitor, In the Name of Science, Try Not To Think About It[/table]

    Class Skills (6 + Int Modifier/level) Appraise (Int), Bluff (Cha), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Forgery (Int), Gather Information (Cha), Handle Animal (Cha), Heal (Int), Intimidate (Cha), Knowledge (Any) (Int), Open Lock (Dex), Perform (Science) (Cha), Profession (any) (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Speak Language (N/A), Spot (Wis), Survival (Int), Use Magic Device (Cha), Use Rope (Dex)

    Class Features

    Advancing in Corpsechem Apothecary grants you access to your namesake ability, Corpsechem Science. This entails the chemical treatment of corpses and the distilling of useful biological components into usable items and substances. You also become a superior biological entity, and can cause what some call mutation in others, granting them this superiority. Further, you are skilled in a wide variety of disparate areas, which share one commonality: one way or another, they keep you from dying for your (often illegal) practices.
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    Toxicologist

    As a first level Corpsechem Apothecary, you make your first breakthrough: synthesizing toxins taken off of dead creatures.

    Provided you know of a creature's toxin, and how it delivers that toxin, you can take a sample from it. Knowing generally involves a very successful knowledge check (one that goes beyond identifying it and is sufficient to tell you all about it) or ten minutes spent studying it's anatomy, working with scalpels to part the flesh. After securing a sample, you can study the compound for eight hours. This study must be consecutive, during which time you experiment with it in various ways and take notes on it's structure, memorizing every facet of it.

    From then on, you can replicate this toxin precisely, creating it with a Craft (Alchemy) or Craft (Poisonmaking). The Craft DC to make this is 15 + HD of the creature. It requires materials equal to 25 g x the HD of the creature, which provides one dose.

    Surgical Lecture

    Being the one who's educated in monsters and the exact natures of the enemies you often face, you have equipped yourself to relay this language precisely.

    You can make a DC 15 + HD of monster in question Knowledge check to organize what you know about a creature in a form understandable to untrained minds. If you succeed, you can take two minutes to educate all allies within 30'. Allies must take a standard action every round absorbing what you say. At the end of this, they gain a bonus on attack rolls and damage equal to your Corpsechem Apothecary level when fighting the monster that was the subject of your lecture. Furthermore, all critical hits on the creature in question are automatically confirmed. The creature must be a specific species and subspecies. For example, you can make a check on Goblinoids: (Goblins), which, if successful, would allow your allies to gain bonuses against Goblins, but would not work on Hobgoblins.

    This ability lasts a number of hours equal to your Corpsechem Apothecary level + your Intelligence modifier. Should you Lecture on a new type of monster before the bonuses for your first Lecture wear off, you lose the bonuses for your first Lecture and gain bonuses as normal for your second Lecture.

    A Semi Trained Quasi Professional

    There are things that some people leave to a measure of intuition. You seek to understand it fully at a conscious level: call it what you will, a lack of faith in your instincts or focused brilliance.

    Add your Intelligence bonus to Heal and Survival.

    Real Alchemist

    Magic is overblown. You have the skills to pay the bills. Alchemical concoctions are more than just tanglefoot bags to you: embracing alchemy in all forms is what you do.

    You gain Brew Potion, as a feat. For the purposes of Brew Potion, you can supply any spell on any caster list, up to 3rd level. You must pay all costs in XP, materials, time, and gold associated with creating a potion, reduced by 25%. Should you already have Brew Potion, you still get the 25% reductions in material, time, and gold cost, but get to choose any feat you meet the prerequisites for instead.

    Bioweapon

    At this point in your travels, creatures are showing startling resilience to run of the mill poisons. Seeing this not as discouragement but as a challenge to overpower with the strength of your mind and insight, you adapt.

    Add your Intelligence modifier and Corpsechem Apothecary level to all poison DC's if you have crafted the poison. Alternatively, using 50 gp in materials, you can modify an existing poison, adding your Intelligence modifier and Corpsechem Apothecary level to it's DC.

    Inoculate
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    You're not fond of seeing your group disabled. They provide you with corpses for your study and crafting, so there's no sense in letting them become corpses themselves. It's pragmatism, you may tell them. You may be fond of them, but you try not to let that get in the way of the science.

    Nevertheless, to ward your allies, you have perfected the art of inoculation. If you are confronted with an ability that would produce a negative/harmful condition, such as a Troglodyte's horrid stench, or a Lycanthrope's disease, or even a mummy's mummy rot, you can study the corpse of one of these creatures.

    In a process that takes 1 minute/HD of the creature in question, the Corpsechem Apothecary can dissect the corpse and brew an elixir that uses elements from the corpse's body. This elixir is primarily a water based solution, and for 200 gold, the Corpsechem Apothecary can carry the materials for 100 HD worth of such study and concocting.

    After the requisite period of study, the Apothecary has fashioned an elixir which, on consumption, wards the consumer from one of the harmful abilities possessed by the scavenged corpse. If the creature has multiple abilities, the Apothecary must choose one ability at the time of creation. The corpse can not be studied and used multiple times to protect from multiple abilities. However, if the negative condition the Inoculation protects against is suffered from a different creature - such as someone protected by Innoculation from a Basilisk's Petrifying gaze who is targeted with a Medusa's Petrifying Gaze - the Inoculation will protect the consumer in both instances.

    Should an Inoculation against a condition be used after the condition has already been suffered, it will not undo the condition. For example, making an Inoculation against Mummy Rot and consuming it after Mummy Rot takes effect will not remove Mummy Rot.

    This protection, in the first hour of it's duration, grants immunity to the condition it was made to defend against. In the second hour, protected characters gain a +15 to saves to resist the ability. This bonus diminishes by 5 every hour, becoming ineffectual after four hours.


    Poison Immunity

    Your toxins are often more potent than your body, and having no special training in poison use has resulted in consuming more antitoxin and cure poison potions than you would like. Your body has finally matched the attack, however, and you are now immune to poisons.

    In addition, drops of your blood can be mixed into a cup of water to purify it, killing any poison in the fluid. When consumed, the drink cures the drinker of all poisons. Strangely, your blood matches the water upon mixing, becoming transparent and identical to the taste, smell, and observable traits of the water. You take 1 point of temporary constitution damage whenever you do this, which disappears after an hour.

    Unnatural Repair
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    You've taken your study a step farther. You can rewire the body parts of creatures you encounter, causing them to function when removed from the body as they did in life.

    In a process that takes 1 hour per HD of the creature in question, you expend 500xHD of creature in question gold in material costs. In return, you may take the body part of a creature and wire nerve endings to it, restoring the flesh.

    This effectively restores functionality to the creature. A dragon's head will breath fire as it did in life, with the same DC, wait time between uses, damage, and range. It is effectively identical to how it was in life. "Triggering" a creature's body part like this is a standard action that provokes an attack of opportunity.

    You cannot perform this on a creature who's HD is greater than 1/2 your HD + your Intelligence modifier + your Corpsechem Apothecary level.

    Creatures who derived an ability from something strictly more than a body part (such as an oozes acid slime, an ogre mage's spell like abilities, or an incorpreal undead's anything) cannot be used this way.

    Furthermore, the ability must be offensive in nature - a gaze attack, a breath weapon, etc. Finally, it must also be ranged.


    Craft Paraphernalia

    Many potent poisons require consumption to enter the bloodstream. Ever the adapter, you've decided you're rather tired of indirect methods of applying toxins. You can put ranks into Craft (Paraphernalia) as a skill.

    Craft (Paraphernalia) allows the creation of hypodermic needles, respiratory masks that can be placed over someone's face, forcing them to inhale gas stored in canisters, and squeeze-canisters that ointments can be squeezed out of, similar to toothpaste (You may have even made some toothpaste for your enjoyment.)

    Each of these items requires 25gp in materials, 2 hours, and a DC 25 craft check.

    Laboratory Worker

    Time is money, that's a lie. Money is money. Still, time is pretty important on your list of things, too.

    You craft all items 50% faster. This stacks with the crafting speed bonus from Real Alchemist, as well as Exceptional Artisan, should you have that feat.

    Further, you can now brew potions which contain offensive spells, which can be thrown as ranged weapons with an increment of 30', releasing the spell (which works as written in it's spell description). However, your spell uses your level as the caster level and your Int as the casting modifier, should the spell allow a save.

    Finally, you can lead as many as four others as laboratory assistants. They craft exactly the same item you are crafting, watching you for instruction. They use your Craft skill result to determine success. Potions can be brewed in this manner.

    Posthumous Upgrade
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    You miss the days where a Troglodyte's scent glands could bring a room full of enemies to the floor. Some creature's are just biologically limited in the scope of their influence. Do they have to be? Not if it makes your job harder.

    In a process that requires one hour and an amount of materials equal to 100 gp/HD of the creature in question, you can biochemically grant a posthumous evolutionary upgrade to a creature who's body part you procured and rewired as per Unnatural Repair. The save DC for the body part is increased by an amount equal to your Corpsechem Apothecary level + 1/2 your Intelligence modifier (rounded down.)

    For example, Keller has a Troglodyte scent gland, which he can trigger to emit it's musk. He is a 5th level Gray Elf Egoist Psion 5/Corpsechem Apothecary 5, with an Intelligence of 26, or a +8 modifier. He increases the save DC against the Troglodyte musk gland from DC 13 (original) to 26 (13 + Apothecary level 5 + 1/2 +8 Int modifier).


    Culling Weakness

    You realize that through a perverse combination of self-discipline, biochemical treatments, potion use, self-directed physical therapy, and practice, you could make yourself a more perfect being, in particular, a more efficient one.

    You are omniurnal: you don't sleep. Rest is necessary if you are a spellcaster.

    You no longer accrue the penalties of aging, although you accrue the bonuses, and still expire when your time comes.

    You no longer need to eat or drink, although you may choose to do so.

    You perfect your metabolism in absence of the offbalancing consumption of food. Any day where you do not eat food, the duration of potions you consume is doubled, and any variable numeric effects are increased 50%.

    Brewing Perfection

    Alchemical items that you craft possess enormous power, made by your perfect hands. The duration of any alchemical item's effect is doubled, the damage is doubled, and the save DC is increased by your Corpsechem Apothecary level. Tanglefoot bags and alchemist's fire are frightening weapons in your hands.

    Biological Inhumanity

    You've come to grips with the fact that your body sucks. Many modifying sessions spent on the body parts of useful supernatural creatures has made you question how well evolved your OWN body is. You come to realize it isn't. There's so much that can be done. You gain the Biotechnological Interbreeding* Feat.

    * (Grafts are shown under Biological Inhumanities, two posts down)

    All But a Labcoat

    You've been meaning to get a labcoat custom tailored for some time.

    After all, your understanding of alchemy isn't art. It's science. You understand alchemy, potions, and poisons, definitively. As a matter of fact. No, 'art' or imagination required.

    You can Identify any potion, as a standard action. Similarly, you can take a standard action to gain exact understanding of any living item, poison, alchemical item, or device meant for the administering of any of the above.

    You no longer need to make Knowledge checks to learn about diseases and poisons a species possesses.

    Finally, as an action requiring a minute of effort on your part, you can cause a potion to function as another potion as of the same level, or as any poison you know how to concoct.

    For Fun And Profit

    It occurred to you to further examine the workings of magic upon the mind, and to study minds under heavy enchantment. The methods you used are not divulged around well-bred lady folk, but you have learned that it's hard to be impacted by magic when you're stoned.

    Using materials costing 100 gp/level of spell you want to be able to resist, you brew a concoction that buries your mind with lucidity, absent mindedness, hallucinations, and unnatural sounds and colors. This twists your mind beyond magic, rendering you immune to mind affecting spells of up to the level you brewed for. This effect lasts for one week after consumption.

    Possibly Unethical

    You realized that your work with poisons is integral to your work, but for some reason, people frown on this. It occurred to you after some thought that it's not terribly hard to overcome some of the obstacles posed by others.

    Your poisons are no longer detectable by divination, scent, or any other means normally used to detect poison, up until they reach someone's bloodstream.

    Nurture All Life
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    If you've come this far, you are relentless in pursuit of understanding. You turn your attention to the most distasteful, abhorrent form of life of all: disease.

    As an action requiring a DC 25 (+ save DC of the disease) Heal check, you can study a disease and, using up to ten small or medium bodies of any animal or humanoid, develop disease strains and offshoots, as the following:

    - Inoculating strain: by breeding the weaker, less successful strains of the disease and encouraging elements that produce fever, you can create a disease that causes a relatively brief bout of sickness and inoculates individuals to the original disease, preventing any subjected to the inoculating strain from carrying or catching the disease.

    - Weaponized Strain: You breed the most resilient, lethal strains of a disease. The variable damage of the disease is maximized and empowered, as if by Maximize and Empower spell. The save DC is increased by your Corpsechem Apothecary level + 1/2 your Intelligence.

    - Altered Strain: You can cause the disease to inflict a different type of ability damage. All other aspects remain the same.

    - Alternate Species Strain: You can cause a strain that would normally only affect humanoids to affect a type of animal or plant. Doing this requires 10 of the animal or plant to culture the disease in. Plants species designated are simply killed off by this. Alternatively, you can cause the disease to be spread in water and affect the soil it waters, rendering the soil infertile and useless.

    Finally, you learn how to brace a hypodermic shaft onto any weapon capable of piercing damage. This shaft can be filled with disease spores.


    Comes With the Job
    Your long work with toxins, drugs, diseases, alchemical substances, potions, biological weaponry, and all the other crap your mother said you were never to put in your body, has left you rather tired of constantly taking antitoxins, antidotes, cleansing regimes, and physical therapy.

    You're now immune to anything that allows a Fortitude save.

    Servitor
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    You have mastered the body to the extent that you can enslave someone's mind to their body.

    As a procedure that can be undertaken on humanoids or animals with eight or fewer HD, you can remove a helpless or willing creature's brain and replace it with biological wiring and chemical receptors. This costs 500 gp for each HD of the creature.

    You can then insert a new organ of your own design in through your ear, allowing it to rest by your brain. This is a pheromone communicator, and allows you to control your lobotomized servitors as if they were under Dominate Person. They must still hear you speak in order to obey you. Servitors take six points of damage to Wisdom, Charisma, and Intelligence, although they cannot drop below 3 points in any of these stats. This organ costs 1000 gp per highest creature HD you control.

    You can control a number of HD equal to your own HD + Intelligence modifier in this fashion. Servitors seem odd, pale, and twitchy when viewed.


    In the Name of Science

    Your Biological Inhumanity grafts can be inflicted upon others who are willing or helpless. In addition, you can surgically graft a creature's organ/body part onto and/or into a willing ally. This grants the use of an ability pertaining to the body part:

    You could, for instance, graft a Troglodyte musk gland, a Half-Dragon's fire sacs, or a beholder's eye. This inflicts six points of Constitution damage on the recipient of the graft. The graft lasts a number of hours equal to your Intelligence modifier + the creature's Constitution modifier. This can be done to yourself, with the aid of four humanoid servitors.

    Try Not To Think About It

    You have long since dealt with people being reluctant to drink water that diseased corpses were found in, no matter how many times you assure them your masterful alchemy has purified it. People won't let you live it down the time you promised that your elixir would make sleeping easier, and they had seizures for a month. And by Boccob, is it too much to ask that people stop talking about how the Druid's Wolf animal companion has hooves after it got into your backpack?

    I mean, it should have known better.

    Your illustrious reputation and undeniable results compels your skeptics to put a little more faith in you, and by extension any alchemical infusions that may use your blood as a key component. You have a +10 to Bluff, Intimidate, and Diplomacy checks made to convince people to allow you to perform a surgery or telling them to drink a concoction. Furthermore, you are immune to Discern Lies and Zone of Truth whenever you are talking about a concoction, surgery, or creation of yours. Finally, you are immune to any mundane or magical compulsion or orders telling you to share information about surgeries, potions, or other concoctions you make. If you do share information, you may lie about it freely: you are immune to Sense Motive attempts to discern the truthfulness of statements dealing with these topics.


    Please, comment on any and every aspect you have a thought about when you read this.
    Last edited by Brom; 2010-12-25 at 09:54 PM.

  2. - Top - End - #2
    Barbarian in the Playground
     
    PaladinGuy

    Join Date
    Dec 2007
    Gender
    Male

    Default Reserved for Fluff

    FLUFF
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    Playing a Corpsechem Apothecary

    You are a scientist first, and an adventurer second. Aside from deepseated prior motivations, you can be difficult to interest if it doesn't answer a mystery. You tend to put more faith in poisons and alchemical creations than you do magic, mostly because you understand it better.

    Your philosophy as an adventurer is most often, ''waste not, want not.'' Seeing a poison or useful body part go to waste is abhorrent to you. Just because it's part of the creature's body doesn't mean it's not treasure! You seek to take everything that isn't nailed down and use it somehow, and this often gives you a near obscene variety of tricks and tools.

    You can also rely on your intellectual and logical skills. You're fond of thinking of every problem as medicine, and are fond of phrases such as, ''It can't outdo us if it's hamstrung'' or, ''Cut the head and the body falls'' or, ''Let it dehydrate and hunger, and then come back to it." You rely heavily on your Knowledge skills for the identification of creatures, as well as ways to fight them.

    Combat

    You're like an alchemy and poison using Swiss army knife. With enough time, preparation, and financial assistance, you can be prepared in all the right ways. Your poisons are invariably lethal; your potions can be whatever they need to be to not die from the monster of the week; your alchemical tools and scavenged body-wands are your sword and spell.

    Never forget, however, that you work best as part of a party. In fact, in a roundabout fashion, you're a fairly equal replacement for the party Bard or Artificer. Instead of singing courage into your allies, you equip them with poisoned blades. Instead of having a varied spell list, you have a confounding set of potions for any task. Your Knowledge is often varied enough to match Bardic lore, and Charisma skills are class skills for you. Make full use of your abilities to help your party: both because that's what you should do when within a party, and because it can overcome the stigma more traditional adventurers will have of you. You don't need to tell them everything, either. They don't need to know, for instance, that the elixir that's going to cure the Rogue is made from your own blood.

    Try to Inoculate your party whenever possible, and, time permitting, you should always attempt a Surgical Lecture. These two things alone will do wonders for your group. Stay busy, and work hard to turn them onto science.

    Advancement

    You could have been any number of things before becoming a Corpsechem Apothecary. You shouldn't forget your roots. If you were a Rogue, your stealth skills have probably atrophied, but they may still be sufficient to slip a toxin into a water supply or to sneak behind a monster, especially if augmented by magic items. If you were a Bard, use the social skills of your prior trade to deflect antagonism.

    You likely had a mind that always asked: why? The one that drove your teachers crazy and caused you to have agitated break downs when people explained it was because a deity made it that way. Poisons and alchemy, you quickly realized, could be solved like problems, in a rational, coherent, and explainable fashion, and this appealed to your mind a great deal.

    Focus on keeping your Craft (Alchemy) and Craft (Poisonmaking) skills as high as possible. A very close second should be your Knowledge skills. There are a handful of feats which make you more proficient with your toxins. Your toxins develop a very high DC quite early, and you are likely to be frail in fortitude, so a feat like Master of Poisons may be very helpful early in your career, before you develop immunity. Poison Expert is another feat that can get you just a bit further with your lethal brews.

    You have a wide variety of class skills and not nearly enough points for all of them. Many Corpsechem Apothecaries keep a small arsenal of skill boosting items, and have 2-3 ranks in a wide variety of skills. Use Rope can oft be used to tie down unwilling recipients of poisons or surgeries, but isn't worth neglecting knowledge for. It should also be said that you NEED a handy Haversack. And possibly a portable hole. A few bags of holding are a good idea. In the latter two cases, make sure you label everything thoroughly: until higher level, it could get easy to waste tons of time identifying what's in every bottle, and in event that you're incapacitated and need a healing potion from your bag, your companions won't be able to tell poison from cures.

    Resources

    While there is no organization for Corpsechem Apothecaries, you may have fortune finding a number of fellows who practice your art. They may be willing to trade information on how to synthesize poisons you've encountered, as well as body parts in a state of Unnatural Repair. There is no code of honor or conduct, however, so you deal with these peers as individuals, with all the risk that contains.

    If you can override the stigma associated with you and prove how useful you are, you can often find employ under a noble, or perhaps even under the king. Your morbid title and preoccupation with mutilating bodies for their supernatural organs aside, you are actually rather good at concocting cures. At higher levels, you can even wipe out plague strains with careful research.

    If you impress the utility of your mind and science on others, you may find yourself given access to a certain amount of funding and supplies for your research and work. As such, no organization is necessarily going to support you off the bat.

    Corpsechem Apothecaries in the World
    "I was hesitant to include Keller - his preoccupation with performing surgery on monsters we kill is unnerving. After he used that weird drink to make us all immune to Mummy Rot, though, he's earned his place." - Hellena Mor, Wizard and sometimes ally of Corpsechem Apothecaries.

    As NPC's, Corpsechem Apothecaries can prove diabolical foes. Woe betide the adventuring party who finds a Goblin tribe they are tasked with fighting has now armed themselves with lethal poisons. Even without ever seeing the Apothecary, the Apothecary may be a significant antagonist, it's allies armed in unusual and frightening ways. In this way, the Apothecary can be a excellent villain, often working an even greater villain, or being the prime villain himself while attempting to grow in power until he can master disease and unleash plagues upon the world.

    As a neutral or helpful NPC, the Corpsechem Apothecary is often looking for the body parts of monsters and doesn't always have the skills or resources to deal with this monster himself. They are always on the look out for samples of rare creatures, plants, and even diseased tissues, and may or may not choose to accompany the party in these ventures, leading them on exotic and unusual quests that could provide a break from the standard dungeon crawl, particularly if it calls for seizing specimens alive. As NPC's, they are often willing to advertise their services and sell potent toxins, alchemical items, and a gamut of potions to the PC's.

    As a player, a Corpsechem Apothecary steps in admirably for a Bard while providing a flavorful and unique set of advantages that are different from a Bard. Groups with a Corpsechem Apothecary will always be better informed on the true nature of what they face, and the immense knowledge the Apothecary possesses can lead players to the heart of issues they otherwise wouldn't notice.

    Organization

    Although there is no organization for Corpsechem Apothecaries, their rare and unusual skills have a place inside most organizations. Mage guilds favor them for their ability to brew a wide variety of potions, including divine, with which to supply their membership. Thieves guilds will pay handsomely for the poisons a Corpsechem Apothecary can make - even ones that are not fond of killing appreciate the highly effective versions of Drow Sleep Poison that can be crafted. The city guard sees Corpsechem Apothecaries as useful for protecting them against unusual diseases that they might be exposed to in dealing with an issue. The local governor or head of state in a location might desire a Corpsechem Apothecary for advice on how to handle a disease outbreak. No dedicated organization exists, but an Apothecary can obtain support by meshing themselves into existing organizations. This requires effort on their part and often requires dedicating ones self to the organization for a solid amount of time, however, so many Apothecaries work freelance.

    NPC Reactions

    The Corpsechem Apothecary is poorly understood. Their infamous use of poisons, however, mars their reputation, as does their self-mutations and biotech surgeries. Most commoners who learn of an Apothecary will have an initial attitude of unfriendly.

    However, Apothecaries can quickly reverse this by lending their expertise, which is often in subjects people have no idea how to deal with.

    Assassins, ninjas, and other similarly shadowy individuals will often have the starting attitude of friendly or helpful, desiring to befriend the Apothecary for some of those wonderful toxins.

    "Killing is killing, and believe it or not, Purple Worm Poison isn't terribly painful. Who cares if I use poison? Why stick your ethics into the killing, Miss Smitealot?" - Corpsechem Apothecary Keller to Paladin Alhandra.

    Corpsechem Apothecaries in the Game

    The Corpsechem Apothecary is a unique and interesting class by virtue of allowing a character to accomplish unusual things in the course of normal adventures. Players who wish to be a mundane scientist that puts their mind to extraordinary things may like the flavor of this class: it's also a natural extension for anyone who wants some serious bang out of the Craft (Poisonmaking) and/or (Alchemy) buck.

    Further, the archtype of the crazy doctor who tampers with flesh and creates odd but effective balms is rife with fantasy - though few means exist to pursue it, short of this class.

    Characters can participate in this class without slowing down their groups overmuch, and the time it takes to exploit the abilities usually prove well worth the wait.
    Last edited by Brom; 2010-12-09 at 08:11 AM.

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    Default Reserved for Biological Inhumanities

    Biological Inhumanities

    In the grand scheme of things, it occurs to you that humans have the short end of the evolutionary stick. I mean, what gives? Mind Flayers. Beholders. Drow. Even the humble Orc could be seen as a superior biological entity. This brings you to a fateful conclusion: It's good to be inhuman.
    Spoiler
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    And with that, the number of ways you can rip out your feeble biological circuitry and replace it with better wetware takes off.

    You can apply a number of Biological Grafts equal to your Constitution modifier, plus 1/2 your Corpsechem Apothecary level.

    At Corpsechem Apothecary level 10, you can apply these grafts to others. The limit on grafts applied is their Constitution modifier. Each time you apply a graft, the graft recipient's maximum hit point total is lowered by 5 points.

    Each time you make a graft, you consume parts from a humanoid of your race. The humanoid can only be used once per graft. The materials and processes related to this require 1d4 hours and an amount of gold equal to 750 x your HD.

    Removing a graft is an hour long surgical process. It requires a DC 25 Heal check. One removed, a Graft can simply be stored, and even reapplied later.


    Biological Grafts
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    Sensory Grafts
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    Augmented Vision
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    Most humanoids are thoroughly sight based creatures. It occurs to you that if you're going to rely on your sight, your sight might as well be perfect. With that, you can begin the first of your visual acuity modifications.

    Expending resources taken from the corpse of a creature with Low-Light Vision, probably some Elf, you graft Augmented Vision onto yourself. You gain Low-Light vision, a +2 bonus to all Spot and Search checks, and the ability to Detect Secret Doors. If you are an Elf, you double your low-light vision range and automatically detect any secret doors you pass. Your racial bonuses to Spot and Search double - you're basically Elf 2.0


    Night Haunter
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    Requires Low-Light Vision.

    Having recently taken out your need to sleep, you realize that you're not necessarily able to see in the dark. Lame. How can you spend the night hours in a productive fashion if you can't see your work?

    You take further from a suitable corpse. Unlike with most grafts, the corpse must be of a humanoid with Darkvision. You gain Darkvision from this process (with the rest of the process working as normal). Darkvision gained in this fashion is rather superior: it functions out to 120 feet and pierces magical darkness.


    Predatory Vision
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    Requires Low-Light Vision and Darkvision.

    Your vision is meant for people who hunt the things that bump in the night and fill others with fright. You've seen it as worth while to make your eyesight truly perfect.

    You gain See Invisibility as the spell. This effect cannot be suppressed, and isn't magical so much as an incredible act of physical modification. Further, your eyesight gives you a chance to disbelieve any illusion (Glamer or Figment). You do not need to interact with the illusion to gain this attempt at disbelief. You roll against the will save of the illusion, as normal.


    Gnomish Nose
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    Rumor has it that the Gnomes are effective Alchemists in part due to their noses. Research having confirmed this, you seek to equip yourself with a nose even a gnome would be jealous of.

    Using a corpse from a creature with Scent and a corpse from a Gnome, you grant yourself nasal augmentations. You gain Scent as a special ability. If you take the feat Track, you can Track by Scent. Furthermore, you gain a +2 to Craft (Alchemy) as if you were a Gnome. If you are actually a Gnome, this bonus somehow stacks.


    Hounding For Profit
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    Requires Gnomish Nose.

    You decide to spend additional grafting measures on yourself to improve the utility of your nose. You can now Track using Scent, as if you had taken the Track feat, even if you have not taken the Track feat.

    In addition, you can smell magic items and gold. Magic items can be smelled from 50 feet away, as can gold. You are not able to smell any other currencies with this.


    Mostly Figurative Third Eye
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    You have a fascination with how magic allows minds to touch and be influenced by one another. You have studied this and believe you can surgically include this capability in an existing mind. Using the corpse of a creature that has telepathy, you give yourself a mostly figurative third eye - however, an orblike bulge is observable on your forehead, looking like an odd lump.

    You gain telepathy out a number of feet equal to your constitution modifier * 5. This can be used to speak with any creature that speaks a language, regardless of if you speak that language.


    Extra Parts
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    What Really Gives you Wings
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    Turns out, Redbull won't give you wings.

    But biochemical removal, treatment, and ensuing reattachment of a winged creature's flight apparatus totally will.

    Using the corpse of a winged humanoid or creature of your size, you painstakingly remove, cure, and add wings to yourself. Once this is accomplished, you gain the ability of Flight, identical in maneuverability, speed, and limitations to the creature you took the wings from.

    For example, Apothecary Renault wishes to graft Wings onto herself. Were she to take them from an Erinyes, she would have a flight speed of 50 feet with good maneuverability. Were she to take them from an Avoral, however, she would have Flight speed 90 feet, with good maneuverability. Note that the wings can only be used for flight: even wings stripped from a creature such as an Avoral cannot be used to attack a creature.


    Stinger
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    You and your toxins are inseparable. They're your friends. They never give you crap for that time you made the Duke you took a quest from have a heart attack. It was his fault for not doing enough cardio, after all.

    At a logical level, you know you and your toxins aren't inseparable. You could be physically separated from them. But not if you had a stinger! To this end, you scavenge the corpse of a Large Monstrous Scorpion, grafting it onto yourself. The stinger has a reach of 5 feet, and does ability damage equal to 1d6 * 1/2 your Con modifier. The type of ability damage is chosen by you at the time of stinging. The Fortitude save DC is 10+ 1/2 your level (rounded down) + your Constitution modifier. For example, Apothecary Renault, a Thug Fighter 5/Corpsechem Apothecary 7 has a Constitution modifier of 6, so the poison has a DC of 22 (10 + 6 + 6.)


    Tentacle Crafting
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    You think Octopi have the right idea. They can like, kill sharks and open jars and stuff. I mean, you can do that too, but there has to be some merit in multiple appendages, right?

    To this end, you surgically graft a tentacle onto yourself. The tentacle must be taken from a creature, but after treatment, the result is the same: a black, rubbery ten foot long tentacle. It is capable of functioning in every way like an arm. You can choose to have an octopus-like suction cup on the end of this, which gives a +8 vs disarm attempts on any item held in the tentacle, and ensures that it will not be dropped. Releasing something held by suction is a move action.

    This tentacle typically protrudes from the left or right shoulder blade, coming out of the back of the creature. It can be retracted and hidden from sight as a standard action, and unsheathed as a free action. There will be a noticeable bulge to any looking at your bare back, but it is otherwise concealed by simple loose clothing. You can take this Graft multiple times. After taking two, the next two appear out of your hips on your back. You can take more, but doing so causes you to lose your ability to retract more than four at a time, thus meaning they cannot be concealed under your lab coat.


    Face Tentacle
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    If octopi have the right idea, than might smarter tentacled creatures also have the right idea? It occurs to you that mind flayers are seriously badass organisms. It's not fair for them to have all the face-tentacle glory, so you make yourself some face tentacles.

    Using the corpse of a Mind Flayer, you surgically graft a set of mind flayer tentacles onto yourself. You get four tentacles from a healthy, intact mind flayer corpse. However, to get it this intact, the Mind Flayer must typically undergo surgery while helpless or unconscious, having not taken any slashing attacks that could damage it's tentacles or whole-body damage.

    Once the surgery is complete, the recipient has four face tentacles. These tentacles can be retracted into cavities in the graftee's skull. He can make attempts to eat someone's brain as if he were a Mind Flayer (Page 188, Monster Manual - oddly, SRD has no listing for Mind Flayer! Either as Illithid or Mind Flayer! What gives? Anyone I can contact about the lack of this iconic monster as an entry?).
    Last edited by Brom; 2010-12-08 at 10:42 PM.

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    PaladinGuy

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    Default Reserved For Feats/additional material

    I want to have a nice little list of feats this class can take related to use of medical/anatomical knowledge and crafting, which I'll put in this post.

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    PaladinGuy

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    Default Re: Corpsechem Apothecary: A Toxic PrC, for Fun & Profit! (D&D 3.5)

    If I could pay readers for written responses, I would. I don't care if you've read this whole thing all the way through. I've put about seven hours into this, an I imagine it would take 30-90 minutes to read through all of it, top to bottom. Just comments, on anything >_> Kind of desperate to see someone acknowledge this exists and provide any kind of feedback on it.

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    Default Re: Corpsechem Apothecary: A Toxic PrC, for Fun & Profit! (D&D 3.5)

    Looks quite nice, amd has the same "The ends justify the means" feel as the monstrumologist. I like it.

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    Default Re: Corpsechem Apothecary: A Toxic PrC, for Fun & Profit! (D&D 3.5)

    Quote Originally Posted by radmelon View Post
    Looks quite nice, amd has the same "The ends justify the means" feel as the monstrumologist. I like it.
    Okay - glad you like it! Thank you very much for posting - would you mind answering some questions on what you read?

    Any changes or updates that you think should be written in? (I'm aware of at least one: I need to go through and label various things as supernatural and extraordinary abilities.)

    Would you allow this in one of your games or play it yourself? Are there any abilities which seem unclear, impractical, or counter to the flavor (or all three)?

    Are there any questions you have about the implementation of the class, or how things are fluff wise?

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    Default Re: Corpsechem Apothecary: A Toxic PrC, for Fun & Profit! (D&D 3.5)

    Yes, this class exists, and yes, it is awesome. I'll give a more...... comprehensive review later, but you need to get brewing them Inhumanities!
    Btw......no Graft Flesh as a bonus feat? I know you don't really need it, but still. It wouldn't hurt to add it on.

    I can so see a twisted Factotum taking this class, or I could find a Doctor Base Class homebrewed up, or something. It's just cool!

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    Default Re: Corpsechem Apothecary: A Toxic PrC, for Fun & Profit! (D&D 3.5)

    Quote Originally Posted by TheGeckoKing View Post
    Yes, this class exists, and yes, it is awesome. I'll give a more...... comprehensive review later, but you need to get brewing them Inhumanities!
    Btw......no Graft Flesh as a bonus feat? I know you don't really need it, but still. It wouldn't hurt to add it on.

    I can so see a twisted Factotum taking this class, or I could find a Doctor Base Class homebrewed up, or something. It's just cool!
    Woot!

    As long as someone likes it somewhere, lol. I have a few inhumanities up now, do take a look when you've got a second =) Thanks for what you've submitted so far.

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    Default Re: Corpsechem Apothecary: A Toxic PrC, for Fun & Profit! (D&D 3.5)

    This class is great, but I do have one question: Does it advance spell casting?

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    Default Re: Corpsechem Apothecary: A Toxic PrC, for Fun & Profit! (D&D 3.5)

    Quote Originally Posted by *.*.*.* View Post
    This class is great, but I do have one question: Does it advance spell casting?
    No, you lose casting in doing this. Spellcasting is a pain to balance around, but as long as you cut spellcasting, you can kind of go crazy on the number of special abilities your class has.

    And I sort of did go crazy.
    Last edited by Brom; 2010-12-07 at 09:03 PM.

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    Default Re: Corpsechem Apothecary: A Toxic PrC, for Fun & Profit! (D&D 3.5)

    If I join a game, I just may play one of these. I don't DM much, but I try to let most homebrew in.

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    Default Re: Corpsechem Apothecary: A Toxic PrC, for Fun & Profit! (D&D 3.5)

    This is awesome.

    I desperately want you to make this into a base class so that I can play an evil doctor from 1 to 20.
    Quote Originally Posted by KKL
    D&D is its own momentum and does its own fantasy. It emulates itself in an incestuous mess.

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    Default Re: Corpsechem Apothecary: A Toxic PrC, for Fun & Profit! (D&D 3.5)

    Quote Originally Posted by gkathellar View Post
    This is awesome.

    I desperately want you to make this into a base class so that I can play an evil doctor from 1 to 20.
    I second the motion! I look forward to the results.

    Edit: and as long as we're dealing with alchemy and dissection, throw in some features dealing with the undead and building constructs to complete the mad scientist feel. I'm thinking a minor spell progression. Grafting would be cool too.
    Last edited by Jarrick; 2010-12-07 at 09:35 PM.
    "To play a fighter is to play the game.
    To play a wizard is to understand the rules.
    To understand the rules, and play a fighter, is to understand the game."
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    Default Re: Corpsechem Apothecary: A Toxic PrC, for Fun & Profit! (D&D 3.5)

    ...

    Think it should be a base class? Lol

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    Default Re: Corpsechem Apothecary: A Toxic PrC, for Fun & Profit! (D&D 3.5)

    Quote Originally Posted by Brom View Post
    ...

    Think it should be a base class? Lol
    Definately!

    I might tackle the idea myself at a future date, but dont let that stop you. I'm busy with other projects for the foreseeable future...
    "To play a fighter is to play the game.
    To play a wizard is to understand the rules.
    To understand the rules, and play a fighter, is to understand the game."
    -Lycar
    My Homebrew

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    Default Re: Corpsechem Apothecary: A Toxic PrC, for Fun & Profit! (D&D 3.5)

    *Grumbles slightly at the thought of reallocating all the abilities across various levels and thinking of more to fill it, effectively doubling the size of the project with 10 hours of work in it.*

    ...I'd do it anyways because I love you guys and would love to create something people want to play, whatever version people want to play it in.

    Worse comes to worse, I can finish this and then expand it into a base class, and then have both versions for compare and contrast.

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    Default Re: Corpsechem Apothecary: A Toxic PrC, for Fun & Profit! (D&D 3.5)

    Quote Originally Posted by Brom View Post
    ...

    Think it should be a base class? Lol
    Yes! I'd happily play one next time my DM allows homebrew, just gotta make sure it would have staying power

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    Default Re: Corpsechem Apothecary: A Toxic PrC, for Fun & Profit! (D&D 3.5)

    The 8-ranks requirement seems to indicate a level 6 intended entry, but out of the PHB only clerics can qualify without wrangling some way to pick up alternate class skills (and I don't see a lot of clerics taking non-casting PrCs). I would strongly recommend cutting the Heal requirement to 4 ranks so it can be picked up crossclass. Also, why is the K(Planes) requirement there at all? Why is Craft (poisonmaking) not on the requirements list when it's required to use class abilities? It's going to be a huge sink of feats and skills to qualify in a timely manner for most of the classes that could benefit from this PrC.

    I'm really puzzled by the Knowledge (Planes) requirement, and to a lesser extent by Knowledge (Arcana). Due to the way knowledges relate to creatures in D&D, these aren't any more immediately relevant to the class's abilities and activities than Nature, Local, Religion, and Dungeoneering. (Beholder eye stalks? Dungeoneering. Mummy rot antidote? Religion. Troglodyte stench glands? Local, bafflingly.)

    Basically, what it comes down to is that an 8 rank requirement usually conveys a class to be entered at level 6, but this PrC doesn't seem suited to any of the classes that could enter it at the earliest point. This seems like a PrC that should be best suited to rogue or bard entry, with options for rangers and scouts, and... well, it's not.

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    Default Re: Corpsechem Apothecary: A Toxic PrC, for Fun & Profit! (D&D 3.5)

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    Quote Originally Posted by Benly View Post
    The 8-ranks requirement seems to indicate a level 6 intended entry, but out of the PHB only clerics can qualify without wrangling some way to pick up alternate class skills (and I don't see a lot of clerics taking non-casting PrCs). I would strongly recommend cutting the Heal requirement to 4 ranks so it can be picked up crossclass. Also, why is the K(Planes) requirement there at all? Why is Craft (poisonmaking) not on the requirements list when it's required to use class abilities? It's going to be a huge sink of feats and skills to qualify in a timely manner for most of the classes that could benefit from this PrC.

    I'm really puzzled by the Knowledge (Planes) requirement, and to a lesser extent by Knowledge (Arcana). Due to the way knowledges relate to creatures in D&D, these aren't any more immediately relevant to the class's abilities and activities than Nature, Local, Religion, and Dungeoneering. (Beholder eye stalks? Dungeoneering. Mummy rot antidote? Religion. Troglodyte stench glands? Local, bafflingly.)

    Basically, what it comes down to is that an 8 rank requirement usually conveys a class to be entered at level 6, but this PrC doesn't seem suited to any of the classes that could enter it at the earliest point. This seems like a PrC that should be best suited to rogue or bard entry, with options for rangers and scouts, and... well, it's not.


    This is the kind of critique I'm looking for.

    I chose Arcana because I wanted it to be approachable by casters and partial casters. Most of those have arcana. You're right, it's no more relevant to the abilities than any of the other knowledges you listed, arcana and the planes are simply more common. Although you're right in that scouts and rangers can't meet it.

    Would a more elegant way to do this be, ''Knowledge, any 2, 8 ranks?" Or even any 1?

    Craft (Poisonmaking) is not on the list because Craft (Alchemy) can literally be used in stead of Poisonmaking (albeit at a -4 penalty) and that I was worried people would look at it as a waste of skill points already with the Heal requirement.

    Yea, I'm going to edit down the heal requirement to four ranks. Do that now, in fact.

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    Daemon

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    Default Re: Corpsechem Apothecary: A Toxic PrC, for Fun & Profit! (D&D 3.5)

    Knowledge (any two) 8 ranks and Heal 4 ranks opens the field considerably. Rogues still don't qualify, but that's more a strange oversight in the rogue's skill list than anything else. Rangers, scouts and bards do, so at least there are intuitive entry paths for the PrC.

    I actually did not recall that bit with Craft (alchemy) and Craft (poisonmaking) being cross-usable. If you want to keep players from feeling like they have to double up, you might give an early class ability removing the penalty for using C(Alchemy) to make poison.

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    Default Re: Corpsechem Apothecary: A Toxic PrC, for Fun & Profit! (D&D 3.5)

    I feel like it's already worth the investment in Alchemy without removing the penalty. True puritans will burn skill points to circumvent the penalty, but I wanted the choice in ''how hard core you were about poison'' to be there.

    Incidentally, if this became a base class, what do you think that could look like?
    Last edited by Brom; 2010-12-07 at 11:57 PM.

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    Default Re: Corpsechem Apothecary: A Toxic PrC, for Fun & Profit! (D&D 3.5)

    Quote Originally Posted by Brom View Post
    I feel like it's already worth the investment in Alchemy without removing the penalty. True puritans will burn skill points to circumvent the penalty, but I wanted the choice in ''how hard core you were about poison'' to be there.
    Actually, now that I look over the class again in detail, I realize that the Toxicologist class feature as written lets you use a straight, unpenalized Alchemy check to recreate creature poisons. So you won't be making blue whinnis or black lotus extract or drow sleep poison or whatnot, but even a non-Poisonmaking-having corpsechem will be able to assemble a pretty solid arsenal of poisons.

    Something that came to mind during that same review: All But A Labcoat currently lets you turn a level 0 potion (9 GP and 1 XP with class discounts - technically, .75 XP, but who's counting) into any poison you know at no extra cost in one minute. This is a pretty decent discount goldwise.
    Last edited by Benly; 2010-12-08 at 12:08 AM.

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    Default Re: Corpsechem Apothecary: A Toxic PrC, for Fun & Profit! (D&D 3.5)

    You catch details and arrive at the implications much better than I do. Nice finds. I didn't think of making 0th level potions.

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    Daemon

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    Default Re: Corpsechem Apothecary: A Toxic PrC, for Fun & Profit! (D&D 3.5)

    Hm, a question about Inoculate. Does it only protect you against the condition as inflicted by that creature, or does it protect you against the inflicted condition generally? For example, will a cockatrice cocktail protect you from medusa petrification?

    Personally, I favor the idea that it does, just because I like the idea of preparing yourself against a dangerous enemy by making a medicine out of a weaker creature with the same abilities. It seems delightfully like a vaccine against eye-beams.

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    Default Re: Corpsechem Apothecary: A Toxic PrC, for Fun & Profit! (D&D 3.5)

    I very much like that idea. How should I word that into the text so it's known that Inoculate functions like that?

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    Daemon

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    Default Re: Corpsechem Apothecary: A Toxic PrC, for Fun & Profit! (D&D 3.5)

    Quote Originally Posted by Brom View Post
    I very much like that idea. How should I word that into the text so it's known that Inoculate functions like that?
    Something like "After the requisite period of study, the Apothecary has fashioned an elixir which, on consumption, wards the creature from a harmful condition inflicted by one of the creature's abilities. This protection applies to any effect that would normally inflict the condition on the affected creature", maybe? I'm not sure.

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    Default Re: Corpsechem Apothecary: A Toxic PrC, for Fun & Profit! (D&D 3.5)

    I'll fiddle with the wording for a bit and get it up there.

    Where do you stand on making this a base class?

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    Daemon

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    Default Re: Corpsechem Apothecary: A Toxic PrC, for Fun & Profit! (D&D 3.5)

    Quote Originally Posted by Brom View Post
    I'll fiddle with the wording for a bit and get it up there.

    Where do you stand on making this a base class?
    I like the idea but don't really have good suggestions to give on what to give it for class feature progression. Some kind of Intelligence or Knowledge synergy seems like an obvious route to take. You could expand on the Biological Inhumanity grafts and make their advancement a core feature of the class. Letting a class break the level-3-spell limit on potions also seems to be popular for homebrew alchemist types, but seems a bit.. bland, I guess, for the Corpsechem. Maybe the ability to extract such overcharged potions from corpses that have the appropriate spell-like or supernatural ability?

  30. - Top - End - #30
    Barbarian in the Playground
     
    PaladinGuy

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    Default Re: Corpsechem Apothecary: A Toxic PrC, for Fun & Profit! (D&D 3.5)

    Quote Originally Posted by Benly View Post
    I like the idea but don't really have good suggestions to give on what to give it for class feature progression. Some kind of Intelligence or Knowledge synergy seems like an obvious route to take. You could expand on the Biological Inhumanity grafts and make their advancement a core feature of the class. Letting a class break the level-3-spell limit on potions also seems to be popular for homebrew alchemist types, but

    seems a bit.. bland, I guess, for the Corpsechem. Maybe the ability to extract such overcharged potions from corpses that have the appropriate spell-like or supernatural ability?
    That's uplifting. It implies that there's a minimum cool quotient that abilities have to have to be part of my class. I like that.

    That's an idea. I'd rather stay away from the potions as is and work more on the surgeries. A thought occurs to me: the ability to make metamagicked potions. That would have side effects. Like drugs.

    Is that any less bland?

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