02 May 2010

Blood Apothecary (D&D 3.5)

Hailing from the underground areas of cities, a group of rogue mages wreak havok upon the world. The blood apothecary dabbles in magic and thievery, occasionally being hired by the most powerful of people to do crimes no other would willingly commit, whether it be for good or ill.
Adventures: Blood apothecaries adventure in hopes of refining their abilities, which they already see as superior to those of any other. They don't want fame or the dangers it brings, but will accept being noted as either an ally or enemy of the state.
Characteristics: Blood apothecaries know some magic and are master assassins by nature. They have extensive knowledge from years spent underground and learning from all who meet them, though they seldom share any of this information for the danger it may trigger.
Alignment: A blood apothecary seldom acts within the bounds of the law, though they seldom blatantly break it in public. For this reason, they must be neutral or chaotic, but the whether they are chaotic, neutral, or good is up to the individual.
Religion: Blood apothecaries don't openly follow any deity, but occasionally choose to follow Boccob, Erythnul, Nerull, Olidammara, and most commonly Vecna.
Aging: Same as Wizards.
Background: Blood apothecaries come into their trade usually because they have no choice; they are kidnapped as babies, raised, then forced to become apprentices. They usually complete a few missions and are loyal to their master completely before their masters inform them of this, though they often kill their masters before they begin adventuring. If they leave their master alive, they eventually go off on their own in another town.
Races: The majority of blood apothecaries are humans and gnomes, but any race can be a blood apothecary. Half-orcs, however, have little aptitude for this class.
Other Classes: Blood apothecaries don't care for those who are not completely dedicated to studies. They value bards, monks, and wizards more than anyone else, but tolerate fighters, as well. They appreciate the sorcerer's ability to teach themselves and often will only go into a group that has one. They absolutely despise clerics (regardless of alignment) and paladins, deeming them worthless for focusing only on their god, which they associate with slavery. Their opinion of all other classes varies on the individual.
Role: The blood apothecary is the group's heaviest damage-dealer, often doing more damage than any class. However, they cannot fight alone until higher levels and even then need something to distract enemies while they cast.

Game Rule Information
Blood apothecaries have the following game statistics.
Abilities: Intelligence determines how powerful a spell a blood apothecary can cast, how many spells she can cast per day, and how hard these spells are to resist (see Spells, below). A high Dexterity score is helpful for a blood apothecary, who typically wears little or no armor, because it provides her with a bonus to Armor Class and is important to many of a blood apothecary's skills, as is Charisma. A good Constitution score gives a blood apothecary extra hit points, a resource that she is otherwise very low on.
Alignment: Neutral or chaotic any.
Hit Die: d4

Class Skills
The blood apothecary's class skills (and the key ability for each skill) are Bluff (Cha), Craft (Int), Decipher Script (Int), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Heal (Wis), Hide (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (local) (Int), Knowledge (nature) (Int), Knowledge (nobility and royalty) (Int), Listen (Wis), Profession (Wis), Sense Motive (Wis), Speak Language (None), Spellcraft (Int), Survival (Wis), Use Magic Device (Cha)
Skill Points at 1st Level: (6 + Int modifier) x 4.
Skill Points at Each Additional Level: 6 + Int modifier.

Class Features
All of the following are class features of the blood apothecary.
Weapon and Armor Proficiency: Blood apothecaries are proficient with all simple weapons. They are not proficient with any type of armor or shield. Armor of any type interferes with a blood apothecary's arcane gestures, which can cause his spells with somatic components to fail.
Spells: A blood apothecary casts arcane spells (the same type of spells available to sorcerers and wizards), which are drawn from the sorcerer/wizard spell list (PH, page 192). He can cast any spell he knows without preparing it ahead of time, the way a wizard or cleric must (see below).
To learn or cast a spell, a blood apothecary must have an Intelligence score equal to at least 10 + the spell level (Int 10 for 0-level spells, Int 11 for 1st-level spells, and so forth). The difficulty class for a saving throw against a blood apothecary's spell is 10 + the spell level + the blood apothecary's Intelligence modifier.
Like other spellcaster, a blood apothecary can cast only a certain number of spells of each spell level per day. His daily allotment is given on the table below. In addition, she receives bonus spells per day if she has a high Intelligence score (see Table 1-1: Ability Modifiers and Bonus Spells, PH, Page 8).
A blood apothecary's selection of spells is extremely limited. She begins play knowing the same number of spells a sorcerer of the same level would know. These new spells can be common spells chosen from the sorceror/wizard spell list (PH, page 192), or they can be unusual spells that the blood apothecary has gained some understanding of by study. For example, a blood apothecary with a scroll or spellbook detailing an unusual sorcerer/wizard spell (one not on the sorcerer/wizard spell list in the Player's Handbook) could select that spell as one of his or her new spells for attaining a new level, provided that it is the right spell level. The blood apothecary can't use this method of spell acquisition to learn spells at a faster rate, however.
Unlike a wizard or cleric, a blood apothecary need not prepare her spells in advance. She can cast any spells she knows at any time, assuming she has not yet used up her spells per day for that spell level. For example, at 1st level, the blood apothecary Jack can cast four first level spells per day -- three for being 1st level (see table below), plus one thanks to her Intelligence score of 17 (see Table 1-1: Ability Modifiers and Bonus Spells, PH, Page 8). However, she knows only two 1st-level spells: magic missile and charm person. Thus, on any given day, she can cast some combination of the two spells a total of four times. She does not have to decide ahead of time which spells she'll cast.
Brew Potion: A blood apothecary gains Brew Potion as a bonus feat.

The Blood Apothecary
Level

1st
2nd
3rd
4th
5th
6th
7th
8th
9th
10th
11th
12th
13th
14th
15th
16th
17th
18th
19th
20th
Base
Attack Bonus

+0
+1
+1
+2
+2
+3
+3
+4
+4
+5
+5
+6/+1
+6/+1
+7/+2
+7/+2
+8/+3
+8/+3
+9/+4
+9/+4
+10/+5
Fort
Save

+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Ref
Save

+0
+0
+1
+1
+1
+2
+2
+2
+3
+3
+3
+4
+4
+4
+5
+5
+5
+6
+6
+6
Will
Save

+2
+3
+3
+4
+4
+5
+5
+6
+6
+7
+7
+8
+8
+9
+9
+10
+10
+11
+11
+12
Special


Brew Potion



















(INCOMPLETE)

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