Apothecary
Apothecaries believe that formulas, not magic, will be the rule of the future. Magic is powerful, and it has its place, but one day; soon if they have their way, research will make even more powerful tools than magic.
The choice of playing an Apothecary is one which can truly be a role-playing decision. To play a researcher in a magical world obviously can spawn endless debate and countless opportunities to engage the world around the player. Not only for the player, but for those around him.
Hit Points: 2 per level up to 50 (adjusted by race)
Maximum Armor: 30
Maximum Weapon Damage: +6 (six)
Max Backstab Damage: +6 (six)
Maximum Strength: +1 (one) adjusted by race
- Learning Format: 5
- Max Column: 5
- Learning Format: 4
- Max Column: 4
Requirements
Due to an Apothecary’s constant use of research and their ability to deconstruct items, they do gain certain special skills at higher levels.
An Apothecary must therefore have the following skills by 5th level. Read & Write, Herbalism, Apprentice Poisoner, Apprentice Alchemist, and Apprentice Elixir Crafter. Regardless of which of the three he/she decides to improve from there.