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Non spellcasting healer
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<blockquote data-quote="questing gm" data-source="post: 2037801" data-attributes="member: 24003"><p><strong>2nd revision complete ~!</strong></p><p></p><p>I've finally completed a 2nd revision of the Apothecary after making the modifications i think that would balance the class ! Enjoy ! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>Base Attack Bonus : same as cleric</p><p>Saves Progression : same as cleric</p><p>Skill Points : same as cleric</p><p>Class Skills : same as cleric except excluding Knowledge (religion) from the list.</p><p></p><p>Class Features </p><p></p><p>Healer</p><p>An Apothecary can multiclass with Cleric levels without losing any of the class features. For the purpose of calculating XP penalty for multclassing, the Apothecary and Cleric levels are added together and considered as one class. </p><p></p><p>Combat Medicine</p><p>An Apothecary learns to adapt himself in combat situations where anyone can easily get hurt. Therefore, the Apothecary knows from the quickest remedies to the more powerful curatives to dress the wounds from the slightest cut to the gravest of injuries. At 1st level, the Apothecary begins with 1d8 and adds an additional d8 equal to ¼ the ranks he has in the Heal skill per day. For example, a 5th level Apothecary with 8 ranks in Heal (rounded up) would begin with 3d8 (1d8+2d8 for 8 ranks in Heal). This is the total amount of damage the Apothecary could restore per day. The Apothecary could choose how many d8s is being rolled when healing a wounded as long as it does not exceed his daily dices. For example, an Apothecary with 3d8 per day may choose to restore 1d8 of damage on one patient. On another patient, the Apothecary may choose to use up the remaining 2d8 to cure that much damage. This ability could only be applied once on each character until the Apothecary regains his d8s on the next day. </p><p>At 3rd level, the Apothecary begins with 2d8 and additional d8 equal to ¼ the ranks in Heal. The Apothecary would begin with an additional d8 at every odd level hereafter (5th, 7th, 9th, 11th, 13th, 15th, 17th & 19th)</p><p>In addition to the Apothecary’s daily dices, the Apothecary also provides a +1 to the result of the roll per level. Similar to the d8s, these +1 may also be distributed between each patient. For example, a 5th level Apothecary with 8 ranks in Heal begins a new day with 5d8+5 (3d8 for the daily base dice, 2d8 for 8 ranks in Heal and +5 for 5th level). When the Apothecary is tending to one patient, he may choose to restore 3d8+3 worth of damage. This means the Apothecary has a remaining of 2d8+2 to cure other patients. </p><p>The Apothecary must use this ability as a full round action and make a Heal check (DC 15). </p><p></p><p>Medical Expert</p><p>At 3rd level, the Apothecary gains a +1 competence bonus to his Heal check. These bonuses rise to +2 when the Apothecary reaches 6th level, to +3 when the he reaches 9th level, to +4 when he reaches 12th level, to +5 when he reaches 15th level and to +6 at 18th level. </p><p></p><p>Surgery</p><p>At 4th level, the Apothecary may perform surgeries on characters to cure any sickness or repair damaged organs. The Apothecary must have a masterwork Healers’ Kit to perform a surgery or suffer a –4 penalty to the Heal check (if in the Apothecary does not have a Healers’ Kit, he would have a total penalty of –6). To perform a surgery, the patient must have rested a least 8 hours before the surgery and the Apothecary must make preparations that will take 1d10 minutes. If the Apothecary is performing an emergency surgery (see below), he may perform the surgery immediately but take a –5 penalty to his Heal check. The surgery takes a 1d4 +1/for each point of ability score lost, hours and the Apothecary must rest a minimum of 8 hours before he could perform another surgery. The surgery is done to remove any effects of a diseases that is infecting the patient or restore lost ability score. The Apothecary must make a Heal check (DC 20). If the Apothecary is successful, he restores 1 point of ability damage for each point above the DC. For example, if a patient has lost 6 points of Strength due to a disease, the Apothecary could fully restore the patient if his Heal check result is 26 (20 for the surgery to be successful + 6 to restore the 6 ability score). The patient must still make the proper Fortitude saves to remove the disease from her system. </p><p></p><p>At 8th level, if a disease was not stopped before the surgery (either by the patient’s previous successful Fortitude save), the surgery could be done to remove the disease and restore the ability damage at the same time. If this is so, the Apothecary makes a Heal check (DC 25) to remove the disease from the patient and restores 1 point of ability damage for each point he gets above the DC. For example, a patient who lost 6 points of Strength due to a disease that is still infecting the patient, the Apothecary could restore the patient if his Heal check result is 31. (25 to remove the disease successfully + 6 to restore 6 ability damage). </p><p></p><p>A failed surgery does not restore any of the ability damage or remove the disease and may have dire consequences. If a surgery fails, the patient makes a Fortitude save (DC 15 + hit dice). If successful, nothing happens to the patient and the surgery ends.. If the patient fails the Fortitude save, instead of having none of his ability score recovered, the patient HP drops to –1 and is dying. The Apothecary automatically detects his failure in the surgery and the status of his patient which could be quickly responded by stabilizing the patient (refer to PHB page 75) situation. Once the patient is stabilize, the surgery must end. This ability never works when removing mummy rot.</p><p></p><p>A patient who undergoes surgery is fatigued and unconscious. The patient requires a minimum of complete day rest with long term care (refer to PHB page 75) but regain consciousness 1d6 hours after the surgery.</p><p></p><p>Medical Treatment</p><p>At 4th level, the Apothecary could provide temporary antidotes or medicines to prevent the effects of a poison or a disease until a proper cure is found. As the treat poison and treat disease of the Heal skill (refer to PHB page 76), when the Apothecary makes the Heal check she may add her level to that check. </p><p></p><p>Caretaker</p><p>At 5th level, when an Apothecary uses her Heal check for long term care (refer to PHB page 75). If is successful, the patient recovers HP or ability score points (lost to ability damage) at thrice the normal rate: 3 HP per level for a full 8 hours of rest in a day, or 6 HP per level for each full day of complete rest; 3 ability score points for a full 8 hours of rest in a day, or 6 ability score points for each full day of complete rest.</p><p></p><p>Minor Medical Miracle</p><p>At 10th level onwards, an Apothecary could save a character reduced to –10 HP or lower (but not below –15). If the Apothecary is able to begin surgery (see above) within 3 rounds of the character’s death, he can make a Heal check (DC 30) and the Apothecary can’t take 10 or 20. If the check succeeds, the dead character can make a Fortitude save (DC 25) to stabilized and be restored to -9 HP. If the Apothecary fails the skill check or the patient fails the save, the dead character can’t be saved. If the character is revived, she is still unconscious but stabilize. The patient must have a minimum of complete day rest for 1 week and have long term care (refer to PHB page 75) and only regain consciousness after that period.</p><p></p><p>Medical Miracle</p><p>At 13th level onwards, an Apothecary can revive a character reduced to –10 HP or lower (but not below –20). If the Apothecary is able to begin surgery (see above) within 6 rounds of the character’s death, he can make a Heal check (DC 40) and the Apothecary can’t take 10 or 20. If the check succeeds, the dead character can make a Fortitude save (DC 30) to stabilized and be restored to –9 HP. If the Apothecary fails the skill check or the patient fails the save, the dead character can’t be restored. If the character is revived, she is still unconscious but stabilize. The patient must have a minimum rest of complete day rest for 1 week and have long term care (refer to PHB page 75) and only regain consciousness after that period.</p><p></p><p>Well ? What do you think ??? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /></p></blockquote><p></p>
[QUOTE="questing gm, post: 2037801, member: 24003"] [b]2nd revision complete ~![/b] I've finally completed a 2nd revision of the Apothecary after making the modifications i think that would balance the class ! Enjoy ! :D Base Attack Bonus : same as cleric Saves Progression : same as cleric Skill Points : same as cleric Class Skills : same as cleric except excluding Knowledge (religion) from the list. Class Features Healer An Apothecary can multiclass with Cleric levels without losing any of the class features. For the purpose of calculating XP penalty for multclassing, the Apothecary and Cleric levels are added together and considered as one class. Combat Medicine An Apothecary learns to adapt himself in combat situations where anyone can easily get hurt. Therefore, the Apothecary knows from the quickest remedies to the more powerful curatives to dress the wounds from the slightest cut to the gravest of injuries. At 1st level, the Apothecary begins with 1d8 and adds an additional d8 equal to ¼ the ranks he has in the Heal skill per day. For example, a 5th level Apothecary with 8 ranks in Heal (rounded up) would begin with 3d8 (1d8+2d8 for 8 ranks in Heal). This is the total amount of damage the Apothecary could restore per day. The Apothecary could choose how many d8s is being rolled when healing a wounded as long as it does not exceed his daily dices. For example, an Apothecary with 3d8 per day may choose to restore 1d8 of damage on one patient. On another patient, the Apothecary may choose to use up the remaining 2d8 to cure that much damage. This ability could only be applied once on each character until the Apothecary regains his d8s on the next day. At 3rd level, the Apothecary begins with 2d8 and additional d8 equal to ¼ the ranks in Heal. The Apothecary would begin with an additional d8 at every odd level hereafter (5th, 7th, 9th, 11th, 13th, 15th, 17th & 19th) In addition to the Apothecary’s daily dices, the Apothecary also provides a +1 to the result of the roll per level. Similar to the d8s, these +1 may also be distributed between each patient. For example, a 5th level Apothecary with 8 ranks in Heal begins a new day with 5d8+5 (3d8 for the daily base dice, 2d8 for 8 ranks in Heal and +5 for 5th level). When the Apothecary is tending to one patient, he may choose to restore 3d8+3 worth of damage. This means the Apothecary has a remaining of 2d8+2 to cure other patients. The Apothecary must use this ability as a full round action and make a Heal check (DC 15). Medical Expert At 3rd level, the Apothecary gains a +1 competence bonus to his Heal check. These bonuses rise to +2 when the Apothecary reaches 6th level, to +3 when the he reaches 9th level, to +4 when he reaches 12th level, to +5 when he reaches 15th level and to +6 at 18th level. Surgery At 4th level, the Apothecary may perform surgeries on characters to cure any sickness or repair damaged organs. The Apothecary must have a masterwork Healers’ Kit to perform a surgery or suffer a –4 penalty to the Heal check (if in the Apothecary does not have a Healers’ Kit, he would have a total penalty of –6). To perform a surgery, the patient must have rested a least 8 hours before the surgery and the Apothecary must make preparations that will take 1d10 minutes. If the Apothecary is performing an emergency surgery (see below), he may perform the surgery immediately but take a –5 penalty to his Heal check. The surgery takes a 1d4 +1/for each point of ability score lost, hours and the Apothecary must rest a minimum of 8 hours before he could perform another surgery. The surgery is done to remove any effects of a diseases that is infecting the patient or restore lost ability score. The Apothecary must make a Heal check (DC 20). If the Apothecary is successful, he restores 1 point of ability damage for each point above the DC. For example, if a patient has lost 6 points of Strength due to a disease, the Apothecary could fully restore the patient if his Heal check result is 26 (20 for the surgery to be successful + 6 to restore the 6 ability score). The patient must still make the proper Fortitude saves to remove the disease from her system. At 8th level, if a disease was not stopped before the surgery (either by the patient’s previous successful Fortitude save), the surgery could be done to remove the disease and restore the ability damage at the same time. If this is so, the Apothecary makes a Heal check (DC 25) to remove the disease from the patient and restores 1 point of ability damage for each point he gets above the DC. For example, a patient who lost 6 points of Strength due to a disease that is still infecting the patient, the Apothecary could restore the patient if his Heal check result is 31. (25 to remove the disease successfully + 6 to restore 6 ability damage). A failed surgery does not restore any of the ability damage or remove the disease and may have dire consequences. If a surgery fails, the patient makes a Fortitude save (DC 15 + hit dice). If successful, nothing happens to the patient and the surgery ends.. If the patient fails the Fortitude save, instead of having none of his ability score recovered, the patient HP drops to –1 and is dying. The Apothecary automatically detects his failure in the surgery and the status of his patient which could be quickly responded by stabilizing the patient (refer to PHB page 75) situation. Once the patient is stabilize, the surgery must end. This ability never works when removing mummy rot. A patient who undergoes surgery is fatigued and unconscious. The patient requires a minimum of complete day rest with long term care (refer to PHB page 75) but regain consciousness 1d6 hours after the surgery. Medical Treatment At 4th level, the Apothecary could provide temporary antidotes or medicines to prevent the effects of a poison or a disease until a proper cure is found. As the treat poison and treat disease of the Heal skill (refer to PHB page 76), when the Apothecary makes the Heal check she may add her level to that check. Caretaker At 5th level, when an Apothecary uses her Heal check for long term care (refer to PHB page 75). If is successful, the patient recovers HP or ability score points (lost to ability damage) at thrice the normal rate: 3 HP per level for a full 8 hours of rest in a day, or 6 HP per level for each full day of complete rest; 3 ability score points for a full 8 hours of rest in a day, or 6 ability score points for each full day of complete rest. Minor Medical Miracle At 10th level onwards, an Apothecary could save a character reduced to –10 HP or lower (but not below –15). If the Apothecary is able to begin surgery (see above) within 3 rounds of the character’s death, he can make a Heal check (DC 30) and the Apothecary can’t take 10 or 20. If the check succeeds, the dead character can make a Fortitude save (DC 25) to stabilized and be restored to -9 HP. If the Apothecary fails the skill check or the patient fails the save, the dead character can’t be saved. If the character is revived, she is still unconscious but stabilize. The patient must have a minimum of complete day rest for 1 week and have long term care (refer to PHB page 75) and only regain consciousness after that period. Medical Miracle At 13th level onwards, an Apothecary can revive a character reduced to –10 HP or lower (but not below –20). If the Apothecary is able to begin surgery (see above) within 6 rounds of the character’s death, he can make a Heal check (DC 40) and the Apothecary can’t take 10 or 20. If the check succeeds, the dead character can make a Fortitude save (DC 30) to stabilized and be restored to –9 HP. If the Apothecary fails the skill check or the patient fails the save, the dead character can’t be restored. If the character is revived, she is still unconscious but stabilize. The patient must have a minimum rest of complete day rest for 1 week and have long term care (refer to PHB page 75) and only regain consciousness after that period. Well ? What do you think ??? :o [/QUOTE]
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