Master Apothecary (Alchemist/Cleric)
Although extracts and elixirs are the purview of alchemists, there are those profess to be miracle workers, healers willing to cure any and every ailment for the price of a few gold coins. In reality, these are nothing more than charlatans, simple “snake oil” sellers speaking honeyed promises of health and vitality into the ears of the sick and afflicted, while preying upon their hopes and dreams for a better life. Fortunately, among their ilk, are those with a true and divine gift for healing. The master apothecary comes in all shapes and forms–from the simple country healer using salves and curatives to heal the sick within his community, to the well established temple physician who labors to bottle cures for the greatest and most deadly of diseases. Regardless of their circumstances, the master apothecary has become known as a miracle worker. By channeling his divinely imbued energies, the master apothecary can enhance ordinary healing potions well beyond the norm, while those at the pinnacle of their careers have been known to brew elixirs that can bring life to dead, or heal the most dreaded of afflictions, such a lycanthrope or even the disease of vampirism itself. (Original Concept by Elghinn Lightbringer)
Primary Class: Alchemist.
Secondary Class: Cleric.
Alignment: Any nonevil.
Hit Dice: d8.
Bonus Skills and Ranks: The master apothecary may select three cleric skills to add to his class skills in addition to the normal alchemist class skills. The master apothecary gains a number of ranks at each level equal to 4 + Int modifier.
Table: Master Apothecary
Weapon and Armor Proficiency
The master apothecary is proficient with all simple weapons, and with light armor, but not with shields.
Alchemy
This is exactly like the alchemist’s ability of the same name, except that the master apothecary can create only mundane alchemy substances and extracts, and adds the following cleric spells to his formulae list: 1st level–bless water, death watch, remove fear, remove sickness; 2nd level–delay pain, remove paralysis, status; 5th level–breath of life; 6th level–raise dead, restoration (greater). A master apothecary does not create bombs or mutagens.
Aura (Su)
At 1st level, a master apothecary gains the cleric’s aura ability. This ability replaces Throw Anything.
Apothecary (Ex)
Starting at 1st level, a master apothecary gains a +1 competence bonus to all Heal skill checks, and Knowledge (nature) skill checks to identify plants and animals, illnesses, diseases, or any other checks related to curatives and healing. This bonus increases by +1 at 5th level, and every four levels thereafter to a maximum of +5 at 17th level. This ability replaces mutagen.
Discoveries
This is exactly like the alchemist ability of the same name, except that the master apothecary may only select discoveries pertaining to extracts or potions. The master apothecary cannot select bomb or mutagen related discoveries.
Disease Resistance (Ex)
At 2nd level, a master apothecary gains a +2 bonus on all saving throws against disease. This bonus increases to +4 at 5th level, and then again to +6 at 8th level. At 10th level, a master apothecary becomes completely immune to diseases (magical or otherwise). This ability replaces poison resistance.
Channel Energy (Su)
At 2nd level, a master apothecary gains the cleric’s channel energy ability, and may channel positive energy only. The amount of damage dealt or healed is equal to 1d6 points of damage at 2nd level, plus 1d6 points of damage for every four master apothecary levels beyond 2nd (2d6 at 6th, 3d6 at 10th, and so on). This ability, improved healing potion, advanced healing potion, and greater healing potion replace bombs.
Healing Extraction (Ex)
Beginning at 4th level, a master apothecary can channel stored spell energy into healing extracts that he did not prepare ahead of time. The master apothecary can “transform” any prepared extract into any cure extract of the same spell level or lower (a cure extract is any extract with “cure” in its name). In addition, the master apothecary can spend a use of his channel energy ability to augment any prepared extract that is not a “cure” spell. This extract has its normal effect but also has the effect of a cure light wounds spell at the master apothecary's caster level. At 9th level, the cure effect is that of cure moderate wounds. At 14th level, the cure effect is that of cure serious wounds. If the master apothecary has the Infusion discovery, an ally drinking one of his infused extracts also benefits from this healing effect. This ability replaces poison use, swift poisoning, and persistent mutagen."
Improved Brew Potion (Su)
At 10th level, a master apothecary can brew potions of any of the following 4th–level formulae he knows: age resistance, cure critical wounds, death ward, false life (greater), neutralize poison, and restoration.
Advanced Brew Potion (Su)
At 13th level, a master apothecary can brew potions of any of the following 5th–level formulae he knows: age resistance (greater), breath of life, and planar adaptation.
Greater Brew Potion (Su)
At 16th level, a master apothecary can brew potions of any of the following 6th–level formulae he knows: heal, raise dead, and restoration (greater).
Miracle Cure (Su)
At 20th level, a master apothecary discovers a curative breakthrough of tremendous proportions. He immediately gains two normal discoveries. In addition, he also learns a miraculous cure chosen from the list below, representing a truly astounding curative breakthrough of significant import. For many master apothecaries, the promise of one of these miraculous cures is the primary goal of their experiments and hard work.
Cure Lycanthrope: The master apothecary has discovered a cure for lycanthrope. He can create a draught of this cure for lycanthropes once per month at no cost. Creating a cure for lycanthrope takes 1 week of work.
Cure Vampirism: The master apothecary has discovered a cure for vampirism. He can create a draught of this cure for vampires once per month at no cost. Creating a cure for vampirism take 1 week of work.
Fast Healing: The master apothecary’s flesh responds to damage with shocking speed—he gains fast healing 5.
Regenerate: The master apothecary learns how to create an elixir of regenerate, and can do so once per month at no cost. Creating an elixir of regenerate takes 1 day of work.
Resurrection: The master apothecary learns how to create an elixir of resurrection, and can do so once per month at no cost. Creating an elixir of resurrection takes 1 day of work.