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Apothecary

Apothecary is a profession often gained as a first or second choice among adventurers for its healing affects and supernatural abilities. A Apothecary is often sought when in adventures when no one can use magic and all is left is healing by using physical and natural supplies. Apothecaries use their knowledge of Nature and medicine in order to improve themselves in applying medical treatments, using medicines, treating various injuries, and finding natural supplies from local plants or organic material. Apothecaries are often thought to be weak in battle but depending how an Apothecary is raised and what else they learn makes this common opinion false. Apothecaries are often trained in the form of combat or access a second profession in order to gain secondary abilities for combat or defensive purposes aside from treating the wounded and ill. Though most of their skills are natural and physical they are able to tap into their spirit to unleash rather useful super natural powers making them versatile when organic or natural supplies are scarce.

Most adventurers take Apothecary as a secondary profession in order to treat themselves with out relying on other people or expensive treatments to heal themselves. Also as an Apothecary they have Knowledge in knowing Herbs or other medical organics that treat the various injuries in the world. This can be a key importance in making additional supplies with out having to purchase expensive medicines as long as they have the time to craft them. Also Apothecaries are able to brew certain potions and vials of medicine that are normally very expensive making them even a better asset to have in a party. This ability to supply and heal wounds with out magic and with the help of their own spirit used in their supernatural craft makes them very useful though some mistaken them as Witches or Witch Doctors aside from common Clerics or Spell Casters that are Apothecaries.

Benefits> Apothecaries have access to certain knowledges and tools at the start of their learning that help them prepare and create their medicines that will help them perform their abilities. These knowledges and tools are key to most of their abilities and help in treating their patients.

Medical Kit> This briefcase contains variable surgeon tools to operate and treat injuries as well as tools that apply to treating illnesses and getting a Diagnostics of their patient. The Medical Kit helps them treat their patients as well as work on them when they are injured.

Hand Mill> A small device used to create powders from certain material that can be crush into a powder form. Often used with common medical supplies to make a find powder that often or not can be used to treat wounds, create medicine, or create poisons that are poisonous or counteract other poisons. It takes 30 minutes / 3 rounds to create 2d4 items into powder as long as ampoule material is at hand.

Pestle and Mortar> A basic device that grinds organic material into a paste for poultice use or into liquids that help patients that need to be treated for injuries though it can be used to create powders. This item is the basics to creating potions by using a stone bowl and crusher and is vital to the Apothecary professions craft. In 30 minutes / 3 rounds this creates 2d4 items as long as ampoule material is at hand.

Needle and Spool> When wounds are deep and are bleeding or simply to patch up a bandage this device is sewn into the flesh or material to close off injuries though it is commonly used to craft clothing. Most often or not this is to keep injuries from reopening or constantly bleeding and is an important aspect to a patient’s treatment especially if they are constantly in combat. It takes 10 minutes / 1 round to completely patch up a target of bleeding wounds and stops the bleeding affect as long as the target and Apothecary are not disturbed.

Percolator> This device is used to brew and boil organic items for medicine other than hot drinks that will cure, aid, or heal a target or simply to have medicine on hand. However the Apothecary must purchase vials or bottles in order to contain these potions for later use or constant exposure will degenerate the use of the brewed potions. As long as she has containers she can craft 2d4 vials (Cups) of 1 potion type as long as she has the required material and skill.

Knowledge Medicine and Nature> These skills automatically have 4 ranks regardless if there are zero, few, or max ranks in these skills. This is a total of their basic knowledge to their finding and using organic or natural materials in order to heal and treat injuries. When searching for natural materials a Nature Check Difficulty 12 is rolled if they score higher than 12 they locate the material they need provided the material is found or grown in their current region. When applying Medicine they make a Medicine Check Difficulty 12 and must score higher in order to treat any injury however if certain medicine is used such as using or applying items from the Herbal shop the effect is done as its description of the item.

 

Abilities> The listed abilities are treatments, crafts, and supernatural abilities that often are used to heal and treat the injuries of the Apothecary and their patient. These are skills and feats that eventually will be learned by the Apothecary as they pay with exp to learn the skill. Apothecaries often or not take up most of the common treatment before the supernatural abilities since they are easier to learn than their supernatural kind.

Identify Injury> This skill is used to identify any unseen or complicated injury on a target. An Apothecary rolls a Mind Check Difficulty 12 in order to understand what the possible injury it can be such as internal wounds, poison, broken bones, possible trauma due to injury, etc. However if she fails she must take an additional five minutes of role play in order to discover the injury taking time to be sure she finds the injury before treating the target. This more or less works as a diagnostics in order to see what ails the person and how to heal them properly treating the ailment when the injury is discovered. On rare cases the person might be pregnant (if female or other and those who are impregnated.) and therefore the Apothecary must be careful and cautious when treating this patient. Often or not the Surgeon ability is very useful when treating patients with sensitive or difficult injuries,
Cost> 10 Exp

Craft Medicine> A wonderful ability to have this allows the Apothecary to identify and use herbs listed in the Herbal Shop. If the herb needed is located in the environment of the area the Apothecary can locate the location to find the herb. She also knows how to use the Herb in its different forms crafting it by her choice by using her tools. She also has the knowledge the effect will have when used in its new form or current form as well as its special properties to be combined with other herbs. She can also use other materials listed in the herbal shop aside from herbs to treat various injuries.
Cost> 20 Exp

Bone Mending> This ability teaches the Apothecary how to carefully treat dislocated, fractured, or broken bones. Normally it can take a character 1-4 weeks to heal depending what the host determines by the injury however the Apothecary can set the bones in place and treat it with a special poultice that can be made from Ola leaves called Laguna. It is applied as a cream over the injured and swelling area numbing all pain in that area for up to a month. It makes the bone very strong and flexible preventing pain or internal injuries. When healing it works faster and easier then allowing to heal on its own reducing the time it takes for the bone to mend 75% though if treated with out the medicine the injury takes half the time to heal.
Cost> 20 Exp

Craft Poison or Anti-venom> Crafting poison and anti-venom is always a dangerous business for a Apothecary since on rare cases the Apothecary ended up poisoning herself by accident. Crafting poison is the matter of finding poisonous material and then either mortaring it, hand mill it, or percolate the poison by brewing it. To create anti-venom one must have a sample or material of the poison that was used and boil it till the toxins have diluted and then add Ola petals in order to cure any remaining toxin and create a cure using the poison. This brew mixture creates anti-venom to the poison the target was suffering. However this method cannot be used to cure magical afflicted poison since that is a different means that is non-physical to the Apothecary’s method. To Craft Poisons refer to the (Poisons Page) in the New Material and Expansion Material section in order to buy and see the listed information of poisons.
Cost> 30 Exp

Apothecary Pressure Points> The most effective ability is pressure points since it is able to cure abnormalities of physical proportion in the matter of moments. The Apothecary can heal Status Effects by touching their patient (as long as they are 5ft from her) and apply these pressure points to cure abnormal status affects. Also she can apply this as an unarmed touch attack that deals d4 rounds paralysis as long as the target is with in a 5ft reach of her (adjacent space). This can also be used to nullify the affects of pain that cause discomfort to people. However this cannot cure magical inflicted status effects or death by any means since it treats physical affects and not non-physical.
Cost> 30 Exp

Minor Healing> Three times a day an Apothecary can heal wounds and injuries using a supernatural force by wielding her spirit to heal 2d10 Hp, 5 D.Hp, and one abnormal Status Affect. This helps restore some vitality to her patients when she does not have the supplies to do so. This is a touch ability therefore the Apothecary must be with in 5ft from her target to touch them.
Cost> 30 Exp

First Aid> Apothecaries can use this skill to apply any healing item with out fail and the skill increases the efficiency of the item x2. For example if a Meadow Herb heals 2d10Hp its rolled result is doubled (20Hp restore is now 40Hp restored) for Status Effects it cures that status effect as normal but restores 2d8 Hp when the status affect is cured.
Cost> 30 Exp

Cure Remedy> This applies to Status Effects causing a special effect to happen whenever the target is healed from a Status infliction using the Apothecary’s cure item. The target restores 2d10Hp when cured and any other Status Effect is postpone for 3 rounds giving some time for the affected and the Apothecary to find treatment for their other Status Effect.
Cost> 30

Life of the Lei Line> Using the bodies Lei lines the Apothecary can apply pressure points that revitalizes a fallen comrade. This does not however restore D.Hp or a dead target just one whose vital signs are low (only on D.Hp). This restores 25% of their Max Health and reawakens them from their unconscious state. At times this ability has saved many lives even the Apothecary if applied before her unconscious state.
Cost> 40 Exp

Regeneration> This innate ability can be used three times a day and is often used in desperate or vital need. This rapidly causes the target of this supernatural ability to regenerate and heal quicker than normal. The ability has no affect to a person already dead but those unconscious and awaken benefit from it greatly. Every 10 minutes / round the Target heals 10% Hp / D.Hp and any abnormal status they also heal any type of injury or wound as time progresses. After an hour or so (reaching 100%) the body and any injury be it broken bones. Scarring, impale, etc that occurred that day is healed with out fail. Even severed limbs, not the head or vital organs, and organic tissue of the target are regrown with out fail as long as it was nothing vital that would cause death.
Cost> 50 Exp

Resuscitation> Apothecaries with this ability are able to return some one recently dead back to the living by applying various mouth to mouth and resuscitating skills such as acupuncture, pressure points, and other skills to revitalize the bodies internal systems. This restores all D.Hp to the Target and though they are unconscious it keeps them alive though this ability will not work if the target has suffered traumatic or fatal injuries like a collapsed skull, intestines that hang out. Vital organs or severe fatal damage will not restore the person with this ability alone. Applying the Apothecary Surgeon ability first to treat the severe injuries is the only way to restore them then by applying this ability can they be restored.
Cost> 60 Exp

Healer’s Shield> Only once can this supernatural ability be used a day as it creates a blue luminous aura up to 30ft radius healing any allies of the Apothecary basking them in her aura. It restores 5Hp and 2.DHp each round and cures any abnormal status effects as well as resurrects any falling target if they happen to have died while her aura was around them. This remains in affect for 2d4 + Spirit for rounds depending on its length on the spirit of the Apothecary.
Cost> 60 Exp

Apothecary Surgeon> After long and hard training mastering all their abilities, except Healer’s Shield, an Apothecary can apply all her knowledges in medicine and treatment of injuries to its greater finesse. Characters or targets who recently died with in mere minutes can be brought back to life using the tools, skills, abilities, and supernatural abilities of the Apothecary however the process unlike a spell takes a lot of time to do. The Apothecary must have time to do this therefore under combat or stressful acts it becomes more difficult for her to operate. Every round / 10 minutes or under the Hosts calling she makes a Medicine Check Difficulty 16 when working on her patient. She does this for 10 rounds (10 times if host states) and must succeed at least a minimum of 6 successions for the patient to have recovered decently. At a succession of 10-9 the process was flawless and the target is healed and revived with out penalty. At a succession of 8-7 the person suffers a temporary -2 to any action having just recovered. A Succession of 5 the target suffers a temporary Flaw for a week the host determines depending on the injury. At a 4-3 the person suffers a Temporary Flaw and a -2 to all actions for the remainder of their flaw. At a succession of 2 the target suffers a permanent flaw the host decides upon base on the injuries treated. Finally on a 1 the patient died during the process regardless of the Apothecary’s efforts. If the procedure is done under stressful conditions the Difficulty is raised to 18 instead of a Medicine Difficulty of 16 due to the conditions and sensitive work of the Apothecary’s treatment.
Cost> 65 Exp

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