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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, 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. 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. 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. 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. 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. 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.
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. 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. 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. 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. 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.
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