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APOTHECARY Dwarf, Halfling, High Elf, Human Skilled in chemistry and concoctions, you create and sell medicine of all kinds. Apothecaries specialise in preparing pharmaceutical medication – commonly pills, draughts, and ointments – for sale to patients and doktors alike. eir workshops are filled with a dazzling array of bubbling alembics, overflowing beakers, worn mortar and pestles, and other physic-making paraphernalia. Some Apothecaries supplement their income selling illicit substances — from stimulants for desperate students, to hallucinogenic weirdroot for bored nobles or shady commissions from even shadier groups. Supplying these is lucrative, but also dangerous. Rare ingredients are expensive, so Apothecaries frequently have cash flow problems, and journey the wilds to collect their own ingredients. Many take temporary employment with expeditions, mercenaries, or the military for extra coin. APOTHECARY ADVANCE SCHEME WS BS S T I Agi Dex Int WP Fel h h h h h h CAREER P ATH Apothecary’s Apprentice — Brass 3 Skills: Consume Alcohol, Heal, Language (Classical), Lore (Chemistry), Lore (Medicine), Lore (Plants), Trade (Apothecary), Trade (Poisoner) Talents: Concoct, Craftsman (Apothecary), Etiquette (Scholar), Read/Write Trappings: Book (Blank), Healing Draft, Leather Jerkin, Pestle and Mortar Apothecary — Silver 1 Skills: Charm, Haggle, Lore (Science), Gossip, Language (Guilder), Perception Talents: Criminal, Dealmaker, Etiquette (Guilder), Pharmacist Trappings: Guild Licence, Trade Tools Master Apothecary — Silver 3 Skills: Intuition, Leadership, Research, Secret Signs (Guilder) Talents: Bookish, Master Tradesman (Apothecary), Resistance (Poison), Savvy Trappings: Book (Apothecary), Apprentice, Workshop Apothecary-General — Gold 1 Skills: Intimidate, Ride (Horse) Talents: Acute Sense (Taste), Coolheaded, Master Tradesman (Poisoner), Savant (Apothecary) Trappings: Commission Papers, Large Workshop ‘Look for this sigil: white mortar, black pestle. Don’t ask for our order without it or you’ll be reported to the Watch. And lad, don’t ever short our Apothecary; you’ll spend the rest of your days wondering if the next drink will be your last.’ – Kathe the Unseen, Assassin ‘Human chemistry? As shoddy as their architecture! And just as likely to kill you! I asked for tonic after a hard night’s drinking. Had the flux for a week!’ – orica Norrasdotr, Dwarf Merchant Due to Physician Guild pressure, most towns ban Apothecaries from formally practicing medicine, but during play Apothecaries can easily fill the role of a healer. Indeed, they are versatile in this role because they can also identify dangerous and unusual substances the party may encounter, and even turn some into useful medicine. III CLASS AND CAREERS - ACADEMICS 51

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ApothecAryDwarf, Halfling, High Elf, Human

Skilled in chemistry and concoctions, you create and sell medicine of all kinds.

Apothecaries specialise in preparing pharmaceutical medication – commonly pills, draughts, and ointments – for sale to patients and doktors alike. Their workshops are filled with a dazzling array of bubbling alembics, overflowing beakers, worn mortar and pestles, and other physic-making paraphernalia. Some Apothecaries supplement their income selling illicit substances — from stimulants for desperate students, to hallucinogenic weirdroot for bored nobles or shady commissions from even shadier groups. Supplying these is lucrative, but also dangerous. Rare ingredients are expensive, so Apothecaries frequently have cash flow problems, and journey the wilds to collect their own ingredients. Many take temporary employment with expeditions, mercenaries, or the military for extra coin.

ApothecAry AdvAnce Scheme

WS BS S t I Agi dex Int Wp Fel

h h h h h h

Career PathApothecary’s Apprentice — Brass 3Skills: Consume Alcohol, Heal, Language (Classical), Lore (Chemistry), Lore (Medicine), Lore (Plants), Trade (Apothecary), Trade (Poisoner)Talents: Concoct, Craftsman (Apothecary), Etiquette (Scholar), Read/WriteTrappings: Book (Blank), Healing Draft, Leather Jerkin, Pestle and Mortar

Apothecary — Silver 1Skills: Charm, Haggle, Lore (Science), Gossip, Language (Guilder), PerceptionTalents: Criminal, Dealmaker, Etiquette (Guilder), PharmacistTrappings: Guild Licence, Trade Tools

Master Apothecary — Silver 3Skills: Intuition, Leadership, Research, Secret Signs (Guilder)Talents: Bookish, Master Tradesman (Apothecary), Resistance (Poison), SavvyTrappings: Book (Apothecary), Apprentice, Workshop

Apothecary-General — Gold 1Skills: Intimidate, Ride (Horse)Talents: Acute Sense (Taste), Coolheaded, Master Tradesman (Poisoner), Savant (Apothecary)Trappings: Commission Papers, Large Workshop

‘Look for this sigil: white mortar, black pestle. Don’t ask for our order without it or you’ll be reported to the Watch. And lad, don’t ever short our Apothecary; you’ll spend the rest of your days wondering if the next drink will be your last.’

– Kathe the Unseen, Assassin

‘Human chemistry? As shoddy as their architecture! And just as likely to kill you! I asked for tonic after a hard night’s drinking. Had the flux for a week!’

– Thorica Norrasdotr, Dwarf Merchant

Due to Physician Guild pressure, most towns ban Apothecaries from formally practicing medicine, but during play Apothecaries can easily fill the role of a healer. Indeed, they are versatile in this role because they can also identify dangerous and unusual substances the party may encounter, and even turn some into useful medicine.

IIIClass and Careers - aCademiCs

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