User:Aphetoros/Dark Apothecary

From CotH-Wiki
Jump to navigationJump to search

The Dark Apothecaries are the greatest among the apothecaries of the Forsaken. They command terrible knowledge that would make lesser men tremble. Lethal secrets of virulent varieties wander within their twisted minds, which constantly contrive new and more elaborate poisons to destroy not only those who oppose them, but everything their foes hold dear.

Classes that can become Dark Apothecaries

  • Any Experienced Alchemist.
  • Must have some knowledge of spellcasting.

Races that can become Dark Apothecaries

Alliance Alliance »


  • None

Horde Horde »



Note
Note: Trolls are rare, and they would be closer to Witch Doctors, though they would never be called a Dark Apothecary, only have their abilities.

Information on Dark Apothecaries

I see you've taken... an interest in my research. Ah, don't drink that. Unless of course... you feel brave, or feel like remembering what it feels like to die, again. I suppose I can show you the tricks of our trade, that is if you're willing to walk a precarious path. Some toxins even affect our people, and they will become your best friend.

The agents of the Royal Apothecary Society scour the land for the deadliest toxins and most powerful potions, searching for the ultimate weapon in their battle to rid Azeroth of the Scourge.

Learning the secrets of the Royal Apothecary Society allows a dark apothecary to brew potions at incredible speeds. Trained in the proper methods of throwing potions, dark apothecaries may select direction or the shape of the released liquids.

Potions created by a dark apothecary are either imbibed or used by the dark apothecary as a thrown splash weapon. As a result of their extensive alchemical studies, dark apothecaries can identify unknown potions at will.

As the Royal Apothecary Society's classification system uses odor rather than taste (to protect young initiates from mistakenly imbibing poisons), a dark apothecary must be able to smell a potion in order to identify it.

Once initiated into the Royal Apothecary Society, a dark apothecary can cause the effects of a previously-brewed potion to last twice as long as normal.

The blood of a dark apothecary is tainted with toxins from his experiments. A dark apothecary who bleeds himself, can drip the blood into a vial of water to create one dose of poison. Glass vials of this poison can be thrown at enemies.

In time, because dark apothecaries have experimented with so many potions, chemicals and toxins they become immune to the effects of all poisons, as well as gaining the ability to pass poisons via touch.


Dark Apothecary basic inactive skills

Increased Stamina
Increased Intellect
Improved Mana Regeneration
Improved Spell Haste
Increased Spell Damage
Resistance to Toxins and Poison.

Dark Apothecary basic active skills

Improved Brew (Ex)
Learning the secrets of the Royal Apothecary Society allows a dark apothecary to brew potions with no cost in experience points and at incredible speeds, requiring only 1 hour per potion, though the cost of materials needed remains the same.
Throw Potion (Ex)
Potions created by a dark apothecary can either be imbibed normally or used by the dark apothecary as a thrown splash weapon with a range increment of 15 feet. Spell effects released via a thrown potion are treated as though the spell had been cast normally and targeted at the point of impact. Trained in the proper methods of throwing potions, dark apothecaries may select how spells with a line or shaped effect are released, though the effect must always occur in the half-arc away from the apothecary and the line of throw.
Identify Potion (Ex)
As a result of their extensive alchemical studies, dark apothecaries can identify unknown potions at will. As the Royal Apothecary Society’s classification system uses odor rather than taste (to protect young initiates from mistakenly imbibing poisons), a dark apothecary must be able to smell a potion in order to identify it.
Extend Potion (Ex)
Once initiated into the Royal Apothecary Society, a dark apothecary can cause the effects of a previously-brewed potion to last twice as long as normal. Potions whose effects have durations of concentration, instantaneous, or permanent are not affected by this process, which requires 1 hour and materials equal in cost to one-quarter of the potion’s base cost.
Corrupt Water (Su)
The blood of a dark apothecary is tainted with toxins from his experiments. After a few months, or weeks of intensive experimentation, a dark apothecary may bleed himself and drip the blood into a vial of water to create one dose of a powerful poison. Glass vials of this poison can be thrown and, in addition, the poison affects both living and undead creatures. The dark apothecary is immune to the effects of this poison, which paralyzes the afflicted. As the dark apothecary advances in the prestige class, he gains new options for the secondary damage, selecting from those available to him at the time of the poison’s creation.
Empower Potion (Ex)
Dark apothecaries can use their alchemical knowledge to maximize the effects of a previously-brewed potion. All variable, numeric effects of a potion are increased by one-half, as though the spell contained in the potion was under the effects of the Empower Spell feat. Empowering a potion is a process that requires 1 hour and materials equal in cost to one-tenth of the potion’s base cost.
Poison Immunity (Ex)
After many long nights of study and testing, the dark apothecaries have experimented with so many potions, chemicals and toxins that they become immune to the effects of all poisons.
Greater Brew (Ex)
At 5th level, the dark apothecary gains the ability to create potions of any spell that he can cast.
Poison Touch (Su)
The dark apothecary acquires the ability to pass the effects of poison via touch. Within 15 minutes of imbibing a poison, the dark apothecary can transfer the poison’s effects to a target he hits with a successful touch attack, which expends the poison completely.
Widen Potion (Ex)
Near their training's completion, the dark apothecary can maximize the area affected by the spells brewed into his potions. This effect is as per the Widen Spell feat, but limited to potions. Widening a potion is a process that requires 1 hour and materials equal in cost to one-tenth of the potion’s base cost.
Potion Touch (Su)
An experienced dark apothecary learns to extend his ability to pass along the effects of poisons in order to transfer potion effects. If touching another creature while imbibing a potion with the effects of a spell, the dark apothecary may share the effects of the potion.
Poison Reach (Su)
At the completion of his training, a dark apothecary may pass along the effects of a poison he has imbibed via a ranged touch attack. Only one creature may be affected per dose imbibed, and the attack must be made within 15 minutes of imbibing the poison. If an attempt to poison using this ability fails, the imbibed poison is expended.

Trainer

Currently, none exist.

Resources

  • [1]
  • The Lands of Conflict (179)
Class Titles »
Archdruid · Archmage · Beastmaster · Blademaster · Bone Crusher · Burning Legionnaire · Dark Apothecary · Dark Ranger · Demon Hunter · Diabolist · Dragonsworn · Far Seer · Graven One · Gunslinger · High Divinist · Ley Walker · Lightslayer · Mountain King · Myrmidon · Necromancer · Potion Doc · Priestess of the Moon · Primal · Pyremaster · Runemaster · Savagekin · Shadow Ascendant · Shadow Hunter · Spell Breaker · Spirit Champion · Spirit Walker · Steamwarrior · Techno-Mage · Techslayer · Templar ·Tormentor · Warden · Whisper Blade