Apothecary
Apothecary is the profession and skill in the creation of various medicines, poisons and (for those who dabble in magic), potions i.e. alchemy. As such when one places points into this profession, they must choose whether it is in medicine, poison, or alchemy.
Poison Apothecary is less common as it is illegal in most countries. It involves knowing how to create various poisons of various grades, both to be ingested and injected. It should be noted that ingested poisons are always going to be easier to make than injected poisons.
Alchemy is the extremely advanced sciences of Apothecary, and without the proper level in magic-user or illusionist, an alchemist will just have a higher level of knowledge in the field of chemistry than others. While this in itself can be an incredible boon, the character with this proficiency cannot actually create any alchemical products, either due to lack of magical knowledge, or due to limited technologies of their time.
Please Note: Apothecary is the knowledge of what materials to use and how. It does not mean the character will immediately recognize such materials, and they still need tools and a station to work with. As such the foraging, fungus identification, and plant lore proficiencies work extremely well with this one. Finally, Characters with the ability to create gnome technology do not have the penalty most have when using firearms, and are able to use almost any gnome technology (though complex creations require a proficiency check).
- Apothecary is a "Trained Use" skill, meaning that it cannot be used until it is unlocked.
- The cost to unlock this skill is Two Proficiency Points.
- The Attribute Modifier for this skill is Intelligence.
Poison Apothecary is less common as it is illegal in most countries. It involves knowing how to create various poisons of various grades, both to be ingested and injected. It should be noted that ingested poisons are always going to be easier to make than injected poisons.
Alchemy is the extremely advanced sciences of Apothecary, and without the proper level in magic-user or illusionist, an alchemist will just have a higher level of knowledge in the field of chemistry than others. While this in itself can be an incredible boon, the character with this proficiency cannot actually create any alchemical products, either due to lack of magical knowledge, or due to limited technologies of their time.
Please Note: Apothecary is the knowledge of what materials to use and how. It does not mean the character will immediately recognize such materials, and they still need tools and a station to work with. As such the foraging, fungus identification, and plant lore proficiencies work extremely well with this one. Finally, Characters with the ability to create gnome technology do not have the penalty most have when using firearms, and are able to use almost any gnome technology (though complex creations require a proficiency check).