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Apothecary
Alchemist Class Enhancement Tree

Apothecary

Curative Admixture: Cure or Inflict Light Wounds 0/3
Curative Admixture: Cure or Inflict Light Wounds
Ranks: 3 Cost: 1 AP Requires: 1 AP
Primer Element: Gildleaf

Infuses a Cure Light Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 1d6+2 plus 1 per caster level (maximum caster level 5) positive energy damage to nearby living allies and enemy undead.
Apothecary Skills 0/3
Apothecary Skills
Ranks: 3 Cost: 1 AP Requires: 1 AP
+1 Haggle, Concentration, and Heal
Spell Critical Chance: Positive & Negative I 0/1
Spell Critical Chance: Positive & Negative I
Ranks: 1 Cost: 2 AP Requires: 1 AP
+2% chance to critically hit with Positive and Negative Spells
Energy of the Scholar 0/3
Energy of the Scholar
Ranks: 3 Cost: 1 AP Requires: 1 AP
+30 Maximum Spell Points
Soothing Poultices 0/3
Soothing Poultices
Ranks: 3 Cost: 1 AP Requires: 1 AP
While your Reaction is Verdanite, when you cast spells on yourself or allies you grant temporary hitpoints equal to 1/3rd of your Intelligence. These last for three minutes.
Hale & Hearty 0/3
Hale & Hearty
Ranks: 3 Cost: 1 AP Requires: 5 AP
+3 Positive and Negative Healing Amplification
Spell Critical Chance: Positive & Negative II 0/1
Spell Critical Chance: Positive & Negative II
Ranks: 1 Cost: 2 AP Requires: 5 AP
+2% chance to critically hit with Positive and Negative Spells
Stone of the Scholar 0/1
Stone of the Scholar
Ranks: 1 Cost: 2 AP Requires: 5 AP
Stone of the Scholar: Alchemist's Stone Toggle: While wielding an Orb in your off-hand, you gain +10 Healing Amp and +20 Positive Spell Power. You can only have one Alchemist's Stone Toggle active at a time.
Life Salve 0/1
Life Salve
Ranks: 1 Cost: 2 AP Requires: 5 AP
Training this Enhancement also grants you a similar ability Death Salve.

Target player, hireling, or pet takes 100% base healing from Positive spells for the next 3 minutes (or until target dies). Has no effect on NPC allies or allies that already take 100% base Positive healing. This overrides their innate base healing from Positive spells for the duration. Shares a cooldown with Death Salve and Converter.
Panacea Poultice 0/3
Panacea Poultice
Ranks: 3 Cost: 1 AP Requires: 10 AP
Primer Element: Gildleaf

Channels powerful positive energy into a target at touch range to wipe away afflictions, restores 3 to 8 hit points plus an additional 1 per caster level (max +20), and removes temporary ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell will damage 3 to 8 hit points +1 per caster level (max +20). Undead who make a successful Will save reduce the damage by half.

D&D Dice: Heals 1d6+2 hp + 1 point per caster level (max +20) and removes temp ability damage and many afflictions.
Safety Goggles 0/3
Safety Goggles
Ranks: 3 Cost: 1 AP Requires: 10 AP
+1 Armor Class and +2 Resistance to Fire, Cold, Acid, and Electric damage.

Safety first!
Spell Critical Chance: Positive & Negative III 0/1
Spell Critical Chance: Positive & Negative III
Ranks: 1 Cost: 2 AP Requires: 10 AP
+2% chance to critically hit with Positive and Negative Spells
Vital Ambition 0/1
Vital Ambition
Ranks: 1 Cost: 2 AP Requires: 10 AP
When your reaction is Verdanite, you gain +1 Will Save, +1 for every 5 Alchemist Levels you have
Intelligence or Constitution 0/1
Intelligence or Constitution
Ranks: 1 Cost: 2 AP Requires: 10 AP
Choose between Intelligence and Constitution.
Magical Toolbelt 0/1
Magical Toolbelt
Ranks: 1 Cost: 2 AP Requires: 20 AP
Spells you cast cost 5% less Spell Points.

It has pockets!
Insulated Boots 0/3
Insulated Boots
Ranks: 3 Cost: 1 AP Requires: 20 AP
+2 Magical Resistance Rating

Not quite fashionable, but they'll keep you standing!
Spell Critical Chance: Positive & Negative IV 0/1
Spell Critical Chance: Positive & Negative IV
Ranks: 1 Cost: 2 AP Requires: 20 AP
+2% chance to critically hit with Positive and Negative Spells
Run For Your Life 0/1
Run For Your Life
Ranks: 1 Cost: 2 AP Requires: 20 AP
While your Reaction is Verdanite, you gain 1% Movement Speed per Alchemist Level.
Intelligence or Constitution 0/1
Intelligence or Constitution
Ranks: 1 Cost: 2 AP Requires: 20 AP
Choose between Intelligence and Constitution.
Curative Admixture: Cure or Inflict Critical Wounds 0/1
Curative Admixture: Cure or Inflict Critical Wounds
Ranks: 1 Cost: 1 AP Requires: 30 AP
Primer Element: Gildleaf

Infuses a Cure Critical Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 4d6+8 plus 1 per caster level (Maximum caster level 20) positive energy damage to nearby living allies and enemy undead.
Gloves of the Master Apothecary 0/1
Gloves of the Master Apothecary
Ranks: 1 Cost: 2 AP Requires: 30 AP
+5 Use Magic Device, +10 Universal Spell Power. You have a 15% chance to retain a copy of any single-use Positive, Negative, or Repair Healing Potion that you drink.

The mark of a true Apothecary, and helpful when handling volatile materials.
Master Apothecary 0/1
Master Apothecary
Ranks: 1 Cost: 2 AP Requires: 30 AP
You have no Max Caster Level with Curative Admixtures and any Gildleaf Alchemist Spells.

+2 to Transmutation DCs

+2 Spell Penetration.
Dissolve 0/1
Dissolve
Ranks: 1 Cost: 2 AP Requires: 30 AP
Target enemy at touch range that is Fascinated, Sleeping, Dancing, Dazed, Tripped, Mesmerized, Paralyzed, Petrified, or Stunned must make a Fortitude save (d20 + your Heal skill) or die instantly.
Sleep or Death 0/1
Sleep or Death
Ranks: 1 Cost: 1 AP Requires: 30 AP
Choose between Deadly Neurotoxin and Nightshade
Core Enhancements
Determination 0/1
Determination
Ranks: 1 Cost: 1 AP
+1 to your Will Saving Throws. Each Core Ability you take in this tree beyond the first grants +5 Positive and Negative Spell Power.
Alchemical Shield 0/1
Alchemical Shield
Ranks: 1 Cost: 1 AP Requires: 5 AP
While in Cloth armor or Composite Body, your equipped armor or docent grants you a +4 Alchemical bonus to Armor Class and immunity to Magic Missiles.

While your Reaction is Verdanite, you get +2% Positive and Negative Spell Critical Damage
Curative Admixture: Cure and Inflict Serious Wounds 0/1
Curative Admixture: Cure and Inflict Serious Wounds
Ranks: 1 Cost: 1 AP Requires: 10 AP
Primer Element: Gildleaf

Infuses a Cure Serious Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 3d6+6 plus 1 per caster level (maximum caster level 15) positive energy damage to nearby living allies and enemy undead. This also grants you the Spell-Like Ability: Curative Admixture: Inflict Serious Wounds.

Passive: While your Reaction is Verdanite, you get +2% Positive and Negative Spell Critical Damage
Spill the Bad Stuff 0/1
Spill the Bad Stuff
Ranks: 1 Cost: 1 AP Requires: 20 AP
Primer Element: Gildleaf

Deals 1d6+4 per Caster Level of a random type of damage to enemies in a short cone. The damage scales with Positive Spell Power. Affected enemies have a chance to be Blinded, Dazed, Silenced, Tripped, Stunned, or Paralyzed. (Fortitude save negates).

Passive: While your Reaction is Verdanite, you get +2% Positive and Negative Spell Critical Damage
Curative Admixture: Heal and Harm 0/1
Curative Admixture: Heal and Harm
Ranks: 1 Cost: 1 AP Requires: 30 AP
Primer Element: Gildleaf

Infuses a Heal potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 10 points per caster level (maximum caster level 15) of positive energy damage to nearby living allies and enemy undead. This also grants you the Spell-Like Ability: Curative Admixture: Harm.

Passive: While your Reaction is Verdanite, you get +2% Positive and Negative Spell Critical Damage
Genius Never Dies 0/1
Genius Never Dies
Ranks: 1 Cost: 1 AP Requires: 40 AP
+4 Intelligence
+20 Concentration
+1,000 Unconsciousness Range
You gain the Diehard feat
+1 Spell Penetration
+2 Transmutation DCs

While your Reaction is Verdanite, you get +2% Positive and Negative Spell Critical Damage
Core Enhancements
Enhancement Description
Determination Determination
+1 to your Will Saving Throws. Each Core Ability you take in this tree beyond the first grants +5 Positive and Negative Spell Power.
AP Cost
1
Ranks
1
Progression
0
Prereqs
Alchemist Level 1
Alchemical Shield Alchemical Shield
While in Cloth armor or Composite Body, your equipped armor or docent grants you a +4 Alchemical bonus to Armor Class and immunity to Magic Missiles.

While your Reaction is Verdanite, you get +2% Positive and Negative Spell Critical Damage
AP Cost
1
Ranks
1
Progression
5
Prereqs
Determination, Alchemist Level 3
Curative Admixture: Cure and Inflict Serious Wounds Curative Admixture: Cure and Inflict Serious Wounds
Primer Element: Gildleaf

Infuses a Cure Serious Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 3d6+6 plus 1 per caster level (maximum caster level 15) positive energy damage to nearby living allies and enemy undead. This also grants you the Spell-Like Ability: Curative Admixture: Inflict Serious Wounds.

Passive: While your Reaction is Verdanite, you get +2% Positive and Negative Spell Critical Damage
AP Cost
1
Ranks
1
Progression
10
Prereqs
Alchemical Shield, Alchemist Level 6
Spill the Bad Stuff Spill the Bad Stuff
Primer Element: Gildleaf

Deals 1d6+4 per Caster Level of a random type of damage to enemies in a short cone. The damage scales with Positive Spell Power. Affected enemies have a chance to be Blinded, Dazed, Silenced, Tripped, Stunned, or Paralyzed. (Fortitude save negates).

Passive: While your Reaction is Verdanite, you get +2% Positive and Negative Spell Critical Damage
AP Cost
1
Ranks
1
Progression
20
Prereqs
Curative Admixture: Cure and Inflict Serious Wounds, Alchemist Level 12
Curative Admixture: Heal and Harm Curative Admixture: Heal and Harm
Primer Element: Gildleaf

Infuses a Heal potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 10 points per caster level (maximum caster level 15) of positive energy damage to nearby living allies and enemy undead. This also grants you the Spell-Like Ability: Curative Admixture: Harm.

Passive: While your Reaction is Verdanite, you get +2% Positive and Negative Spell Critical Damage
AP Cost
1
Ranks
1
Progression
30
Prereqs
Spill the Bad Stuff, Alchemist Level 18
Genius Never Dies Genius Never Dies
+4 Intelligence
+20 Concentration
+1,000 Unconsciousness Range
You gain the Diehard feat
+1 Spell Penetration
+2 Transmutation DCs

While your Reaction is Verdanite, you get +2% Positive and Negative Spell Critical Damage
AP Cost
1
Ranks
1
Progression
40
Prereqs
Curative Admixture: Heal and Harm, Alchemist Level 20
Tier 1
Enhancement Description
Curative Admixture: Cure or Inflict Light Wounds Curative Admixture: Cure or Inflict Light Wounds
Rank 1
Curative Admixture: Cure Light WoundsPrimer Element: Gildleaf

Infuses a Cure Light Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 1d6+2 plus 1 per caster level (maximum caster level 5) positive energy damage to nearby living allies and enemy undead.
Spell-Like Ability: Inflict Light WoundsPrimer Element: Gildleaf

Infuses an Inflict Light Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 1d6+2 plus 1 per caster level (maximum caster level 5) negative energy damage to nearby undead allies and living enemies.
Rank 2
Curative Admixture: Cure Light WoundsPrimer Element: Gildleaf

Infuses a Cure Light Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 1d6+2 plus 1 per caster level (maximum caster level 5) positive energy damage to nearby living allies and enemy undead.
Spell-Like Ability: Inflict Light WoundsPrimer Element: Gildleaf

Infuses an Inflict Light Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 1d6+2 plus 1 per caster level (maximum caster level 5) negative energy damage to nearby undead allies and living enemies.
Rank 3
Curative Admixture: Cure Light WoundsPrimer Element: Gildleaf

Infuses a Cure Light Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 1d6+2 plus 1 per caster level (maximum caster level 5) positive energy damage to nearby living allies and enemy undead.
Spell-Like Ability: Inflict Light WoundsPrimer Element: Gildleaf

Infuses an Inflict Light Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 1d6+2 plus 1 per caster level (maximum caster level 5) negative energy damage to nearby undead allies and living enemies.
AP Cost
1
Ranks
3
Progression
1
Apothecary Skills Apothecary Skills
Rank 1
+1 Haggle, Concentration, and Heal
Rank 2
+2 Haggle, Concentration, and Heal
Rank 3
+3 Haggle, Concentration, and Heal. Rank 3: +1 Will Saves
AP Cost
1
Ranks
3
Progression
1
Spell Critical Chance: Positive & Negative I Spell Critical Chance: Positive & Negative I
+2% chance to critically hit with Positive and Negative Spells
AP Cost
2
Ranks
1
Progression
1
Energy of the Scholar Energy of the Scholar
Rank 1
+30 Maximum Spell Points
Rank 2
+60 Maximum Spell Points
Rank 3
+100 Maximum Spell Points
AP Cost
1
Ranks
3
Progression
1
Soothing Poultices Soothing Poultices
Rank 1
While your Reaction is Verdanite, when you cast spells on yourself or allies you grant temporary hitpoints equal to 1/3rd of your Intelligence. These last for three minutes.
Rank 2
While your Reaction is Verdanite, when you cast spells on yourself or allies you grant temporary hitpoints equal to 2/3rds of your Intelligence. These last for three minutes.
Rank 3
While your Reaction is Verdanite, when you cast spells on yourself or allies you grant temporary hitpoints equal to your Intelligence. These last for three minutes.
AP Cost
1
Ranks
3
Progression
1
Tier 2
Enhancement Description
Hale & Hearty Hale & Hearty
Rank 1
+3 Positive and Negative Healing Amplification
Rank 2
+6 Positive and Negative Healing Amplification
Rank 3
+10 Positive and Negative Healing Amplification
AP Cost
1
Ranks
3
Progression
5
Spell Critical Chance: Positive & Negative II Spell Critical Chance: Positive & Negative II
+2% chance to critically hit with Positive and Negative Spells
AP Cost
2
Ranks
1
Progression
5
Prereqs
Spell Critical Chance: Positive & Negative I
Stone of the Scholar Stone of the Scholar
Stone of the Scholar: Alchemist's Stone Toggle: While wielding an Orb in your off-hand, you gain +10 Healing Amp and +20 Positive Spell Power. You can only have one Alchemist's Stone Toggle active at a time.
AP Cost
2
Ranks
1
Progression
5
Life Salve Life Salve
Training this Enhancement also grants you a similar ability Death Salve.

Target player, hireling, or pet takes 100% base healing from Positive spells for the next 3 minutes (or until target dies). Has no effect on NPC allies or allies that already take 100% base Positive healing. This overrides their innate base healing from Positive spells for the duration. Shares a cooldown with Death Salve and Converter.
AP Cost
2
Ranks
1
Progression
5
Tier 3
Enhancement Description
Panacea Poultice Panacea Poultice
Rank 1
Primer Element: Gildleaf

Channels powerful positive energy into a target at touch range to wipe away afflictions, restores 3 to 8 hit points plus an additional 1 per caster level (max +20), and removes temporary ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell will damage 3 to 8 hit points +1 per caster level (max +20). Undead who make a successful Will save reduce the damage by half.

D&D Dice: Heals 1d6+2 hp + 1 point per caster level (max +20) and removes temp ability damage and many afflictions.
Rank 2
Primer Element: Gildleaf

Channels powerful positive energy into a target at touch range to wipe away afflictions, restores 3 to 8 hit points plus an additional 1 per caster level (max +20), and removes temporary ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell will damage 3 to 8 hit points +1 per caster level (max +20) Undead who make a successful Will save reduce the damage by half.

D&D Dice: Heals 1d6+2 hp + 1 point per caster level (max +20) and removes temp ability damage and many afflictions. (3 SP, 8 second cooldown)
Rank 3
Primer Element: Gildleaf

Channels powerful positive energy into a target at touch range to wipe away afflictions, restores 3 to 8 hit points plus an additional 1 per caster level (max +20), and removes temporary ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell will damage 3 to 8 hit points +1 per caster level (max +20) Undead who make a successful Will save reduce the damage by half.

D&D Dice: Heals 1d6+2 hp + 1 point per caster level (max +20) and removes temp ability damage and many afflictions. (1 SP, 6 second cooldown)
AP Cost
1
Ranks
3
Progression
10
Safety Goggles Safety Goggles
Rank 1
+1 Armor Class and +2 Resistance to Fire, Cold, Acid, and Electric damage.

Safety first!
Rank 2
+2 Armor Class and +4 Resistance to Fire, Cold, Acid, and Electric damage.

Safety first!
Rank 3
+3 Armor Class and +6 Resistance to Fire, Cold, Acid, and Electric damage.

Rank 3: You are immune to Blindness.

Safety first!
AP Cost
1
Ranks
3
Progression
10
Spell Critical Chance: Positive & Negative III Spell Critical Chance: Positive & Negative III
+2% chance to critically hit with Positive and Negative Spells
AP Cost
2
Ranks
1
Progression
10
Prereqs
Spell Critical Chance: Positive & Negative II
Vital Ambition Vital Ambition
When your reaction is Verdanite, you gain +1 Will Save, +1 for every 5 Alchemist Levels you have
AP Cost
2
Ranks
1
Progression
10
Intelligence or Constitution Intelligence or Constitution
Choose between Intelligence and Constitution.
Intelligence+1 Intelligence
Constitution+1 Constitution
AP Cost
2
Ranks
1
Progression
10
Tier 4
Enhancement Description
Magical Toolbelt Magical Toolbelt
Spells you cast cost 5% less Spell Points.

It has pockets!
AP Cost
2
Ranks
1
Progression
20
Prereqs
Insulated Boots
Insulated Boots Insulated Boots
Rank 1
+2 Magical Resistance Rating

Not quite fashionable, but they'll keep you standing!
Rank 2
+4 Magical Resistance Rating

Not quite fashionable, but they'll keep you standing!
Rank 3
+6 Magical Resistance Rating.

Rank 3: You are immune to Slippery Surfaces.

Not quite fashionable, but they'll keep you standing!
AP Cost
1
Ranks
3
Progression
20
Prereqs
Safety Goggles
Spell Critical Chance: Positive & Negative IV Spell Critical Chance: Positive & Negative IV
+2% chance to critically hit with Positive and Negative Spells
AP Cost
2
Ranks
1
Progression
20
Prereqs
Spell Critical Chance: Positive & Negative III
Run For Your Life Run For Your Life
While your Reaction is Verdanite, you gain 1% Movement Speed per Alchemist Level.
AP Cost
2
Ranks
1
Progression
20
Intelligence or Constitution Intelligence or Constitution
Choose between Intelligence and Constitution.
Intelligence+1 Intelligence
Constitution+1 Constitution
AP Cost
2
Ranks
1
Progression
20
Prereqs
Intelligence or Constitution
Tier 5
Enhancement Description
Curative Admixture: Cure or Inflict Critical Wounds Curative Admixture: Cure or Inflict Critical Wounds
Curative Admixture: Cure Critical WoundsPrimer Element: Gildleaf

Infuses a Cure Critical Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 4d6+8 plus 1 per caster level (Maximum caster level 20) positive energy damage to nearby living allies and enemy undead.
Spell-Like Ability: Inflict Critical WoundsPrimer Element: Gildleaf

Infuses an Inflict Critical Wounds potion with magical energy, hurling it towards your target in an arc. The potion explodes in a small AOE that deals 4d6+8 plus 1 per caster level (Maximum caster level 20) negative energy damage to nearby undead allies and living enemies.
AP Cost
1
Ranks
1
Progression
30
Gloves of the Master Apothecary Gloves of the Master Apothecary
+5 Use Magic Device, +10 Universal Spell Power. You have a 15% chance to retain a copy of any single-use Positive, Negative, or Repair Healing Potion that you drink.

The mark of a true Apothecary, and helpful when handling volatile materials.
AP Cost
2
Ranks
1
Progression
30
Prereqs
Insulated Boots
Master Apothecary Master Apothecary
You have no Max Caster Level with Curative Admixtures and any Gildleaf Alchemist Spells.

+2 to Transmutation DCs

+2 Spell Penetration.
AP Cost
2
Ranks
1
Progression
30
Prereqs
Spell Critical Chance: Positive & Negative IV
Dissolve Dissolve
Target enemy at touch range that is Fascinated, Sleeping, Dancing, Dazed, Tripped, Mesmerized, Paralyzed, Petrified, or Stunned must make a Fortitude save (d20 + your Heal skill) or die instantly.
AP Cost
2
Ranks
1
Progression
30
Sleep or Death Sleep or Death
Choose between Deadly Neurotoxin and Nightshade
Deadly NeurotoxinOffensive Gildleaf and Ceruleite Spells will reduce your targets Armor Class and Magical Resistance Rating by -1 per stack, max 5.
NightshadePrimer Element: Gildleaf

Target enemy falls asleep for 6 seconds with no save. 30 second cooldown.
AP Cost
1
Ranks
1
Progression
30