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The Apothecary tree helps with healing.
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- +1 to your Will Saving Throws
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| 1 | 1 | 1 |
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- +5 Positive Spell Power
- +5 Negative Spell Power
- While in Cloth armor or Composite Body, your equipped armor or docent grants:
- A +4 Alchemical bonus to Armor Class
- Immunity to Magic Missiles.
- While your Reaction is Verdanite gain:
- +2% Positive Spell Critical Damage
- +2% Negative Spell Critical Damage
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| 1 | 1 | 5 |
- Determination
- Alchemist 3
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| Spell-Like Ability: Curative Admixture: Cure Serious Wounds Metamagic: Accelerate, Empower, Empower Healing, Intensify, Maximize Cooldown: 8 Seconds Activation Cost: 4 Spell Points 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. | | Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost. |
Passive:
- +5 Positive Spell Power
- +5 Negative Spell Power
- While your Reaction is Verdanite gain:
- +2% Positive Spell Critical Damage
- +2% Negative Spell Critical Damage
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| 1 | 1 | 10 |
- Alchemical Shield
- Alchemist 6
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| Spell-Like Ability: Spill the Bad Stuff Metamagic: Empower, Maximize, Quicken, Heighten, Intensify Cooldown: 12 Seconds Activation Cost: 15 Spell Points
Deals 1d6+4 per Caster Level of a random type of damage to enemies in a short cone. The damage all scales with Positive Spell Power. Affected enemies have a chance to be Blinded, Dazed, Silenced, Tripped, Stunned, or Paralyzed. (Fortitude save negates). | | Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost. |
Passive:
- +5 Positive Spell Power
- +5 Negative Spell Power
- While your Reaction is Verdanite gain:
- +2% Positive Spell Critical Damage
- +2% Negative Spell Critical Damage
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| 1 | 1 | 20 |
- Curative Admixture: Cure Serious Wounds
- Alchemist 12
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| Activation Cost: 45 Spell Points Cooldown: 12 seconds
| Spell-Like Ability: Curative Admixture: Heal Metamagic: Accelerate, Empower, Empower Healing, Intensify, Maximize Cooldown: 12 Seconds Activation Cost: 45 Spell Points Primer Element: Gildleaf
Infuses a Heal potion with magical energy, hurling it towards your target in an arc. This channels powerful positive energy into targets to wipe away injury and afflictions, restore 10 hit points per caster level (up to a max of 150 hit points at caster level 15), and remove ability damage and the conditions blinded, confused, dazed, dazzled, deafened, diseased, exhausted, fatigued, feebleminded, insanity, nauseated, and poisoned. Against undead this spell acts as Harm. Undead who make a successful Will save reduce the damage by half. | | Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost. |
Passive:
- +5 Positive Spell Power
- +5 Negative Spell Power
- While your Reaction is Verdanite gain:
- +2% Positive Spell Critical Damage
- +2% Negative Spell Critical Damage
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| 1 | 1 | 30 |
- Spill the Bad Stuff
- Alchemist 18
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- +4 Intelligence
- +20 Concentration
- +5 Positive Spell Power
- +5 Negative Spell Power
- +1000 Unconsciousness Range
- Diehard Feat
- +1 Spell Penetration
- +2 Transmutation DCs
- While your Reaction is Verdanite
- +2% Positive Spell Critical Damage
- +2% Negative Spell Critical Damage
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| 1 | 1 | 40 |
- Curative Admixture: Heal
- Alchemist 20
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| Multiple Selection |
| Select an an SLA |
| 1 | 1 | 1 |
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| Rank 1:
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- +1 Haggle
- +1 Concentration
- +1 Heal
| Rank 2:
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- +2 Haggle
- +2 Concentration
- +2 Heal
| Rank 3:
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- +3 Haggle
- +3 Concentration
- +3 Heal
- +1 Will Saves
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| 3 | 1 | 1 |
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- +2% Critical Hit Chance with Positive and Negative Spells
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| 1 | 2 | 1 |
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| | 3 | 1 | 1 |
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While your reaction is Verdanite, when you cast spells on yourself or allies you grant temporary
hitpoints equal to: | Rank 1:
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| Rank 2:
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| Rank 3:
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These last for 3 minutes |
| 3 | 1 | 1 |
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| Rank 1:
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- +3 Positive and Negative Healing Amplification
| Rank 2:
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- +6 Positive and Negative Healing Amplification
| Rank 3:
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- +10 Positive and Negative Healing Amplification
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| 3 | 1 | 5 |
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- +2% Critical Hit Chance with Positive and Negative Spells
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| 1 | 2 | 5 |
- Spell Critical Chance: Positive and Negative I
- Alchemist 2
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Alchemist's Stone Toggle: While toggled and wielding an Orb:
- +10 Healing Amplification
- +20 Positive Spell Power
You can only have one Alchemist's Stone Toggle active at a time. |
| 1 | 2 | 5 |
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| Enhancements Granted |
| Grants 100% healing from Positive or Negative Spells |
| 1 | 1 | 5 |
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| Spell-Like Ability: Panacea Metamagic: Embolden, Empower Healing, Enlarge, Heighten, Quicken Primer Element: Gildleaf
Channels powerful positive energy into a target 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. | | Metamagic Feats may be used when casting Spell-Like Abilities at no additional cost. |
| Rank 1: - Activation Cost: 6 Spell Points
- Cooldown: 12 seconds
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| Rank 2: - Activation Cost: 3 Spell Points
- Cooldown: 8 seconds
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| Rank 3: - Activation Cost: 1 Spell Point
- Cooldown: 6 seconds
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| 3 | 1 | 10 |
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| Rank 1:
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- +1 Armor Class
- +2 Fire Resistance
- +2 Cold Resistance
- +2 Acid Resistance
- +2 Electric Resistance
| Rank 2:
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- +2 Armor Class
- +4 Fire Resistance
- +4 Cold Resistance
- +4 Acid Resistance
- +4 Electric Resistance
| Rank 3:
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- +3 Armor Class
- +6 Fire Resistance
- +6 Cold Resistance
- +6 Acid Resistance
- +6 Electric Resistance
- Immune to Blindness
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| 3 | 1 | 10 |
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- +2% Critical Hit Chance with Positive and Negative Spells
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| 1 | 2 | 10 |
- Spell Critical Chance: Positive and Negative II
- Alchemist 3
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When your reaction is Verdanite you gain:
- +1 Will Save
- Additional +1 Will Save for every 5 Alchemist Levels
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| 1 | 2 | 10 |
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| Multiple Selection |
| +1 Intelligence or +1 Constitution |
| 1 | 2 | 10 |
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- Spells cost 5% less Spell Points
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| 1 | 2 | 20 |
- Insulated Boots
- Alchemist 4
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| Rank 1:
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- +2 Magical Resistance Rating
| Rank 2:
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- +4 Magical Resistance Rating
| Rank 3:
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- +6 Magical Resistance Rating
- Immunity to Slippery Surfaces.
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| 3 | 1 | 20 |
- Safety Goggles
- Alchemist 4
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- +2% Critical Hit Chance with Positive and Negative Spells
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| 1 | 2 | 20 |
- Spell Critical Chance: Positive and Negative III
- Alchemist 4
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When your reaction is Verdanite you gain:
- 1% Movement Speed per Alchemist Level
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| 1 | 2 | 20 |
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| Multiple Selection |
| +1 Intelligence or +1 Constitution |
| 1 | 2 | 20 |
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| Multiple Selection |
| Choose a Curative Admixture |
| 1 | 1 | 30 |
- Character Level 12
- Alchemist 5
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- +5 Use Magic Device
- +10 Universal Spell Power
- 15% chance to retain a copy of any of the following healing potions that you drink:
- Positive Potion
- Negative Potion
- Repair Healing Potion
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| 1 | 2 | 30 |
- Insulated Boots
- Character Level 12
- Alchemist 5
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- No Max Caster Level with:
- Curative Admixtures
- Any Gildleaf Alchemist Spells.
- +2 Transmutation DCs
- +2 Spell Penetration
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| 1 | 2 | 30 |
- Spell Critical Chance: Positive and Negative IV
- Character Level 12
- Alchemist 5
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| Cooldown: 20 Seconds
Instantly kill any touch range enemy that:
- Fails Fortitude DC: 20 + Heal Bonus
- Is one of:
- Fascinated
- Sleeping
- Dancing
- Dazing
- Tripped
- Mesmerized
- Paralyzed
- Petrified
- Stunned
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| 1 | 2 | 30 |
- Class Level 12
- Alchemist 5
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| Multiple Selection |
| Choose between Deadly Neurotoxin and Nightshade |
| 1 | 1 | 30 |
- Character Level 12
- Alchemist 5
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