Potion Doc

World of Warcraft: Horde Player's Guide (HPG)Updated WoW RPG (3.5)

Potion Doc is a D&D 3.5 character class from HPG. Hit die d6.

Requirements

Affiliation: Any. Skill: Craft (alchemy) 8 ranks. Feats: Brew Potion, Journeyman Alchemist (see More Magic & Mayhem). Spells: Ability to cast 3rd-level spells.

Type
Prestige
Hit Die
d6

Class Skills

Advancement

LevelBABFortRefWillSpecialSpells
2+1+0+0+3A little brains, a little talent, Artisan Alchemist, no tools+1 level of existing class
3+1+1+1+3Great potions (5th), swift brew+1 level of existing class
4+2+1+1+4Brew spray potion+1 level of existing class
5+2+1+1+4Great potions (6th), metapotion expertise+1 level of existing class
6+3+2+2+5A lot of brains, a lot of talent+1 level of existing class
7+3+2+2+5Great potions (7th), metabrew expertise+1 level of existing class
8+4+2+2+6Master Alchemist, potion delay+1 level of existing class
9+4+3+3+6Conquer barriers, great potions (8th)+1 level of existing class
10+5+3+3+7Great potions (9th+), potion blood+1 level of existing class

The potion doc takes brewing and alchemy to a different level, operating in a different way than a basic alchemist or witch doctor . She combines science and magic in her unique art. She knows how to overcome the restrictions inherit in potion-making, and can create potions - bubbling, unstable concoctions that fizzle and spit vapors - that contain powerful magicks. Perhaps she is best known for brewing potion bombs - toss one of these beakers and watch the explosions. She can put together potions with little effort or cost on her own part, and can even do so on the fly , with just a few seconds of preparation. The potion doc is a valuable member of any adventuring party, as she continues

Brew Potion Bomb (Ex): One of the potion doc's more… obvious talents is the ability to create potion bombs. Whereas normal potions take effect when a character drinks them, a potion bomb takes effect when its container shatters. A potion doc brews a potion bomb just as she would a normal potion, with one exception: The spell the potion holds does not have to target a creature or creatures. She can put any spell at all into a potion bomb, provided it is of an appropriate level. In fact, all her potions are in fact potion bombs (or at least can be used as them). Characters can drink a potion that has a target other than a creature or creatures, but doing so has no effect (other than making the drinker slightly queasy). Whenever one of the potion doc's potions breaks open, the spell effect occurs at that location. Usually, the potion doc (or another character) throws such a potion. Doing so follows are the normal rules for splash weapons (see W oW RPG, Chapter 12: Combat, "Special Attacks," Throw Splash Weapon). A direct hit deals no damage, and this attack cannot threaten a critical hit. If the spell normally originates with the caster and is aimed in a direction (such as lighting bolt or burning hands), the effect aims away from the character who threw the potion. If the potion targets a creature or creatures (or other specific target, like a corpse or an object), the potion requires a direct hit against a creature to take effect. In melee combat, a character can simply splash an opponent with a potion or crush it against him, which requires a melee touch attack and does not provoke attacks of opportunity. Expert Alchemist: The potion doc gains Expert Alchemist as a bonus feat, even if she does not meet the normal prerequisites. Great P otions (Ex): The potion doc's initial discoveries allow her to transcend traditional barriers in potion brewing. She can brew potions containing spells of up to 4th level. As she gains levels, she can brew potions containing higher level spells (provided she has spell slots of the appropriate levels, of course), as shown on Table 3-7: The Potion Doc. At 10th level, the potion doc can brew potions containing spells of any level. Maker 's T ouch (Ex): The potion doc has a knack at using potions of her own design. When she uses a potion (drinks it, throws it, or whatever) that she created, the spell takes effect as though the potion doc were casting it directly (it uses her caster level and any applicable feats and class features). Potion Concentration: The potion doc focuses exclusively on her strange art. She cannot cast spells except when creating magic items that use those spells. The spells are still considered to be on her spell list for other purposes, such as activating magic items. This restriction applies to all of the potion doc's classes. A Little

Brains (Ex): At 2nd level, the potion doc knows shortcuts to create potions with less strain on herself. She also knows of all sorts of strange, common (and not so common) ingredients for potions, and grabs these as she passes them in her adventures. Most potion docs have large satchels full of clinking vials, small pouches, and tiny boxes of esoteric items - red dust, caterpillar legs, maybe a little brains from a defeated opponent. These ingredients help her offset the cost of her creations. She reduces the XP cost for brewing potions by -25%, and she reduces the gp cost for creating both potions and alchemical concoctions by -25%. These reductions apply before any other effects that increase or decrease the costs. A Little

T alent (Ex): At 2nd level, the potion doc can whip up some brews with little effort at all. She can brew potions that cost 0 XP . They take the normal amount of time and gp (both reduced by her other appropriate class features, of course). At any given time, the potion doc can have only 10 of these 0-XP potions in existence - she feels them tug at her on some metaphysical level. Artisan Alchemist: A t 2nd level, the potion doc gains Artisan Alchemist as a bonus feat, even if she does not meet the normal prerequisites. No

T ools (Ex): At 2nd level, the potion doc carries all the tools she needs with her , or she can find them - or can even use only her own hands to create potions and brews. She does not need a lab to create potions, nor does she need an alchemist's kit or alchemist's lab to create alchemical items. She does not take circumstance penalties on Craft (alchemy) checks for using improvised tools. She can use alchemist's labs and kits if she likes, and a masterwork alchemy kit (see More Magic & Mayhem) still grants her a +2 circumstance bonus on Craft (alchemy) checks.

Swift Brew (Ex): At 3rd level, the potion doc can brew potions with surpassing speed. Grab a beaker already full of some blue liquid, toss in a handful of rummaged ingredients, mutter a spell… and suddenly it's a potion. She can create a potion or alchemical concoction as a full-round action. She can use this ability a number of times per day equal to her potion doc level + her Intellect or Spirit bonus (whichever is her key spellcasting ability).

Brew Spray Potion (Ex): At 4th level, the potion doc knows how to brew a different kind of potion. This potion bubbles and fizzes, leaping as if to escape the container. The idea is for the potion doc (or another character) to remove the stopper, put her thumb over the opening, and shake vigorously. The potion hisses and turns pale and frothy, filling the container and rumbling against its confines. The character then aims the potion at her enemies, removes her thumb, and the potion sprays out in a 15-foot cone. All creatures in the cone are affected as though they had drunk the potion. Only potions that target a creature or creatures can become spray potions. A spray potion is like five potions in one. It uses a larger container than normal, and it requires five times as much effort to create (in gp, XP , and spell slots). It counts as five potions for the purpose of the class features a little talent and swift brew. The potion doc can create spray potions that affect a larger area. For every two additional potions she brews into the spray potion, the cone increases by +5 feet, to a maximum of 30 feet. For example, a spray potion with a range of 20 feet is the equivalent of 7 potions. A spray potion with a range of 25 feet is 9 potions in one, and a spray potion with a range of 30 feet is 11 potions in one. Using a spray potion is a standard action that provokes attacks of opportunity.

Metapotion Expertise (Ex): At 5th level, the potion doc is adept at brewing potions with metamagic feats. When she prepares a spell modified by a metamagic feat, the metamagic feat increases the spell's level by one level fewer than it normally does, to a minimum of 0. This allows her to more easily brew potions that contain metamagic spells. For example, an empowered cure moderate wounds is normally a 4th-level spell, but when the potion doc prepares it, it's a 3rd-level spell.

A Lot of Brains (Ex): At 6th level, the potion doc develops new techniques to create potions on the cheap, both in terms of money and effort. She reduces the XP cost for brewing potions by a further -25%, and she reduces the gp cost for creating both potions and alchemical concoctions by a further -25% (for a total of a -50% reduction for both). These reductions apply before any other effects that increase or decrease the costs. A Lot of T alent (Ex): At 6th level, the potion doc can have up to 20 potions in existence at any one time that she created with her a little talent class feature. Metabrew Expertise (Ex): At 7th level, the potion doc bends some of her magical know-how to the scientific art of alchemy. She can apply one or more metamagic feats to alchemical concoctions. She can apply any metamagic feat she knows, but some have no effect, since the concoctions aren't spells. Feats like Empower Spell and Maximize Spell are good choices. Crafting an alchemical concoction modified by a metamagic feat increases its price by +50% for each level by which the feat raises a spell. For example, Empower Spell makes a spell take up a spell slot two levels higher than normal. Thus, an empowered brew costs twice as much (+100% more) as normal. Apply these increased costs before the a lot of brains class feature. Master Alchemist: A t 8th level, the potion doc gains Master Alchemist as a bonus feat, even if she does not meet the normal prerequisites. Potion

Delay (Ex): At 8th level, the potion doc can create potions and brews that incorporate a delay before they take effect. T wo possible methods exist for these delays: time delays and command delays. A potion crafted with a time delay takes effect a certain number of rounds after it is drunk (or thrown, or sprayed, or whatever). When she brews the potion, the potion doc decides how many rounds will pass before the potion takes effect. She can create a potion with a variable delay (such as 1d4 rounds) if she likes, but most potion docs prefer greater control. The delay can be any length of time up to 10 minutes. Both magic potions and alchemical concoctions can be created with time delays. Table 3 -7: The Potion Doc (Doc) Base Class Attack Fort Ref Will Level Bonus Save Save Save Special Spell Slots per Day 1st +0 +0 +0 +2 Brew potion bomb, Expert Alchemist, great potions (4th), +1 level of existing class maker's touch, potion concentration 2nd +1 +0 +0 +3 A little brains, a little talent, Artisan Alchemist, no tools +1 level of existing class 3rd +1 +1 +1 +3 Great potions (5th), swift brew +1 level of existing class 4th +2 +1 +1 +4 Brew spray potion +1 level of existing class 5th +2 +1 +1 +4 Great potions (6th), metapotion expertise +1 level of existing class 6th +3 +2 +2 +5 A lot of brains, a lot of talent +1 level of existing class 7th +3 +2 +2 +5 Great potions (7th), metabrew expertise +1 level of existing class 8th +4 +2 +2 +6 Master Alchemist, potion delay +1 level of existing class 9th +4 +3 +3 +6 Conquer barriers, great potions (8th) +1 level of existing class 10th +5 +3 +3 +7 Great potions (9th+), potion blood +1 level of existing class A potion with a command delay is inert in the drinker's system (or lying in a puddle on the floor, or splashed on an enemy's skin, or whatever) until the potion doc commands it to take effect. Doing so requires the potion doc to mutter some words and wave her hands around - it is, in fact, like casting a spell. To trigger these potions, the potion doc must use a spell slot of the same level of the spell in the potion. Activating a potion with a command delay is akin to casting a spell in many respects - it provokes attacks of opportunity and can be interrupted. If the spell is arcane, it is subject to arcane spell failure chance from armor. Commanding a potion to activate never takes material components or focuses, and it takes verbal and somatic components if the spell does. Commanding a potion to activate takes as much time as casting the spell. The potion doc can command a potion to activate only if she can see the potion (or the creature where the potion now resides) and she is within the spell's normal range. A potion with a command delay remains potent for 1 hour; if the potion doc does not command it to activate within that time frame, it becomes a nonmagic puddle of liquid (or part of the drinker's anatomy, or whatever). The potion doc can craft only magic potions (not alchemical creations) with command delays. Conquer Barriers (Ex): At 9th level, the potion doc's extensive study of magic and brewing allows her to create potions of many different kinds that she previously thought were impossible. She chooses another class's spell list. She has access to that spell list and uses those spells as arcane (if she was originally an arcane caster) or divine (if she was originally a divine caster). Potion

Blood (Su): At 10th level, the potion doc's extensive experimentation and experience with potions My sword bit into the troll's light blue flesh. As blood began to sprout from the wound in his shoulder, I realized my blade was stuck. The barbarous troll was in a frenzied state, and his mouth was frothing as he screeched like a haunted spirit. He didn't seem to feel any pain. An instant after I struck him, he took a step to his left and hit Arham with a mighty blow from his long-handled axe, which he wielded with two hands. The blade tore my companion's breastplate and cleaved into his torso. Luckily, it didn't bite too deeply. Shaken from the force of the blow, Arham took an awkward step backward, unconsciously lowering his shield arm. Markis, Arham's elder brother, impaled the troll with one of his long knives as I managed to free my weapon from the creature's shoulder. Again, the raging barbarian didn't seem to notice the fresh wound in his back. Instead of turning his attention to Markis or me, he struck Arham again, this time delivering a finishing blow to the head. Markis screamed, and I watched in horror as my companion's lifeless body fell to the ground. I attacked the fiend again. This time my weapon slashed at the troll's side, ripping off some of his thick skin. As our enemy turned to face us, I saw his beady yellow eyes, which reminded me of those of a snake. For the first time, I noticed his face. It was covered with a thin layer of fur and seemed more bestial than the features of any troll I had ever met. Our raging enemy had a bear-like muzzle and his ears were like those of a wolf. His tusks were longer than most monsters and as sharp as knives, but what surprised me the most was the look in his serpent eyes. This fiend didn't have the gaze of a humanoid: A wild and lethal beast possessed him - of that, I was certain. This troll was no ordinary barbarian. mean that she is a walking alchemy lab. Potions and brews course through her system, intermingling with her blood and other vital fluids. The potion doc knows this - and further, she knows how to use it to her advantage, for she can create small, innocuous draughts that trigger the latent potions inside her. The potion doc chooses five spells (that target a creature or creatures) of 7th level or lower on her spell list and/or alchemical draughts or philters. A spell cannot have an XP component or a material component with a gp cost greater than 100 gp. These spells and brews are latent within her body. The potion doc has a number of small vials that she can drink (like drinking a potion) to activate her potion blood. Creating these vials takes no effort or time; the potion doc is assumed to always have some on hand if she has her equipment with her. Drinking a vial activates the spell or alchemical brew the potion doc chooses. Only one such latent potion or brew can be active at a time, and at least 1 minute must pass between their durations. The potion doc can activate each latent potion or brew once per day . When the potion doc chooses which five spells and/or brews exist in her system, she can choose the same spell or brew more than once in order to activate it more than once per day .