Apothecary (3.5e Feat)

From D&D Wiki

Jump to: navigation, search
This material is published under the OGL

Apothecary [General]

You have extensive knowledge of poisons and how to distill and manufacture them.
Prerequisite: None
Benefit: You can create any poison following the craft rules using your Craft (alchemy) or Profession (herbalist) skills, with a DC equal to the save DC of the poison, except that each skill check represents one day's (rather than one week's) work. Many poisons require more expensive or rare components, as decided by your DM.
Special: You must have an Alchemist's lab in order to create a poison.

Notes: Depending on your campaign, poison creation may be treated as a house rule based on your Craft (alchemy) or Profession (herbalist) skill, rather than a feat. Alternatively, enterprising DMs could create a Craft (poison) skill that accomplishes the same effect.

Author: Eric D. Harry © Eric D. Harry 2001   This feat is from the NBoF, please see NBoF Credits.
Revised by the Netbook of Feats Review Board
NBoF Balance Rating (0 to 5 Scale)
Overall Purp Pow Port Comp Rule
4.40 4.50 4.50 4.50 4.00 4.50

Back to Main Page3.5e HomebrewCharacter OptionsFeatsEquipment Feats
Back to Main Page3.5e HomebrewCharacter OptionsFeatsCraft Feats
Padlock.png This page is protected from editing because it is distributed under the OGL. Please discuss possible problems or changes on the talk page.

Personal tools
Home of user-generated,
homebrew pages!
system reference documents
admin area
Terms and Conditions for Non-Human Visitors