20 December 2016

Earthdawn 4E: Rogues' Gallery 04 - Apothecary

This is the fourth 4E Rogues' Gallery, an ongoing series about Earthdawn Fourth Edition. Introduction and Index.

Everything contained here is the work of a fan and not associated with FASA Games.

This entry presents example apothecary characters, which is fairly specialized, but that's what you get with no magic, just skills.


It should be obvious this archetype does not present much of a combat challenge. At all. But they can potentially give adepts a run for their money in the right situations. The skills provided aren't intended to be exhaustive and any given example character will likely have other skills to round them out (such as artisan, knowledge, language, and potentially other professional skills).

All example characters are assumed to be human as a default. However, at the end racial templates are provided. The goal for applying the templates is not complete verisimilitude, but to maintain a rough equivalence between them. Emphasis on rough.

As well, their equipment can be exchanged for whatever is most appropriate for the setting. No blood charms or healing aids have been included - keeping it simple is the goal.

If there are any non-magical archetypes that would be valuable, leave a comment and let me know. As well with comments on the content and format. This is less an exercise in playing with the system and more about making something useful for the community.


Apothecary (Novice)

Challenge: Novice (First Circle)
DEX: 5        Initiative:                  5       Unconsciousness:      20
STR: 4         Physical Defense:  6        Death Rating:               25
TOU: 5        Mystic Defense:      9        Wound Threshold:    7
PER: 7         Social Defense:       8       Knockdown:                  4
WIL: 5        Physical Armor:      0       Recovery Tests:            2
CHA: 6        Mystic Armor:         2
Movement: 12
Actions: 1; Knife: 6 (5)
Powers:
Alchemy (8): As the skill, Player's Guide, p. 191.
Awareness (8): As the skill, Player's Guide, p. 129.
Conversation (7): As the skill, Player's Guide, p. 136.
Craftsman (8): As the skill, Player's Guide, p. 195.
First Impression (7): As the skill, Player's Guide, p. 147.
Haggle (7): As the skill, Player's Guide, p. 152.
Physician (8): As the skill, Player's Guide, p. 198.
Research (8): As the skill, Player's Guide, p. XX.
Equipment: Alchemy lab, knife


Apothecary (Journeyman)

Challenge: Novice (Second Circle)
DEX: 5        Initiative:                  5       Unconsciousness:       22
STR: 4         Physical Defense:  7        Death Rating:               27
TOU: 5        Mystic Defense:      10      Wound Threshold:    8
PER: 7         Social Defense:       8       Knockdown:                  4
WIL: 6        Physical Armor:      0       Recovery Tests:           2
CHA: 6        Mystic Armor:         2
Movement: 12
Actions: 1; Knife: 7 (5)
Powers:
Alchemy (10): As the skill, Player's Guide, p. 191.
Awareness (10): As the skill, Player's Guide, p. 129.
Bribery (7): As the skill, Player's Guide, p. 129.
Conversation (9): As the skill, Player's Guide, p. 136.
Craftsman (10): As the skill, Player's Guide, p. 195.
First Impression (9): As the skill, Player's Guide, p. 147.
Haggle (9): As the skill, Player's Guide, p. 152.
Physician (10): As the skill, Player's Guide, p. 198.
Research (10): As the skill, Player's Guide, p. 163.
Wilderness Survival (8): As the skill, Player's Guide, p. 179.
Equipment: Alchemy lab, knife


Apothecary (Veteran)

Challenge: Novice (Third Circle)
DEX: 5        Initiative:                  5       Unconsciousness:       24
STR: 5         Physical Defense:  7       Death Rating:                29
TOU: 5        Mystic Defense:      10     Wound Threshold:     8
PER: 7         Social Defense:       9       Knockdown:                  5
WIL: 6        Physical Armor:      0       Recovery Tests:           2
CHA: 6        Mystic Armor:         2
Movement: 12
Actions: 1; Knife: 8 (6)
Powers:
Alchemy (12): As the skill, Player's Guide, p. 191.
Awareness (12): As the skill, Player's Guide, p. 129.
Bribery (9): As the skill, Player's Guide, p. 129.
Conversation (11): As the skill, Player's Guide, p. 136.
Craftsman (11): As the skill, Player's Guide, p. 195.
First Impression (11): As the skill, Player's Guide, p. 147.
Haggle (11): As the skill, Player's Guide, p. 152.
Physician (12): As the skill, Player's Guide, p. 198.
Research (12): As the skill, Player's Guide, p. 163.
Resist Taunt (9): As the skill, Player's Guide, p. XX.
Wilderness Survival (10): As the skill, Player's Guide, p. 179.
Equipment: Alchemy lab, knife


Apothecary (Master)

Challenge: Novice (Fourth Circle)
DEX: 6        Initiative:                  6       Unconsciousness:       26
STR: 5         Physical Defense:  8        Death Rating:                32
TOU: 6        Mystic Defense:      11       Wound Threshold:    9
PER: 8         Social Defense:       9       Knockdown:                  5
WIL: 6        Physical Armor:      0       Recovery Tests:            3
CHA: 6        Mystic Armor:         3
Movement: 12
Actions: 1; Knife: 10 (6)
Powers:
Alchemy (15): As the skill, Player's Guide, p. 191.
Arcane Mutterings (12): As the skill, Player's Guide, p. 128.
Awareness (15): As the skill, Player's Guide, p. 129.
Bribery (10): As the skill, Player's Guide, p. 129.
Conversation (11): As the skill, Player's Guide, p. 136.
Craftsman (12): As the skill, Player's Guide, p. 195.
First Impression (11): As the skill, Player's Guide, p. 147.
Haggle (13): As the skill, Player's Guide, p. 152.
Physician (15): As the skill, Player's Guide, p. 198.
Research (15): As the skill, Player's Guide, p. 163.
Resist Taunt (11): As the skill, Player's Guide, p. 164.
Wilderness Survival (11): As the skill, Player's Guide, p. 179.
Equipment: Alchemy lab, knife


Racial Modifiers:
Dwarf: +1 TOU, +1 PER, -1 Physical Defense, +4 Unconsciousness, +5 Death Rating, -2 Movement
Elf: -1 TOU, +1 Physical Defense, -4 Unconsciousness, -5 Death Rating, +2 Movement
Obsidiman: +3 STR, +1 TOU, -1 Physical Defense, -1 Mystic Defense, +1 Physical Armor, +3 Mystic Armor, +6 Unconsciousness, +7 Death Rating, +4 Wound Threshold, +3 Knockdown, +4 Damage, -1 Attack, -1 all Dex-based skills, change armor to fernweave
Ork: +1 STR, -1 Mystic Armor, +2 Unconsciousness, +2 Death Rating, +1 Knockdown, +1 Damage
Troll: +1 STR, +1 TOU, -1 Mystic Defense, +4 Unconsciousness, +5 Death Rating, +1 Knockdown, +2 Damage, +2 Movement
T'skrang: +2 Unconsciousness, +2 Death Rating, Swimming
Windling: -2 STR, -1 TOU, +2 Physical Defense, +1 Mystic Defense, +1 Social Defense, -4 Unconsciousness, -5 Death Rating, -2 Knockdown, -4 Damage, -8 Movement, Flight (16), Astral Sight