TEXT: 1
  Base Class
  Written by: Tyler Beck   Art & Design by: Rick Hershey
  Published by: Fat Goblin Games
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  Pathfinder is a registered trademark of Paizo Publishing, LLC, and the Pathfinder® Roleplaying Game and the Pathfinder® Roleplaying Game Compat-
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  pathfinderRPG/compatibility for more information on the compatibility license.
  CLASSifieds: Apothecary ©2014 Fat Goblin Games. All rights reserved. www.fatgoblingames.com - Open Game Content: All material — including but 
  not limited to art, place and character names, character and setting descriptions, background, and new class descriptions—is Product Identity. All other content 
  is considered Open Game Content.
  CLASSifieds
  Apothecary
  
  2
  Apothecary
  The study of alchemy is as old as the first kiln, as old as 
  the first society, for mixing volatile things together fills a 
  primal need in humans and other races alike. Not all users 
  of alchemical magic use bombs or mutagens, though; some 
  focus even more on the academic study of alchemy. These 
  apothecaries spend their time learning new and exciting 
  ways to use alchemical magic, making discoveries that 
  transcend the very nature of alchemy. The ability to use 
  metamixes to expand the power and utility of their spells 
  brings them closer to wizards than simple alchemists. Most 
  alchemical magic affects only the drinker directly, but an 
  apothecary can also focus on creating effects deadly to 
  groups of nearby enemies or a single enemy far away, or 
  even learn to harness the spell magic of her mage brethren, 
  distilling scrolls into special potions that can be used by all.
  Weapon and Armor Proficiency: The apothecary is pro-
  ficient with simple weapons and light armor, but not with 
  shields.
  Alchemy: Apothecaries are highly trained in the creation 
  of mundane alchemical substances and magical potion-like 
  extracts.
  When using Craft (alchemy) to create an alchemical item, 
  an apothecary gains a competence bonus equal to her class 
  level on the skill check. In addition, an apothecary can use 
  Craft (alchemy) to identify potions as if using detect magic. 
  She must hold the potion for 1 round to attempt such a 
  check.
  Like an alchemist, an apothecary prepares her spells by 
  mixing ingredients and a tiny fraction of her own magi-
  cal power into a number of extracts, and then effectively 
  casts the spell by drinking the extract. These extracts have 
  powerful effects, but they are also bound to their creator. 
  Extracts behave like spells in potion form, and as such their 
  effects can be dispelled by dispel magic and similar effects, 
  using the apothecary’s level as the caster level.
  An apothecary can create only a certain number of 
  extracts of each level per day. Her base daily allotment of 
  extracts per day is given on Table: Apothecary. In addi-
  tion, she receives bonus extracts per day if she has a high 
  Intelligence score, in the same way a wizard receives bonus 
  spells per day.
  When an apothecary mixes an extract, she infuses the 
  chemicals and reagents in the extract with magic siphoned 
  from her own magical aura. An extract immediately 
  become inert if it leaves the apothecary’s possession, reacti-
  vating as soon as it returns to her keeping—an apothecary 
  cannot normally pass out her extracts for allies to use. An 
  extract, once created, remains potent for 1 day before los-
  ing its magic, so an apothecary must reprepare her extracts 
  every day. Mixing an extract takes 1 minute of work.
  Creating extracts consumes raw material, but the cost of 
  those materials is insignificant—comparable to the valueless 
  material components of most spells. If a spell normally has 
  a costly material component, that component is expended 
  during the consumption of that particular extract. Extracts 
  cannot be made from spells that have focus requirements; 
  extracts that duplicate divine spells never have a divine 
  focus requirement.
  An apothecary prepares her extracts from the apoth-
  ecary extract list, shown below. An apothecary can prepare 
  an extract of any formula she knows. To learn or use an 
  extract, an apothecary must have at least an Intelligence 
  score equal to 10 + the extract’s level. The saving throw DC 
  for an apothecary’s extract is equal to 10 + the extract’s level 
  + the apothecary’s Intelligence modifier.
  An apothecary may know any number of formulae. She 
  stores her formulae in a special tome called a formula 
  book. She must refer to this book whenever she prepares 
  an extract. At 1st level, an apothecary starts with two 1st-
  level formulae of her choice, plus a number of additional 
  formulae equal to her Intelligence modifier. At each new 
  apothecary level, she gains one new formula for any level 
  that she can create. An apothecary can also add formulae 
  to her book just like a wizard adds spells to her spellbook, 
  using the same costs, pages, and time requirements. A for-
  mula book costs as much as a spellbook. An apothecary 
  can study a wizard’s spellbook to learn any formula that is 
  
  3
  Base Class
  equivalent to a spell the spellbook contains. A wizard, how-
  ever, cannot learn spells from a formula book. An apoth-
  ecary can also learn formulae from another apothecary’s, 
  investigator’s, or alchemist’s formula book (and vice versa). 
  An apothecary does not need to decipher arcane writing 
  before copying that formula.
  Brew Potion: An apothecary gains Brew Potion as a 
  bonus feat at 1st level.
  Concoctions: At 1st level and every two levels there-
  after, an apothecary learns to mix her extracts in special 
  and powerful ways to increase their effectiveness in or 
  out of combat. Some concoctions can only be chosen 
  when the apothecary has met certain prerequisites, or 
  attained a certain class level. Some concoctions have the 
  keyword “Metamix” behind them -- these are very similar 
  to the metamagic feats that spellcasters use, and enhanc-
  ing an extract using a metamix causes the extract to take 
  up an extract slot one or more level higher than normal. 
  Metamixes must be chosen when the apothecary prepares 
  her extracts, and cannot normally be added to a previously 
  prepared extract. An apothecary cannot choose any given 
  concoction more than once unless otherwise specified.
  Bottled monsters: The apothecary adds summon monster I 
  to her formula book as a 1st-level extract. When she pre-
  pares that extract, she actually prepares a tiny, preserved 
  specimen of organic tissue in a bottle (as with a caster 
  casting the spell, the apothecary doesn’t have to choose 
  the creature until she uses the extract). When the apoth-
  ecary opens the bottle, the specimen animates and grows 
  to normal size, serving her as per the spell and otherwise 
  being treated as a summoned creature. When the dura-
  tion expires, the preserved creature decays into powder. 
  If the apothecary has the infusion discovery, another 
  character can use the infused specimen. The Augment 
  Summoning feat can be applied to these specimens. At 
  4th level and every 2 levels thereafter, the apothecary 
  adds the next level of summon monster spell to her 
  extract list as an extract of the highest level available to 
  her (to a maxiumum of summon monster IX as a 9th level 
  extract, gained at 18th level).
  Contingent extract: Once per day, the apothecary may drink 
  an extract of up to 4th level which has a range of “per-
  sonal” and delay the extract’s effects for up to a number 
  of hours equal to her level. Any time during that dura-
  tion, she may use an Immediate action to instantly gain 
  the effects of the extract as if she had just drunk the 
  extract. Using the contingent extract in this way does not 
  provoke an attack of opportunity. The apothecary must 
  be at least 12th level to choose this concoction.
  Discovery: The apothecary may choose from the following 
  list of Alchemist discoveries in place of a concoction, as 
  long as she fulfills any required prerequisites. Treat the 
  apothecary’s alchemist level for as equal to her apoth-
  ecary level for any prerequisites or effects of these discov-
  eries.
  alchemical zombieUM, bottled oozeUM, cognatoge-
  nUM, combine extractsAPG, dilutionAPG, elixir of lifeAPG, 
  enhance potionAPG, eternal potionAPG, extend potionAPG, 
  grand cognatogenUM, grand inspiring cognatogenACG, 
  greater cognatogenUM, greater inspiring cognatogenACG, 
  infusionAPG, inspiring cognatogenACG
  Distill scroll: The apothecary can extract the magic from a 
  scroll and infuse its power into a potion. She must deci-
  pher arcane writing on the scroll before attempting to 
  distill from it, and the spell to be distilled must be on the 
  apothecary’s spell list and be of 3rd-level or less, though 
  she can distill scrolls of higher level spells than she can 
  currently prepare. By mixing ingredients which cost an 
  amount of gold equal to 15 gp x the spell level of the 
  scroll x its caster level for one minute, the apothecary can 
  distill the magic of that scroll into a potion which retains 
  the same spell level and caster level as the scroll. The 
  apothecary’s own Intelligence score is used to determine 
  saving throw DCs, if applicable. The distilled scroll is 
  destroyed in this process. To choose this concoction, the 
  apothecary must have the Brew Potion feat. 
  Distill greater scroll: The apothecary has learned to use 
  her distill scroll concoction to extract the magic from 
  more powerful scrolls. A number of times per day equal 
  to her Intelligence modifier, she can distill a scroll of 
  
  4
  Apothecary
  a single spell into a special potion called a distillation. 
  A distillation can be made of any spell which is on the 
  apothecary’s spell list which she can prepare. Distillations 
  cost no gold to create, but becomes inert after 24 hours. 
  Distillations act in all other ways like potions created 
  using distill scroll. To choose this concoction, the apoth-
  ecary must be at least 7th level and have the distill scroll 
  concoction and the infusionAPG alchemist discovery.
  Empower extract (Metamix): All variable, numeric effects of 
  the extract increase by 50%. Saving throws and opposed 
  rolls are not affected, nor are extracts without random 
  variables. An empowered extract takes up an extract slot 
  two higher than normal.
  Expanded distillations: The apothecary can distill a scroll of 
  any spell with a range of personal or touch into a distil-
  lation (or potion, if the spell is 3rd level or lower), even 
  if that spell is not on her spell list. Effects of the resultant 
  distillations or potions are still dependent on the original 
  scroll’s caster level and spell level, and the spell level of 
  the scroll cannot exceed the apothecary’s current highest 
  level of prepared extracts. The apothecary must have the 
  distill scroll and distill greater scroll concoctions and be 
  at least 12th level to choose this concoction.
  Extend extract (Metamix): The extract’s effects last twice as 
  long as normal. An extended extract takes up an extract 
  slot one higher than normal.
  Focus extract (Metamix): When using an extract which 
  affects or targets more than one creature, the apothecary 
  can choose one target or creature within the spell effect. 
  That creature’s saving throw DC to resist the effects of the 
  extract is increased by +2. She must choose which target 
  to focus the extract on before drinking the extract. This 
  metamix can only be applied to extracts which allow a 
  saving throw to resist or lessen their effects. A focused 
  extract takes up an extract slot one higher than normal.
  Intensify extract (Metamix): An extract which deals dam-
  age to one or more creatures or targets, and that damage 
  is dependent on the apothecary’s level, the maximum 
  number of damage dice is increased by 5 levels. No other 
  variables of the spell are affected. The apothecary must 
  have sufficient caster levels to surpass the normal maxi-
  mum damage dice in order to benefit from this metamix. 
  An intensified extract takes up an extract slot one higher 
  than normal.
  Quick metamix: A number of times per day equal to the 
  apothecary’s Intelligence modifier, she may apply the 
  effects of a metamix which increases an extract’s slot by 
  one to an extract which was already prepared. This abil-
  ity cannot be used to apply a metamix which causes an 
  increase in extract level of more than one. The apoth-
  ecary must be at least 8th level to choose this concoction.
  Ray bounce: The apothecary can cause a ray to bounce 
  between enemies. When the apothecary would miss a 
  ranged touch attack with a ray, she can choose to roll a 
  new ranged touch attack roll against a different target 
  within 30 feet at a -5 penalty. At 10th level, the apothe-
  cary can bounce a missed spell to a third target, provided 
  that the second ranged touch attack roll missed, with a 
  -10 penalty. 
  Widen extract (Metamix): The apothecary can alter a burst, 
  emanation, or spread-shaped extract to increase its area. 
  Any numeric measurements of the extract’s area increase 
  by 100%. This metamix can only be used on an extract 
  which has an area of effect, such as a cone or burst. A 
  widened extract takes up an extract slot three higher than 
  normal.
  Tonics: An apothecary can prepare a small number of 
  extracts each day that are not expended when used, similar 
  to the cantrips which a wizard prepares. These extracts can 
  be used over and over by simply sipping a small bit of the 
  contents, allowing the apothecary to gain the effects many 
  times before she must prepare the extracts again. Once 
  prepared for the day, these tonics cannot be changed. The 
  number of tonics which an apothecary can prepare each 
  day appears on Table: Apothecary under the heading “0”.
  
  5
  Base Class
  Transformative Elixir: At 20th level, the apothecary’s 
  research into alchemical magic reaches its pinnacle, allow-
  ing her to create a powerful elixir which gives her a perma-
  nent bonus. The elixir can only be used by the apothecary, 
  and is chosen from the following list:
  Eternal body (Su): The elixir gives the apothecary the gift of 
  immortality. She no longer ages, and never takes penal-
  ties from aging, though she can still gain any positive 
  effects of aging if she chooses to.
  Incredible genius (Ex): The elixir grants the apothecary a 
  permanent untyped +4 bonus to her Intelligence score, 
  and gains the constant effects of both comprehend lan-
  guages and tongues. She can also use all Knowledge 
  checks as if she had a number of ranks invested in them 
  equal to her class level.
  Outsider’s essence (Su): The elixir changes the apothecary’s 
  creature type to outsider (native). She gains DR 10/magic 
  and adamantine, resistance 10 to acid, cold, electricity 
  and fire, and grows a pair of wings which grant her a 
  natural fly speed of 40 ft (good maneuverability). She can 
  choose either feathered, angelic wings or leathery, batlike 
  wings.
  Apothecary extract list:
  0 - detect magic, detect poison, disrupt undead, guidance, haunted 
  fey aspect, mage hand, ray of frost, read magic, resistance, touch 
  of fatigue
  1st - acid splash, adhesive spittleACG, air bubbleUC, ant haulAPG, 
  anticipate perilUM, blurred movementACG, body capacitanceACG, 
  burning hands, color spray, compel hostilityUC, comprehend lan-
  guages, crafter’s fortuneAPG, cure light wounds, detect secret doors, 
  detect undead, disguise self, ear-piercing screamUM, endure ele-
  ments, enlarge person, expeditious retreat, heightened awarenes-
  sACG, identify, jump, keen sensesAPG, long armACG, mirror strikeUM, 
  moment of greatnessUC, negate aromaAPG, obscuring mist, phan-
  tom bloodACG, protection from chaos/evil/good/law, ray of enfee-
  blement, ray of sickeningUM, reduce person, repair undeadACG, see 
  alignmentUC, shield, shock shieldUC, stone fistAPG, technomancyTG, 
  touch of the seaAPG, true strike, vanishAPG, ventriloquism, vocal 
  alterationUM, youthful appearanceUM 
  2nd - acid arrow, acute sensesUM, adorationUC, aid, air stepACG, 
  alchemical allocationAPG, alter self, animal aspectUC, barkskin, 
  Designer’s note on extract list: 
  The spells shown here are by no means 
  the only extracts that a GM might allow 
  an apothecary in her or her game to use. 
  The apothecary drinks her extracts for 
  spell effects, so any spell which goes on the 
  apothecary list should either directly affect 
  ONLY the person who drinks the extract, 
  or should emanate in some way from the 
  drinker. In general, most spells that are on 
  the alchemist’s extract list should be avail-
  able to the apothecary. In addition, spells 
  which have ray, cone, line or burst effects 
  which originate from the apothecary should 
  be included. Almost all Transmutation 
  spells should be at least considered, and 
  most Divination spells would also fit the 
  apothecary’s concept. Very few Conjuration 
  spells fit the apothecary’s spellcasting con-
  cept, as drinking an extract doesn’t feel like 
  a reasonable way to summon creatures or 
  items, with the exception of spells like vomit 
  swarm.
  
  6
  Apothecary
  bear’s endurance, bestow weapon proficiencyUC, blood transcrip-
  tionUM, blur, bullet shieldUC, burning gazeAPG, cat’s grace, cure 
  moderate wounds, cushioning bandsUM, darkvision, defensive 
  shockUM, delay painUM, delay poison, detect thoughts, eagle’s splen-
  dor, elemental speechAPG, elemental touchAPG, extreme flexibility-
  ACG, false life, fire breathAPG, fox’s cunning, ghostly disguiseUM, glid-
  eAPG, heroic fortuneAPG, investigative mindACG, invisibility, kinetic 
  reverbrationUC, lesser restoration, levitate, mirror image, owl’s 
  wisdom, percieve cuesAPG, protection from arrows, protective pre-
  numbraUM, resist energy, scorching ray, skinsendUM, spider climb, 
  see invisibility, sonic screamACG, spectral hand, vomit swarmAPG, 
  whip of spidersACG 
  3rd - ablative barrierUC, arcane sight, aura sightACG, blink, blood 
  biographyAPG, burrowUM, cure serious wounds, displacement, dis-
  tracting cacophanyUM, draconic reservoirAPG, elemental auraAPG, 
  eruptive pustulesUM, fly, gaseous form, haste, heroism, invisibility 
  sphere, lightning bolt, magic circle against chaos/evil/good/law, 
  monstrous physique IUM, nondetection, pierce disguiseACG, protec-
  tion from energy, rage, ray of exhaustion, resinous skinUC, seek 
  thoughtsAPG, silver dartsACG, tongues, touch injection, undead 
  anatomy IUM
  4th - adjustable polymorphACG, cure critical wounds, detonate, 
  dimension door, dragon’s breath, elemental body I, enervation, 
  eyes of the voidACG, fear, fire shield, greater animal aspectUC, 
  greater darkvisionUM, greater false lifeUM, greater invisibility, lesser 
  globe of invulnerability, monstrous physique IIUM, remove curse, 
  shocking imageUC, shadow projectionAPG, shout, stoneskin, 
  5th - acidic sprayUM, animal growth, cone of cold, echolocationUM, 
  elemental body II, fire snakeAPG, life bubbleAPG, monstrous phy-
  sique IIIUM, overland flight, planar adaptation, polymorph, spell 
  absorption, undead anatomy IIUM, vampiric shadow shieldACG, 
  waves of fatigue, whip of centipedesACG
  6th - antimagic field, banshee blastACG, chain lightning, cold ice 
  strikeUM, contagious flameAPG, disintegrate, elemental body III, 
  fluid formAPG, form of the dragon I, globe of invulnerability, 
  greater heroism, legend lore, monstrous physique IVUM, repul-
  sion, sonic formACG, transformation, true seeing, undead anatomy 
  IIIUM, whip of antsACG
  7th - caustic eruptionUM, elemental body IV, ethereal jaunt, form 
  of the dragon II, giant form I, greater arcane sight, greater poly-
  morph, greater restoration, heal, ice bodyUM, ki shoutUM, power 
  word blind, project image, regenerate simulacrum, resonating 
  wordUM, spell turning, statue, waves of ecstasyUM
  8th - clone, discern location, form of the dragon III, frightful 
  aspectUC, giant form II, greater shout, greater spell absorptionISM, 
  greater spell immunity, iron body, moment of prescience, polar 
  ray, power word stun, protection from spells, seamantleAPG, 
  stormboltsAPG, sunburstCRB, undead anatomy IVUM
  9th - energy drain, fiery bodyAPG, heroic invocationUC, over-
  whelming presenceUM, power word kill, prismatic sphere, 
  ride the lightningUM, shapechange, time stop, wail of the 
  banshee, winds of vengeanceAPG
  *ACG = Advanced Class Guide, APG = Advanced Players’ 
  Guide, ISM = Inner Sea Magic, TG = Technology Guide, UC = 
  Ultimate Combat, UM = Ultimate Magic
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  7
  Base Class
  Table: The Apothecary
  Level
  BAB
  Fort
  Ref
  Will
  Special
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  1
  +0
  +2
  +2
  +0
  Alchemy, Tonics, Brew 
  Potion, Concoction
  3
  2
  -
  -
  -
  -
  -
  -
  -
  -
  2
  +1
  +3
  +3
  +0
  4
  2
  -
  -
  -
  -
  -
  -
  -
  -
  3
  +1
  +3
  +3
  +1
  Concoction
  4
  3
  -
  -
  -
  -
  -
  -
  -
  -
  4
  +2
  +4
  +4
  +1
  4
  3
  2
  -
  -
  -
  -
  -
  -
  -
  5
  +2
  +4
  +4
  +1
  Concoction
  4
  3
  2
  -
  -
  -
  -
  -
  -
  -
  6
  +3
  +5
  +5
  +2
  4
  4
  3
  2
  -
  -
  -
  -
  -
  -
  7
  +3
  +5
  +5
  +2
  Concoction
  4
  4
  3
  2
  -
  -
  -
  -
  -
  -
  8
  +4
  +6
  +6
  +2
  4
  4
  3
  3
  2
  -
  -
  -
  -
  -
  9
  +4
  +6
  +6
  +3
  Concoction
  4
  4
  4
  3
  2
  -
  -
  -
  -
  -
  10
  +5
  +7
  +7
  +3
  4
  4
  4
  3
  3
  2
  -
  -
  -
  -
  11
  +5
  +7
  +7
  +3
  Concoction
  4
  4
  4
  4
  3
  2
  -
  -
  -
  -
  12
  +6/+1
  +8
  +8
  +4
  4
  4
  4
  4
  3
  3
  2
  -
  -
  -
  13
  +6/+1
  +8
  +8
  +4
  Concoction
  4
  4
  4
  4
  4
  3
  2
  -
  -
  -
  14
  +7/+2
  +9
  +9
  +4
  4
  4
  4
  4
  4
  3
  3
  2
  -
  -
  15
  +7/+2
  +9
  +9
  +5
  Concoction
  4
  4
  4
  4
  4
  4
  3
  2
  -
  -
  16
  +8/+3
  +10
  +10
  +5
  4
  4
  4
  4
  4
  4
  3
  3
  2
  -
  17
  +8/+3
  +10
  +10
  +5
  Concoction
  4
  4
  4
  4
  4
  4
  4
  3
  2
  -
  18
  +9/+4
  +11
  +11
  +6
  4
  4
  4
  4
  4
  4
  4
  3
  3
  2
  19
  +9/+4
  +11
  +11
  +6
  Concoction
  4
  4
  4
  4
  4
  4
  4
  4
  3
  3
  20
  +10/+5
  +12
  +12
  +6
  Transformative Elixir
  4
  4
  4
  4
  4
  4
  4
  4
  4
  4
  
  8
  Apothecary
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo 
  Publishing, LLC.
  Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason 
  Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, 
  based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, 
  Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon 
  Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason 
  Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ 
  Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
  Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, 
  F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte 
  Cook, and Skip Williams.
  Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam 
  Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. 
  Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, 
  Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley 
  Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny 
  Williams, Skip Williams, Teeuwynn Woodruff.
  Pathfinder Roleplaying Game Advanced Player's Guide. © 2010, Paizo Publishing, LLC; Author: 
  Jason Bulmahn
  Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: 
  Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, 
  Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and 
  Russ Taylor.
  Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, 
  Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, 
  Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason 
  Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, 
  Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
  Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, 
  Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ 
  Taylor.
  Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis 
  Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt 
  Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason 
  Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.
  The Book of Experimental Might. © 2008, Monte J. Cook. All rights reserved.
  Tome of Horrors. © 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, 
  Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick 
  Lawinger, and Bill Webb; Based on original content from TSR.
  CLASSifieds: Apothecary© 2014 Fat Goblin Games; Authors; Tyler Beck
  
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  Base Class
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Fat Goblin Games/CLASSifieds - The Apothecary.pdf