Balancing issues [Archive] - Wizards Community

Post/Author/DateTimePost
seolfur

09-05-07, 08:30 PM
I am absolutely sure this is imbalanced somehow.

APOTHECARY
Hit Dice: d4
Class Skills: Appraise, Craft, Heal, and Knowledge (herbalogy)
Skill points at 1st Level:(2+Int modifier)x4 Skill points at each additional Level: 2 + Int mod
Weapon and Armor Proficiencies: An Apothecary is proficient with all simple weapons, and light armor. Armor, however, may hinder his/her spells.
Spells: Drawn from the Sorceror/Wizard Arcane Spell list, cast/learned as a wizard. All spells cast are –1 caster level; does not apply to potions.
Focused in Practice: At 1st level, an Apothecary gets a +2 bonus to Craft (alchemy) and Knowledge (nature,) and this insreases to +4 at 5th lvl, +6 at 9th lvl, +8 at 13th lvl, and +10 at 17th.
Chemical Use: Apothecary’s are well-practiced in the use of dangerous or substances and by level three, never risk accidentally dosing themselves during handling.
Hostile Blood: By Xth level, the contents of an Apothecaries’ blood is so volatile and ever-changing that microbial life cannot adapt fast enough to survive in it. Because of this, an Apothecary is immune to all diseases, except for magical and supernatural ones.
Immunity to Poison: At this point an Apothecary has subjected him/her-self to enough harmful concoctions and built up resistances, that poison no longer has any effect, and the Apothecary is immune.
Reduced Condition: The siege of harmful substances takes it's toll on an Apothecaries’ physical and mental condition. All Apothecarys lose 2 points of every ability upon character creation.
Drug Dependency: -2 int, wis, cha for every two days after not receiving drug of choice, plus first day. –2 str, dex, con for every third day, not including first, until all abilities are at 6.
Recovery: At 15th make a fortitude save daily to free him/herself of the effects of drug dependancy. The penalties of drug dependancy still apply, but after two weeks of positive saves, the penalties remove themselves in the same order they were added, and on the day after recovery is complete, the reduced condition penalties are removed.
Brew Potion: The Apothecary gains Brew Potion as a bonus feat at first level.

Base
Attack
Level Bonus F/R/W Special Spells Known Spells per Day
1st +0 2/0/0 Focused in Practice, all/2 2
Reduced Condition,
Drug Dependency
2nd +1 3/0/0 all/2 2/1
3rd +1 3/1/1 Chemical Use all/3 3/2
4th +2 4/1/1 all/3/1 3/2
5th +2 4/1/1 all/4/2 3/3/1
6th +3 5/2/2 all/4/2/1 3/3/2
7th +3 5/2/2 all/5/3/2 3/3/2/1
8th +4 6/2/2 Immunity to Poison all/5/3/2 3/3/3/2
9th +4 6/3/3 all/6/4/3 3/3/3/2
10th +5 7/3/3 Hostile Blood all/6/4/3 3/3/3/3
11th +5 7/3/3 all/7/5/4 3/3/3/3
12th +6 8/4/4 all/7/5/4 3/3/3/3
13th +6 8/4/4 all/8/5/5 3/3/3/3
14th +7 9/4/4 all/8/5/5 3/3/3/3
15th +7 9/5/5 Recovery all/9/5/5 3/3/3/3
16th +8 10/5/5 all/9/5/5 3/3/3/3
17th +8 10/5/5 all/9/5/5 3/3/3/3
18th +9 11/6/6 all/9/5/5 3/3/3/3
19th +9 11/6/6 all/9/5/5 3/3/3/3
20th +10 12/6/6 all/9/5/5 3/3/3/3

Recipes: Knows int mod+class lvl brews, with craft DCs equal to or less than their Craft (Alchemy) skill modifier +10. This list only grows when new class levels are achieved, not when a character recieves negative levels, int damage or drain, or artificially boosted intellegence.


Help? Advice?