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Homebrew => Homebrew => Garryl's Germinations => Topic started by: Garryl on June 30, 2017, 01:35:45 AM

Title: [Wild] Base Class - Witcher
Post by: Garryl on June 30, 2017, 01:35:45 AM
Witcher base class
Based on The Witcher series of video games. Not so much the books, because I've never read them.

Hit Die: d10

Table: The Witcher
                                                                                                                                    


Level
Base
Attack
Bonus

Fort
Save

Ref
Save

Will
Save


Special
Maximum
Toxicity
Pool
Maximum
Decoction
Level Brewed
1+1+2+2+0Decoctions, Signs, Monster Knowledge, Trial of the Grasses21st
2+2+3+3+0Student Combat Style41st
3+3+3+3+1Monster Tactics +161st
4+4+4+4+1Uncanny Dodge82nd
5+5+4+4+1Deflect Arrows102nd
6+6/+1+5+5+2--142nd
7+7/+2+5+5+2Apprentice Combat Style, Monster Tactics +2183rd
8+8/+3+6+6+2--223rd
9+9/+4+6+6+3Student Cross-Training263rd
10+10/+5+7+7+3Improved Uncanny Dodge304th
11+11/+6/+1+7+7+3Monster Tactics +3384th
12+12/+7/+2+8+8+4Specialist Combat Style464th
13+13/+8/+3+8+8+4--545th
14+14/+9/+4+9+9+4Reflect Arrows625th
15+15/+10/+5+9+9+5Monster Tactics +4705th
16+16/+11/+6/+1+10+10+5--826th
17+17/+12/+7/+2+10+10+5Master Combat Style946th
18+18/+13/+8/+3+11+11+6Apprentice Cross-Training1066th
19+19/+14/+9/+4+11+11+6Monster Tactics +51187th
20+20/+15/+10/+5+12+12+6SPECIAL1307th

Class skills (4 + Int modifier per level): Craft, Knowledge (all skills, taken individually), Listen, Profession, Ride, Sense Motive, Speak Language, Spellcraft, Spot, Survival, and Swim.
TODO: Class list.

Weapon and Armor Proficiency: As a witcher, you are proficient with all simple and martial weapons, with light and medium armor, and with shields (except tower shields).

Decoctions: You have been inducted into the witchers and have been taught the secret alchemical techniques of their order. You learn to make a number of decoctions, a special category of alchemical items.

You begin play knowing the formulas for 3 1st-level decoctions of your choice from the witcher decoction list. At each level afterwards, you learn one additional formula of your choice from the levels of decoctions available to you.

Initially, you can learn and brew decoctions up to 1st-level. You can learn and brew up to 2nd level decoctions starting at 4th-level, and one level higher for every 3 witcher levels beyond that. While there are no new decoctions available to you beyond 6th-level, your ability to brew 7th-level decoctions at 19th level allows you to increase their concentration and potency.

The save DC of a decoction is equal to 10 + the decoction's level + the imbiber's Constitution modifier.

When you brew a decoction below the maximum level of decoctions available to you, you can brew it in a more concentrated, and thus more potent and more toxic, form. For each level of concentration you add, the decoction's level increases by 1, increasing the save DC by 1 and the toxicity by 2. Many decoctions also produce new or more potent effects when brewed with higher levels of concentration. Higher levels of concentration also help preserve the decoction's efficacy for longer.

The typical decoction has multiple functionally identical formulas from which it can be brewed, relying more on categories of ingredients than specific ones. Witchers often forage for the necessary ingredients for their decoctions, or extract them from monsters that they have slain. As such, acquiring the materials for most decoctions is usually a trivial matter in all but the most barren environments.

Unused decoctions slowly break down. A decoction remains at peak efficacy for 1 day. For every day beyond its creation, a decoction's level of concentration decreases by 1. Once the decoction's level of concentration is reduced below 0 (ie: its level decreases below the normal level for that type of decoction), it becomes useless, impotent sludge.

Brewing a decoction is not especially time consuming or difficult, and requires little in the way of special tools. Each vial of decoction takes 8 hours to brew. Multiple decoctions can be brewed concurrently; most of the effort is in the first few minutes, with only minor interaction over the remaining hours. You can even brew decoctions while meditating or sleeping, half-waking yourself when the decoctions require your attention, but this increases the amount of time you must rest for a full night's sleep by 1 hour. You can brew a number of decoctions at once equal to your witcher level or your ranks in Craft (alchemy), whichever is higher.

Unlike magical potions and most alchemical items, decoctions are higher toxic. Imbibing a decoction deals 2 points of Constitution damage to the imbiber per level of the decoction. Constitution damage caused by a decoction's toxicity cannot be prevented, and it cannot be healed until the decoction is purged from the imbiber's system at the end of its duration. Creatures without Constitution scores cannot benefit from decoction.

Toxicity Pool: As a witcher, your mutations make you more tolerant to decoctions. You gain a toxicity pool that fills up when you imbibe decoctions and other toxic substances. Any Constitution damage from toxicity is added to the pool first before being applied to your Constitution score. Only points in excess of your pool's maximum is applied to you as Constitution damage. Your toxicity pool purges toxicity equal to one third of its maximum with 4 hours' rest, or fully after 8 hours' rest. Like with Constitution damage, toxicity from ongoing potions effects cannot be purged until the potion's effect has ended.

The maximum size of your toxicity pool depends on your witcher level, as indicated on the table above. You gain a bonus to your pool's maximum toxicity equal to your witcher level x your Constitution bonus (if any) x 1/2.

If the size of your toxicity pool decreases such that it is less than the amount of toxicity already in it, any excess toxicity remains. However, you are sickened until the excess toxicity is purged or your toxicity pool enlarges once more to accommodate it. Additionally, since your toxicity pool is full, any subsequent decoctions that you imbibe will directly damage your Constitution.

Signs (Sp): As a witcher, you learn a number of minor magical combat techniques called signs. Signs are simple spell-like abilities designed to be used even in the thick of battle. Despite their simplicity, casting signs is fatiguing. You can cast no more than 2 signs per minute.

A sign is a spell-like ability. Casting a sign is a standard action. Unlike other spell-like abilities, casting a sign does not provoke attacks of opportunity. A sign can still be disrupted, just as a spell can be ruined during casting. If you are hit by an attack while casting a sign (such as from a readied action), you are entitled to a Concentration check to successfully cast the sign, just as a spellcaster would be. Signs are subject to spell resistance unless a sign's description specifically says otherwise. Your caster level with signs is equal to your class level. Some signs are dismissible, and you can dismiss them as a standard action, just as a wizard can dismiss a spell.

If a sign allows a saving throw, its DC is 10 + the equivalent spell level + your Intelligence modifier. Since spell-like abilities are not spells, you cannot benefit from the Spell Focus feat or from other feats that specifically interact with spells or spell slots. You can, however, benefit from the Ability Focus feat (MM 303), as well as from feats that emulate metamagic effects for spell-like abilities.

The five grades of signs, in order of their relative power, are basic, student, apprentice, specialist, and expert. At 1st-level, you begin with knowledge of all of the signs available to witchers at the basic level. As you attain higher levels as a witcher, you have the opportunity to learn more signs and improve the potency of the signs you already know if you learn the signs combat style.

Unlike other spell-like abilities, signs have a somatic component, requiring a free hand to cast. Despite their similarity to invocations in this way, however, signs are not subject to arcane spell failure.

Monster Knowledge (Ex): As a witcher, you learn to hunt monsters. You can make Knowledge checks untrained regardless of the DC to identify different types of creatures and learn about their habits and abilities. Additionally, you gain a competence bonus on these checks equal to 1/2 your witcher level (minimum +1). This does not apply to Knowledge checks to learn details about specific individuals, only general information about creatures of a general sort.

Trial of the Grasses: As part of become a witcher, you are subjected to a process known as the trial of the grasses. You ingest a series of concoctions and mutagens that alter your body and mind, sharpening your perceptions, enhancing your stamina, and quickening your reflexes.

You gain Trial of the Grasses as a bonus feat. You need not meet its prerequisites. This grants you immunity to nonmagical diseases and allows you to meditate for 4 hours to gain a full night's rest (like an elf). However, the mutations also cause sterility and induce minor cosmetic changes, most commonly characterized by cat-like eyes.

Combat Style: At 2nd level, choose a combat style to pursue. This choice represents the training you received specific to the witcher school that inducted you into its ranks. You gain the student benefits of that combat style, and you improve your knowledge of the school's favored sign to the student form. At 7th level, your training continues and you gain the apprentice benefits and apprentice form of the school's sign. Similarly, you gain the specialist benefits and sign of your combat style at 12th level, and the master benefits and sign at 17th level.

Cat School
Favored Sign: Axii.

Griffin School
Favored Sign: Yrden. However, Griffin school improves your knowledge of all witcher signs.

Manticore School
Favored Sign: Igni.

Viper School
Favored Sign: Somne.

WIP styles
(click to show/hide)

Monster Tactics (Ex): Starting at 3rd level, your knowledge of monsters includes the tactics and combat techniques best suited to taking them down. When you fight a creature, you can make a Knowledge check based on its type. Monster knowledge applies to this check. If your check result equals or exceeds 15 + 1.5 x the creature's CR, you receive a +1 insight bonus on your attack and weapon damage rolls against that creature for the remainder of the encounter. This bonus improves by +1 for every 4 levels beyond 3rd, to a maximum of +5 at 19th level.

You can only make one Knowledge check per creature type per encounter. If you fight multiple creatures of the same type but with different CRs, you may gain bonuses only against some of them and not others based on your Knowledge check. If you fight multiple types of creatures during the same encounter, you can make one Knowledge check per type, thereby possibly gaining bonuses against only some of your opponents.

Uncanny Dodge (Ex): Starting at 4th level, you retain your Dexterity bonus to AC (if any) regardless of being caught flat-footed or struck by an invisible attacker. However, you still lose any Dexterity bonus to AC if you are immobilized.

If you gain uncanny dodge from a second class, you automatically gain improved uncanny dodge (see below).

Deflect Arrows: At 5th level, you gain Deflect Arrows as a bonus feat. You need not meet the prerequisites. You can use it while you have no hands free if you are wielding a weapon.

Cross-Training: At 9th level, choose a second witcher combat style. You gain the student benefits of that combat style. At 18th level, you gain the apprentice benefits of that combat style.

Improved Uncanny Dodge (Ex): Beginning at 10th level, you can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker has at least four more rogue levels than you have witcher levels. If you already have uncanny dodge (see above) from a second class, you automatically gain improved uncanny dodge instead, and the levels from the classes that grant uncanny dodge stack to determine the minimum level a rogue must be to flank you.

Reflect Arrows (Ex): Beginning at 14th level, whenever you deflect an attack with your Deflect Arrows feat, you can make an attack roll (using your weapon, if you are armed) to attempt to deflect it. If your result is greater than your foe's attack roll, in addition to negating it as normal, you send the attack back at your foe, using the result of your attack roll to determine whether or not the reflected attack hits.

If you have the ability to deflect multiple attacks per round, you have a cumulative -5 penalty on your attack roll for each attack that you attempt to reflect this way beyond the first in each round.

CAPSTONE: TODO: At 20th level, you gain a really awesome capstone ability. What is it? Who knows!



Trial of the Grasses [General]
Prerequisites: Con 13.
Benefits: You have been forever altered by the trial of the grasses. As a result of these mutations, you are immune to nonmagical diseases. Rather than sleep, you can meditate in a deep trance for 4 hours, as an elf does, to gain the same benefits as 8 hours of sleep to a normal human. However, you have also become become sterile and unable to produce offspring. The mutations also induce minor cosmetic changes, most commonly characterized by cat-like eyes.



Witcher Silver Material: A special alchemically created material, an alloy primarily of silver but with small amounts of cold iron, adamantine, and other special metals. Slightly lighter than steel, but slightly lower hardness and hp.
- Weapons are a steel core plated with witcher silver. Bypasses DR as though it was magical and was all materials. Can affect incorporeal creatures like a magical weapon.
- Armor is poor. For medium and heavier metal armor, armor bonus reduced by 2, but Max Dex increased by 1 and ACP reduced by 1. Armor bonus applies to incorporeal touch attacks. Not enough material to have a noticeable effect on armor lighter than medium.
- No effect on light shields and bucklers. For heavy shields, tower shields, and similar, shield bonus reduced by 2, but Max Dex (if the shield limits it) increased by 1 and ACP reduced by 1. Shield bonus applies to incorporeal touch attacks. See weapon entry for effects on shield bash attacks.



Signs: Minor magics designed for use in combat.
- Spell-like abilities. Neither arcane nor divine.
- Somatic component, like Warlock invocations. No ASF. Somatic components require a hand free (as normal).
- No AoOs provoked for casting.
- Can cast 2 signs/minute. Griffin school and some decoctions improve this.
- Int-based save DCs.
- Basic signs are free cantrip-level effects. More powerful effects unlocked via feats or combat style.
- Aard: Wave of telekinetic force can push things away, break objects, and knock down enemies. (Telekinesis-type effect in a cone for trip/bull rush/disarm combat maneuvers, something similar to break objects.)
- Igni: Wave of fire.
- Quen: Protective shield.
- Yrden: Rune on a surface injures enemies that cross it.
- Axii: Daze or charm enemies.
- Heliotrop/Heliotrope: Accelerate your perception of time. Higher levels also slow nearby enemies.
- Somne: Put target to sleep, cause suggestion.
Note: Basic signs are 0-level. Student signs are 1st-level. Apprentice signs are 3rd-level. Specialist signs are 5th-level. Master signs are 7th-level.
Note: Depending on how signs get implemented, griffin school may include learning Heliotrope and Somne.
Note: Make sure you can still use lower-level versions of signs (ex: for SLA metamagics).

Witcher Signs
Witcher signs are minor magical effects.
TODO: Basic signs are 0-level. Student signs are 1st-level. Apprentice signs are 3rd-level. Specialist signs are 5th-level. Master signs are 7th-level.

Aard
Igni
Quen
Yrden
Axii
Somne
Heliotrope
The Heliotrope sign is inherently more complex than most other signs, and cannot be learned at a basic or student level.


Decoctions
See other page.



Witcher Oils
Witcher oils function in all ways as normal, magical oils do, except as noted. They are non-magical items. Instead of replicating existing spells, they have their own effects.

Unused oils slowly break down. {Just like decoctions.}

A single object can have no more than one witcher oil applied to it at once. Applying a new oil removes any previously applied witcher oils.

{Brewed like decoctions.}

The save DC for a witcher oil is 10 + the oil's level + the attacker's Strength modifier.

TODO:
- Rename from "witcher oil" to "blade coatings". Better change references to "creating" rather than "brewing".
- Clean up this section.
- Clarify that the oils last for 24 hours and apply to all attacks with the weapon.
- Blade coatings can only be learned by witchers with the wolf school combat style.
- The level of a coating should roughly correspond to an equivalent enhancement bonus.
- Blade coatings only apply to melee and thrown weapons. Despite the name, they can apply to more than just swords.


Crinfrid Oil
Level: 3
Duration: 24 hours
A weapon coated with crinfrid oil causes intense pain to any living creature injured by it. Whenever a living creature takes damage from an attack with a weapon coated with crinfrid oil, it must make a Fortitude save or suffer intense pain for 1 minute. The pain imposes a -4 penalty on attack rolls, skill checks, and ability checks. Multiple hits do not stack.

Concentrate: For each level of concentration, the penalty caused by the pain increases by -2.



Necrophage Oil
Level: 2
Duration: 24 hours
A weapon coated with Necrophage Oil functions effectively against corporeal undead. When used to attack a corporeal undead creature, the weapon's effective enhancement bonus is +2 better than its normal enhancement bonus. It deals an extra 2d6 points of damage against the foe.

Concentrate: For each level of concentration, the increase to the weapon's enhancement bonus increases by +1 and the bonus damage increased by +1d6.



Specter Oil
Level: 1
Duration: 24 hours
A weapon coated with Spectre Oil functions effectively against incorporeal creatures. When used to attack an incorporeal creature, the weapon deals damage normally against incorporeal creatures, regardless of its bonus. (An incorporeal creature’s 50% chance to avoid damage does not apply to attacks with Specter Oil-coated weapons.)



Level 1
- Vodon Rune: Increase enhancement bonus by +1.
- Perun Rune: Keen.
- Air Rune: +1d6 electricity damage.
- Earth Rune: +1d6 acid damage.
- Flame Rune: +1d6 fire damage.
- Water Rune: +1d6 cold damage.
- Argentia: +1d4 damage. Bypass DR as silver weapon.
- Specter Oil: Ghost Touch
- Shark's Blood: Usable underwater as freedom of movement.

Level 2
- Beast Oil: Bane (animal)
- Draconic Oil: Bane (dragon)
- Elemental Oil: Bane (elemental)
- Ogroid Oil: Bane (giant)
- Hanged Man's Venom: Bane (humanoid)
- Hybrid Oil: Bane (monstrous humanoid)
- Relict Oil: Bane (outsider)
- Spider Oil: Bane (vermin)
- Necrophage Oil: Bane (undead)
- ... lots of oils are just bane effects. Gonna have to make up some to fill out the remaining types.
construct
magical beast

Level 3
- Brown Oil: Causes bleeding for 1 damage/round until healed. Effect stacks from multiple hits.
- Crinfrid Oil: Save vs. pain on hit.
- Svarog Rune: Speed weapon property.

Level 4
- Executioner's Paste: Vorpal.
- Solar Gel: Brilliant Energy.



Alternative Class Features
(click to show/hide)



Change Log
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Title: (Continued) [Wild] Base Class - Witcher
Post by: Garryl on June 30, 2017, 01:38:07 AM
Witcher Decoctions
Decoctions function in all ways as normal, magical potions do, except as noted. They are non-magical items. Instead of replicating existing spells, they have their own effects.

1st-Level Witcher Decoctions
2nd-Level Witcher Decoctions
3rd-Level Witcher Decoctions
4th-Level Witcher Decoctions
5th-Level Witcher Decoctions
6th-Level Witcher Decoctions


Bindweed
Level: 2
Duration: 2 hours
The imbiber gains acid resistance 10.

Concentrate: With one level of concentration, the resistance improves to 20. With two levels of concentration, the resistance improves to 30.



Black Blood
Level: 4
Duration: 10 minutes
The imbiber's blood becomes extremely toxic. Any creature attempting to drink the imbiber's blood must succeed on a Fortitude save or be instantly slain. Living creatures are killed, while undead and other nonliving creatures are destroyed. Even on a successful save, the drinker takes 4d6 points of acid damage. Vampires are particularly susceptible to black blood, and take a -4 penalty on their saving throw.

Concentrate: For every level of concentration, the acid damage increases by 1d6.



Blizzard
Level: 1
Duration: 10 minutes
The imbiber gains a +1 alchemical bonus to their Armor Class and on all saving throws.

Concentrate: For every level of concentration, the bonus increases by 1.



Cat
Level: 1
Duration: 2 hours
The imbiber's visual acuity is dramatically enhanced. The imbiber gains low-light vision and darkvision out to 60 feet.

Concentrate: With one or more levels of concentration, the imbiber gains a bonus on saving throws to disbelieve illusions and against charms and compulsions. For each level of concentration, the imbiber gains a +2 alchemical bonus on these saving throws.



Chillbanes
Level: 2
Duration: 2 hours
The imbiber gains cold resistance 10.

Concentrate: With one level of concentration, the resistance improves to 20. With two levels of concentration, the resistance improves to 30.



De Vries' Extract
Level: 5
Duration: 2 hours
De Vries' extract enables the imbiber to look past the surface of reality and see things as they really are. This functions as the true seeing spell.



Full Moon
Level: 4
Duration: 2 hours
Full Moon grants the imbiber a +50 alchemical bonus to their hit points. These additional hit points function like those gained from a high Constitution score, and are not lost first like temporary hit points.

Concentrate: For every level of concentration, the bonus hit points granted increase by +15.



Golden Oriole
Level: 3
Duration: 10 minutes
The imbiber is cured of all poisons, and is immune to them for the duration. This functions as the neutralize poison spell.

Concentrate: With two levels of concentration, whenever the imbiber succeeds on a saving throw against a poison's primary damage, they heal hit points equal to half the hit point damage it would have dealt plus the total ability damage or drain it would have dealt.



Nigredo Extract
Level: 1
Duration: 10 minutes
The imbiber gains a +1 alchemical bonus on attack rolls.

Concentrate: For every level of concentration, the bonus increases by 1.



Kiss
Level: 2
Duration: 2 hours
Kiss staunches bleeding wounds. Upon drinking, any bleeding wounds the imbiber may have are closed. The imbiber becomes stable and stops losing hit points if they were dying. For the duration, the imbiber is immune to any subsequent bleeding wounds and automatically stabilizes if reduced to negative hit points.



Rook
Level: 1
Duration: 10 minutes
The imbiber gains a +2 alchemical bonus on weapon damage rolls.

Concentrate: For every level of concentration, the bonus increases by 1.



Stormy Night
Level: 2
Duration: 2 hours
The imbiber gains electricity resistance 10.

Concentrate: With one level of concentration, the resistance improves to 20. With two levels of concentration, the resistance improves to 30.



Swallow
Level: 1
Duration: 1 minute and 2 hours
The imbiber's wounds begin to rapidly close. For the first 1 minute, this potion grants a +1 alchemical bonus to any fast healing the imbiber may have. Imbibers that do not already have fast healing are treated as having fast healing 0 before applying this potion's bonus.

For the remaining 2 hours, the imbiber heals 1 hit point every 10 minutes. The healing from multiple ongoing swallow potions does not stack. Only the strongest applies.

Concentrate: For every level of concentration, the fast healing granted and the healing every 10 minutes increase by 1.



Torchwood
Level: 2
Duration: 2 hours
The imbiber gains fire resistance 10.

Concentrate: With one level of concentration, the resistance improves to 20. With two levels of concentration, the resistance improves to 30.



Virga
Level: 1
Duration: 10 minutes
The imbiber gains DR 2/-.

Concentrate: For every level of concentration, the damage reduction increases by 1.



White Honey
Level: 2
Duration: Instantaneous; 2 hours
White honey instantly purges all decoctions from the imbiber's body, ending their effects. Additionally, white honey removes various magical effects, as per a targeted dispel magic spell with caster level 5.

Some potions are particularly tenacious. White honey cannot end their effects. The only way to remove the effects of such potions is with time. White honey is itself tenacious, and its toxicity cannot be purged nor its Constitution damage cured for 2 hours.

Concentrate: For every level of concentration, the caster level of the dispel check increases by 3. With at least two levels of concentration, white honey instead functions as a greater dispel magic.



White Raffard's Decoction
Level: 6
Duration: Instantaneous and 12 hours
White Raffard's decoction spurs the body's natural regenerative abilities into overdrive for a short moment, patching wounds in seconds that would normally take days or weeks. The imbiber immediately heals 120 hit points.

While the healing is immediate, the toxic elements linger in the imbiber's body for 12 hours, preventing the decoction's toxicity from being purged. White Raffard's decoction is so tenacious that even white honey is ineffective at neutralizing it. It can only work its way out naturally with time.

Concentrate: For every level of concentration, the healing increases by 20 hit points.



Wolf
Level: 3
Duration: 2 hours
The imbiber's critical threat range with all weapons and attacks is doubled. This does not stack with the keen weapon ability, the Improved Critical feat, or similar effects.



Zimmerman's Bread
Level: 2
Duration: 2 hours
The imbiber gains sonic resistance 10.

Concentrate: With one level of concentration, the resistance improves to 20. With two levels of concentration, the resistance improves to 30.








TODO: Witcher 3 decoctions, and a couple of potions I missed from Witcher 1 and 2.



Albedo Extract
Level: 1
Duration: 10 minutes
Albedo extract temporarily abates the toxic effects of decoctions. The imbiber gains a +5 alchemical bonus to maximum size of their toxicity pool. An imbiber without a toxicity pool gains no benefit.

Concentrate: For every level of concentration, the bonus increases by 5.



Rubedo Extract
Level: 2
Duration: 10 minutes
The imbiber gains 20 temporary hit points. The toxic elements of rubedo extract remain in the imbiber's system until purged naturally with time, even after the temporary hit points are depleted.

Concentrate: For every level of concentration, the number of temporary hit points increases by 10.







Maribor Forest
Level: 2
Duration: 2 hours
Maribor forest improves stamina and endurance. The imbiber gains a +5 alchemical bonus on Concentration checks.

Concentrate: For every level of concentration, the Concentration bonus increases by +3.



Petri's Philter
Level: 5
Duration: 10 minutes
The imbiber gains a +2 alchemical bonus to their caster level with all spells and spell-like abilities.



Tawny Owl
Level: 2
Duration: 2 hours
The imbiber recovers more quickly from exertion under the effects of a tawny owl potion and can cast 1 additional sign per minute. Treat this as an alchemical bonus.



Thunderbolt
Level: 2
Duration: 10 minutes
The imbiber gains a +2 alchemical bonus to their Strength and Constitution scores. However, they also suffer a -2 penalty to their Armor Class.



Killer Whale
Level: 3
Duration: 2 hours
Killer whale grants the imbiber the ability to breathe underwater, as per the water breathing spell. The imbiber also gains a +4 alchemical bonus on all Swim checks and on Spot checks underwater.

Concentrate: For every level of concentration, the bonus to Swim and underwater Spot checks increases by +2.



Wraith Essence
Level: 4
Duration: 12 hours
Under the effects of wraith essence, you become partially incorporeal. Falling damage you take is halved, you gain a +1 deflection bonus to your Armor Class, and you have a 20% chance to ignore damage from corporeal sources, except for positive and negative energy, force effects such as magic missile, and ghost touch weapons.

Wraith essence is extremely toxic. It causes triple the normal toxicity of a potion of its level.

Concentrate: For every level of concentration, the deflection bonus to AC increases by +1 and the chance to ignore damage from corporeal sources increases by 5% (to a maximum of 50%).