Author Topic: [Wild] Base Class - Witcher  (Read 1874 times)

Garryl

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[Wild] Base Class - Witcher
« 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
  • Student: As a student of the cat school, you become a swift and flexible combatant. You gain Two-Weapon Fighting as a bonus feat, even if you do not qualify for it. Additionally, you gain sneak attack +1d6 (as the rogue ability) and you learn to cast signs while wielding a weapon even if you have no free hands.
  • Apprentice: You gain Improved Two-Weapon Fighting as a bonus feat, even if you do not qualify for it, and your sneak attack ability improves to +2d6. Additionally, you gain evasion (as the rogue ability).
  • Specialist: You gain Greater Two-Weapon Fighting as a bonus feat, even if you do not qualify for it, and your sneak attack ability improves to +3d6.
  • Master: You get a fourth attack with your off-hand weapon, albeit at a –15 penalty, and your sneak attack ability improves to +5d6. Additionally, you gain improved evasion (as the rogue ability).
Favored Sign: Axii.

Griffin School
  • Student: As a student of the griffin school, you focus more on the magical arts than other witchers do. You learn the student form of all basic signs you know. Additionally, you can cast 1 additional sign per minute (for a total of 3).
  • Apprentice: You learn the apprentice form of all student signs you know. Additionally, you can cast 2 additional signs per minute (for a total of 4). You learn the apprentice form of the heliotrope sign.
  • Specialist: You learn the specialist form of all apprentice signs you know. Additionally, you can cast 3 additional signs per minute (for a total of 5).
  • Master: Signs you cast are no longer affected by spell resistance. You learn the master form of all specialist signs you know. Additionally, you can cast signs at will, with no limit to the number you can cast each minute.
Favored Sign: Yrden. However, Griffin school improves your knowledge of all witcher signs.

Manticore School
  • Student: As a student of the manticore school, you learn the deepest secrets of witcher alchemy. You gain Brew Potion as a bonus feat, even if you do not qualify for it, and you can brew potions of spells up to your maximum decoction level as with an artificer's item creation class feature, using Craft (alchemy) in place of Use Magic Device. Additionally, the maximum size of your toxicity pool increases by an amount equal to your witcher level. Finally, you can draw a potion or decoction as a free action once per round.
  • Apprentice: You learn all 2nd-level and lower witcher decoction formulas and the bonus to your maximum toxicity increases to 2 x your witcher level. Additionally, once you gain the ability to brew 4th-level decoctions, you can brew potions of spells up to 4th level, ignoring the normal limit of 3rd-level spells. You no longer provoke attacks of opportunity when you use a potion or decoction.
  • Specialist: You learn all 4th-level and lower witcher decoction formulas and the bonus to your maximum toxicity increases to 3 x your witcher level. Additionally, once you gain the ability to brew 5th-level decoctions, you can brew potions of spells up to 5th level, ignoring the normal limit of 3rd-level spells.
  • Master: You learn all 6th-level and lower witcher decoction formulas and the bonus to your maximum toxicity increases to 5 x your witcher level. Additionally, once you gain the ability to brew 6th-level decoctions, you can brew potions of spells up to 6th level, ignoring the normal limit of 3rd-level spells. Finally, once per round, you can use a potion or decoction as a free action.
Favored Sign: Igni.

Viper School
  • Student: As a student of the viper school, you learn the deadly secrets of poisons and toxins of all sorts. You gain poison use, as the assassin class feature, preventing you from poisoning yourself when you apply poison. You add +2 to the save DC of any poison that you personally apply. You can craft poisons with Craft (alchemy) without penalty and just as quickly and efficiently as with Craft (poisonmaking).
  • Apprentice: The bonus to the save DC of poisons you apply increases to +4. Poisons you apply to your weapons last for 1 minute after the first successful attack, rather than just for the first successful attack, although a single creature cannot be affected by the same dose of poison more than once.
  • Specialist: The bonus to the save DC of poisons you apply increases to +6. You can apply up to 2 doses of poison to the same weapon without them interfering with each other. Additionally, the time and cost required for you to craft poisons is decreased by 25%.
  • Master: The bonus to the save DC of poisons you apply increases to +8. You can apply up to 3 doses of poison to the same weapon instead of 2. Additionally, you can apply a dose of poison to your weapon as a swift action.
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
  • Basic: At its most basic level, Aard releases a blast of force against a single creature or unattended object within short range (25 ft. + 5 ft./2 levels). You must make a ranged touch attack to hit. This deals 1d4 points of damage per caster level, maximum 5d4. An object may be destroyed; make a check to break it, using your Intelligence modifier instead of your Strength modifier. A creature may be knocked prone; make a trip attempt using your Intelligence modifier instead of your Strength modifier. You are not at risk of being tripped if you fail. Aard is a force evocation effect.
  • Student: The range increases to medium (100 ft. + 10 ft./level). The damage increases to 1d6 per caster level, maximum 10d6. Additionally, the Aard's force acts as a creature one size category larger than you when resolving the trip and break attempts.
  • Apprentice: The damage increases to 1d8 per caster level, maximum 15d8. You can also cast Aard as a 20-foot long cone instead of a ranged touch attack, in which case it affects all creatures within its area that fail a Fortitude save.
  • Specialist: The range increases to long (400 ft. + 40 ft./level). The damage increases to 1d10 per caster level, maximum 20d10. Additionally, the Aard's force acts as a creature two size categories larger than you when resolving the trip and break attempts.
  • Master: The damage increases to 1d10 per caster level, with no maximum. You can also cast Aard as a 20-foot radius burst, centered on you, instead of a ranged touch attack, in which case it affects all creatures within its area that fail a Fortitude save. Additionally, the Aard's force acts as a creature three size categories larger than you when resolving the trip and break attempts.
Igni
  • Basic: At its most basic level, Igni releases a wave of flames, dealing 1d4 points of fire damage per caster level, maximum 5d4, to all creatures in a 10-foot cone. Flammable unattended objects in the area are also set on fire. A Reflex save halves the damage. Igni is a fire evocation effect.
  • Student: The area increases to a 15-foot long cone, and the damage increases to 1d6 per caster level, maximum 10d6. Additionally, your control over the Igni's flames have improved such that your allies are unaffected.
  • Apprentice: The area increases to a 20-foot long cone, and the damage increases to 1d8 per caster level, maximum 15d8. Creatures that fail their Reflex save must also make a Will save or be shaken for 1d4+1 rounds.
  • Specialist: The area increases to a 20-foot radius burst, centered on you, and the damage increases to 1d10 per caster level, maximum 20d10. Creatures that fail their Will save also cower for 1 round.
  • Master: The area increases to a 30-foot radius burst, centered on you, and the damage increases to 1d10 per caster level, with no maximum. Creatures that fail their Will save instead cower for as long as they are shaken.
Quen
  • Basic: At its most basic level, Quen produces a minor magical shield, absorbing a small amount of damage. You gain 2 temporary hit points per caster level, maximum 10. Quen lasts for 1 minute or until discharged when its temporary hit points are depleted. Quen is an abjuration effect.
  • Student: The temporary hit points granted improve to 3 per caster level, maximum 30. Additionally, while any temporary hit points remain, you gain a +1 bonus to your Armor Class and to all saving throws.
  • Apprentice: The temporary hit points granted improve to 4 per caster level, maximum 60. Additionally, while any temporary hit points remain, you gain resistance 10 to all energy types (acid, cold, electricity, fire, and sonic).
  • Specialist: The temporary hit points granted improve to 5 per caster level, maximum 100. Additionally, while any temporary hit points remain, you are immune to death effects.
  • Master: The temporary hit points granted improve to 5 per caster level, with no maximum. Additionally, whenever you are attacked and damaged while any temporary hit points remain, Quen deals damage to your attacker equal to the temporary hit points lost.
Yrden
  • Basic: At its most basic level, Yrden creates a glyph that acts as a minor magical trap. You can place the glyph on any solid surface within touch range, and it fills a 5-foot square. Any creature entering the glyph's space triggers it, dealing 1d4 points of damage per caster level, maximum 5d4, and slowing the triggering creature's movement as per caltrops. A successful Reflex save halves the damage and negates the slowing. You and any creatures you designate do not trigger the Yrden glyph, nor do any creatures within the glyph's space when it is cast. A Yrden glyph can be disarmed as a magical trap with a Disable Device DC of 20. The glyph itself is difficult to hide, and requires no Search check to notice. Yrden lasts for 5 minutes or until discharged. Yrden is an abjuration effect.
       - Glyph is 5-foot square. Lasts 5 minutes.
       - 1d4/level, max 10d4. Reflex half.
       - Caltrops slow. Reflex negates.
       - Triggered glyph affects triggerer. Allies don't trigger/be affected.
       - Disable Device DC 20, no Search DC.
  • Student:
       - Glyph is 5-foot square. Lasts 5 minutes.
       - 1d6/level, max 10d6. Reflex half.
       - Caltrops slow. Reflex negates.
       - Triggered glyph affects triggerer and all other enemies within 5 feet of glyph. Allies don't trigger/be affected.
       - Disable Device DC 21, no Search DC.
  • Apprentice:
       - Glyph is 5-foot radius. Lasts 5 minutes.
       - 1d8/level, max 15d8. Reflex half.
       - Caltrops slow. Reflex negates.
       - Triggered glyph affects triggerer and all other enemies within 5 feet of glyph. Allies don't trigger/be affected.
       - Allies within glyph gain +2 deflection to AC and +2 resistance to saves.
       - Disable Device DC 23, no Search DC.
  • Specialist:
  • Master:
Axii
  • Basic: At its most basic level, Axii befuddles the minds of others. A single creature within short range (25 ft. + 5 ft./2 levels) is dazed for 2 rounds. A successful Will save negates this effect. Any attack directed at the subject (regardless of its success or failure) ends the daze. Another creature can also shake the subject out of its daze as a full-round action. Axii is a mind-affecting enchantment (compulsion) effect.
  • Student: The duration improves to 3 rounds, and a creature attacked or shaken out of its daze still remains dazed until the end of the round. While dazed, the subject is also flat-footed.
  • Apprentice: The duration improves to 4 rounds. Instead of dazing a creature, you can cause it to become charmed, as per the charm monster spell.
  • Specialist: The duration improves to 5 rounds. A dazed creature remains dazed even when attacked or shaken.
  • Master: The duration improves to 1 minute. Any creature under the effects of Axii automatically fails its saving throw against subsequent Axii castings. Instead of charming a creature, you can cause it to become dominated, as per the dominate monster spell.
Somne
  • Basic: At its most basic level, Somne ... Somne is a mind-affecting enchantment (compulsion) effect.
       - Fascinate a creature for 5 minutes.
  • Student:
       - Fascinate all creatures in a 10-foot radius burst for 5 minutes.
       - Sleep a creature for 3 rounds. Affects up to 10 HD.
  • Apprentice:
       - Fascinate all creatures in a 10-foot radius burst for 5 minutes.
       - Sleep a creature for 4 rounds. Affects up to 15 HD.
       - Implant a suggestion in a fascinated creature (like bardic music).
  • Specialist:
       - Fascinate all creatures in a 20-foot radius burst for 5 minutes.
       - Sleep all creatures in a 10-foot radius burst for 5 rounds. Affects up to 20 HD.
       - Implant a suggestion in a fascinated creature (like bardic music).
  • Master:
       - Fascinate all creatures in a 20-foot radius burst for 5 minutes.
       - Sleep all creatures in a 20-foot radius burst for 1 minute. Unlimited HD affected.
       - Implant a suggestion in any number of fascinated creatures (like bardic music).
Heliotrope
The Heliotrope sign is inherently more complex than most other signs, and cannot be learned at a basic or student level.
  • Apprentice: Heliotrope warps time around you. All enemies within a 20-foot radius burst around you are decelerated for 4 rounds, as per the slow spell. A successful Will save negates this effect. Heliotrope is a transmutation effect.
  • Specialist: The slow duration increases to 5 rounds. In addition to slowing enemies, Heliotrope also accelerates you for the same duration, as per the haste spell.
  • Master:


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
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« Last Edit: July 01, 2017, 12:35:07 AM by Garryl »
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Garryl

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(Continued) [Wild] Base Class - Witcher
« Reply #1 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
  • Blizzard: Grants +1 to AC and saves for 10 minutes.
  • Cat: Gain low-light vision and darkvision 60 ft. for 2 hours.
  • Nigredo Extract: Grants +1 on attack rolls for 10 minutes.
  • Rook: Grants +2 on damage rolls for 10 minutes.
  • Swallow: Gain fast healing 1 for 1 minute. Heal slowly for 2 hours.
  • Virga: Grants DR 2/- for 10 minutes.
2nd-Level Witcher Decoctions
  • Bindweed: Grants acid resistance 10 for 2 hours.
  • Chillbanes: Grants cold resistance 10 for 2 hours.
  • Kiss: Prevents bleeding wounds for 2 hours.
  • Stormy Night: Grants electricity resistance 10 for 2 hours.
  • Torchwood: Grants fire resistance 10 for 2 hours.
  • White Honey: Ends decoctions and dispels magical effects.
  • Zimmerman's Bread: Grants sonic resistance 10 for 2 hours.
3rd-Level Witcher Decoctions
  • Golden Oriole: Cures poisons and grants immunity for 10 minutes.
  • Wolf: Critical threat range is doubled for 2 hours.
4th-Level Witcher Decoctions
  • Black Blood: Blood becomes lethal to drinkers for 10 minutes.
  • Full Moon: Gain +50 max hp for 2 hours.
5th-Level Witcher Decoctions
  • De Vries' Extract: Gain true seeing for 2 hours.
6th-Level Witcher Decoctions
  • White Raffard's Decoction: Heal 120 hp. Toxicity can't be purged for 12 hours.


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%).
« Last Edit: July 01, 2017, 12:36:03 AM by Garryl »
A Guide to Free D&D
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