PDA

View Full Version : The Witcher: PC Class, PEACH



Das Beeg Kabooa
2011-04-03, 11:29 AM
Hello everybody. I've recently began starting a draft of the Witcher player class.

My first contact with Witchers came from the PC Game "The Witcher", which I had bought for 50% off and felt like I totally cheated the developer.

But that is neither here nor there. I did a shallow search in the forums to see if someone had already done it, and saw nothing to indicate it. If it has been done, I'd like to know so I could look at it for inspiration.

As of now, I have the initial table and class features established for making this a full fledged 20 level class. I'm currently fleshing out the additional stuff that comes with it (Witcher potions and what not), and will post more later.

As a parting note, the class features and progression will be inspired more from the game than the books the game was based off of, as that's what I have had the greatest exposure to.

(And no, one of the Class features won't be sex cards.)

Castiel
2011-04-03, 11:36 AM
This (http://www.giantitp.com/forums/showpost.php?p=8475451&postcount=7) is the only version I have found online, and all of my attempts have failed horribly.

I'd love to offer any assistance I can, even playtesting. Good luck!

Das Beeg Kabooa
2011-04-03, 11:52 AM
That's actually pretty spot on. It's definitely good for a crash course in Witcher lore. The approach to combat styles is different, but very true to the way we are shown it in the Witcher game.

I almost feel bad trying to make my own, especially as a non-prestige class.

Das Beeg Kabooa
2011-04-03, 11:56 AM
http://i54.tinypic.com/2qkkx0i.jpg

For those who haven't seen one.

This is Geralt. He's a witcher.

He's better than you.

Das Beeg Kabooa
2011-04-03, 12:45 PM
First draft of the tables and features.

The Witcher
{table=head]Level|Base Attack Bonus|Ref Save|Fort Save|Will Save|Special

1st|
+1|
+2|
+0|
+0|Mutagenic Resistance, Witcher Secrets, Witcher Styles

2nd|
+2|
+3|
+0|
+0|Monster Hunter

3rd|
+3|
+3|
+1|
+1|Weak Mutagen

4th|
+4|
+4|
+1|
+1|Inhale, Witcher secrets

5th|
+5|
+4|
+1|
+1|Witcher Styles

6th|
+6/+1|
+5|
+2|
+2|Monster Hunter

7th|
+7/+2|
+5|
+2|
+2|Moderate Mutagenic, Witcher Medallion

8th|
+8/+3|
+6|
+2|
+2|Witcher Secrets, Blade Deflection

9th|
+9/+4|
+6|
+3|
+3|Eyes of the Witcher, The Tank(ard) buster

10th|
+10/+5|
+7|
+3|
+3|Monster Hunter, All Purpose Tool

11th|
+11/+6/+1|
+7|
+3|
+3|Witcher Styles

12th|
+12/+7/+2|
+8|
+4|
+4|Witcher Secrets

13th|
+13/+8/+3|
+8|
+4|
+4|Momentum

14th|
+14/+9/+4|
+9|
+4|
+4|Monster Hunter, Strong Mutagenic

15th|
+15/+10/+5|
+9|
+5|
+5|Helmsplitter

16th|
+16/+11/+6/+1|
+10|
+5|
+5|Witcher Styles, Witcher Secrets

17th|
+17/+12/+7/+2|
+10|
+5|
+5|The Greatest Evil

18th|
+18/+13/+8/+3|
+11|
+6|
+6|Monster Hunter, Deadly Precision

19th|
+19/+14/+9/+4|
+11|
+6|
+6|The Bigger They Are

20th|
+20/+15/+10/+5|
+12|
+6|
+6|Witcher Secrets, Witcher Styles, Fabled Mutagen
[/table]

The Witcher's Class Skills: Skills: Spot, Listen, Appraise, Intimidate, Tumble, Heal, Search, Survival, Craft (Alchemy)
Skill Points:4+Int x 4 at First Level, 4+Int for every level after that.

Weapon Proficiency: Simple, Martial, Witcher Swords
Armor Proficiency: Light, Medium

Prerequisites
Alignment: Cannot be Lawful Good or Chaotic Evil.

Level: Selectable at Character Level 1.
--With the exception of a Dungeon Master pulling the Dues Ex Machina, it is not possible for experienced adventurers to pick up the call of the Witcher (RE: Multiclass into it). This is because the trials involved to become a Witcher mostly end in a somewhat gruesome death; And even though resurrection is possible, Witchers do not allow second chances. the chance of passing the trials as an Adventurer are nearly non-existent.

Witchers may multiclass freely, but many feel doing so makes them less efficient at slaying monsters.



Class Features

Witcher Secrets: At first level, and then every other even level (4, 8, 12 etc) a Witcher learns two recipes for Witcher related equipment.

Mutagenic Resistence: Witchers are immune to disease, both natural and magical. Witchers also are more resistant to poisons, and have the DC checks of such reduced by 5.

Witcher Styles: At first level, a Witcher chooses to advance one of the following styles. A witcher may select additional advancements at class level 5, 11, 16, 20.

Witcher Combat
-Flash (Think fast, mobile, DEX central combat.)
-Sunder (Slower, penetrating, STR central combat.)
-Maelstrom (Stationary, zone control, CON central combat.)

Witcher Signs (The Witcher's spell like abilities.)

Monster Hunter: At second level, and every other even level thereafter (6th, 10th, 14th etc), a Witcher selects a beast or monster type. The Witcher gains an additional +4 to attack and damage rolls against these targets by careful study of their weaknesses and anatomy. It also allows him to prepare to hunt down a specific, extraordinary creature within the chosen type.

A Witcher may prepare for a hunt much in the manner that a Wizard prepares spells. In doing so, he names the beast within his monster knowledge that he hunts (Such as the "Black Bear of Myrkul"). He eschews his broader bonus to the entire beast/monster type for the duration of the hunt, instead gaining a +8 to attack and +6 to damage when he fights against the specified mark.

Weak Mutagen: By 3rd level, a Witcher has likely slain at least a few notable monsters and taken key alchemical ingredients from their bodies. A Witcher may fashion a Mutagenic potion that provides him with one of the following Mutagen Evolutions. A Mutagen Evolution is permanent.

-Feral Wolf Tonic. Evolves natural instincts of a lone wolf. Provides a +4 bonus to Listen, Spot, and Survival checks.
-Wild Boar Tonic. Evolves the hardiness of a boar. Provides a +2 Fort, +5 HP bonus.
-Cunning Fox Tonic. The Witcher becomes agile and wily like a sly fox. Provides a +6 to Tumble and adds the "hide" skill to the Witcher's list of Class skills.

Inhale: Potions and Tonics may be imbibed as a swift action.

Witcher Medallion: The Witcher's Medallion vibrates at increasing rates as monsters close the proximity with the Witcher.

At 7th Level, a Witcher becomes immune to flanking by his chosen monster types, plus one additional monster type. This additional monster type does not provide the Monster Hunt bonus.

Moderate Mutagenic: At 7th level, the Witcher has undoubtedly hunted a dangerous monster, and has extracted a key alchemical ingredient to fashion a Mutagenic potion that provides him with one of the following Mutagen Evolutions. A Mutagen Evolution is permanent.

-Succubus' Charm Tonic: Adds the Diplomacy and Bluff skill to the Witcher's class skills. Evolving a succubus' natural allure, the Witcher reduces his DC checks against any who would be attracted to the Witcher's Race / Gender for Diplomacy, Intimidate, and Bluff checks by 10.

-Tiger's Ferocity Tonic: Adds 1 additional attack at the Witcher's current lowest attack bonus.

-Troll Blood Tonic: In high adrenaline situations (RE: Combat), the Witcher's body rapidly recuperates, providing combat regeneration of 2 HP per round. When out of combat, the Witcher fully heals in half the time. Activities such as preparing for a hunt, however, still requires a full eight hours of uninterrupted rest.

Blade Deflection: At eighth level, the Witcher is capable of deflecting one ranged attack made at him per round.

If the Witcher utilizes Total Defense, he may instead deflect a number of ranged attacks equal to his number of attacks per round.

The Witcher's Eye: The most obvious sign of a Witcher are their eyes, often taking on an unnatural color. This, however, is not without benefit.

A Witcher is not subject to Concealment's miss chance when striking in melee against his chosen Monster types.

The Tank(ard) Buster: At Ninth level, using a potion no longer provokes an Attack of Oppurtunity.

All Purpose Tool: At 10th level, the Witcher has fashioned the most symbolic piece of equipment of his kind; The Witcher's Silver Sword.

This weapon, though much befuddlement is had over the issue, seems to the normal person a silver longsword dealing 1d8 slashing damage.

However, when used by a Witcher, he ignores all damage reduction. Additionally, this silver sword gains an enhancement bonus as the Witcher progresses, starting at +1 at level 10 and increasing by 1 for every 2 levels taken as a Witcher from then on.

If the Silver Sword is lost, the Witcher may fabricate another for a cost.

Momentum: The Witcher is relentless, each successful strike increasing his ferocity.

At 13th level, for each consecutive attack the Witcher lands, he gains an additional +1 bonus damage. These bonuses stack indefinitely until the Witcher fails to connect with a melee attack or uses his standard action for anything other than a melee attack.

Strong Mutagenic: A Witcher's career by nature is dangerous and usually has a high turnover. Be it reckless action or a simple misunderstanding of what you're hunting, any Witcher who lives long is a Witcher to be feared.

By 14th level, it's entirely within reason to assume that the Witcher before you has slain a beast that has felled entire villages, or terrorized a city. The essence or ingredients gathered from such to make their mysterious mutagens would provide a Witcher with potentially gruesome capabilities. A Witcher may fashion a Mutagenic potion that provides him with one of the following Mutagen Evolutions. A Mutagen Evolution is permanent.

-Lycan's Hunger Tonic: This powerful tonic is practically a reverse step in evolution, heightening the Witcher's primal reflexes and his senses.

The Witcher gains Tracking as a class skill, as well as an additional +6 bonus to Tracking, Listen, Spot, and Survival. Base movement speed is increased by 10ft, and the Witcher gains an additional +4 bonus to reflex saves.

-Beholder's Gaze Tonic: This powerful tonic enhances a Witcher's vision by an inhuman standard.

The Witcher gains Darkvision 30', an additional +10 to Search and Spot checks, and a +1 critical threat range when using Witcher weapons.

-Ogre's Fist Tonic: This tonic makes the Witcher swing with a nearly unstoppable amount of force.

Successful melee criticals invoke a Fortitude save of DC 16 + Witcher Strength mod. If this check is failed, the target is stunned.

Helmsplitter: At 15th level, the Witcher strikes with such force and precision that he can penetrate and weaken an enemy's defenses.

On a successful attack with his highest base attack bonus, the Witcher reduces the armor class of his target by 2d6. If that attack was a successful critical, the armor class is instead reduced by 4d6. This penalty lasts until the Witcher is removed from melee range of the target.

This does not stack, but may be applied on separate opponents at the same time. This effect does not reduce Dodge or Deflection bonuses.

The Greatest Evil: A witcher hunts monsters. Monsters are driven by nature, by instinct. Some, the most dangerous, are aided with a cunning mind.

Perhaps too late in this realization, the Witcher discovers that often enough, the greatest evil is rooted in the acts of man.

Humanoids are added to the Watcher's monster studies; Having been one and been around them for most of his life, the Witcher's knowledge when dealing with them is far more extensive. The Witcher is aware of their tricks, able to pierce their lies.

In addition to the standard Hunt bonuses, the Witcher gains a circumstantial bonus of +4 to AC, and +2 to all saving throws from any attack or spell that originates from a Humanoid.

Deadly Precision: At 18th level, Attacks against Opponents who have had their AC reduced by Helmsplitter have an additional +1 to critical threat range.

The Bigger They Are: At 19th level, the Witcher remains undaunted even against the most powerful, most cunning, and most gigantic of foes.

When it would be beneficial to the Witcher, he treats any monster or humanoids that are up to two size categories larger than him as if he were the same size.

Fabled Mutagen: It's hard to walk into a tavern without hearing of your conquests. Even though many don't recognize you, or acknowledge that you are the Witcher they speak of, they are nonetheless enthralled by the tales of your legendary hunts.

Even more amusing are the speculations to what part of that great beast you dug out for the rumored mutagens. A Witcher may fashion a Mutagenic potion that provides him with one of the following Mutagen Evolutions. A Mutagen Evolution is permanent.

-The Nightmare's Visage Tonic: A tonic brewed from a beast that cannot be fathomed. What it looked like, the Witcher couldn't say. What it did, the Witcher only saw the results of it. It was one of the few true monsters that would make even a Witcher's hair stand on end.

Provides the Witcher the capability to cast Invisibility at night or sufficiently dark areas as a spell like ability. When the invisibility is broken, those within 10' of the Witcher must make a will save or be feared.

In addition, the Witcher may pass through enemies, but still provoke an Attack of Opportunity where appropriate.

-The Voice of Chaos Tonic: A tonic brewed from a creature that defied everything the Witcher knew. In all things, there were some things that never strayed from familiarity, from the comfort of knowing, but nothing of this creature, from the way it acted, sounded, looked, could the Witcher ever try and compare to something else.

This chaos in part is passed on to the Witcher. At the end of the Witcher's turn, the Witcher rerolls initiative for the next round.

In addition, if struck by a critical hit, the Witcher randomly teleports to an unoccupied spot within fifteen feet.

-The Essence of Insanity Tonic: A tonic brewed from a being that nearly drove the Witcher insane. Even in triumph, the Witcher has lost. The vial that held the maddening mutagen is kept as a reminder that some things even a Witcher should never deign to face.

Grants immunity to Mind Altering spells and effects.
The Witcher suffers from Insanity. The Dungeon Master is encouraged to make the Witcher's life a living hell.

Grants two additional attacks at Highest base attack bonus.

'Witcher' Weapons
Through out the class features you'll note there's a fair amount of allusion to "Witcher" weapons.

These are weapons that appear, at the surface, to be just normal swords. Short swords, long swords, greatswords, but a Witcher has made subtle alterations to these weapons. Thus, a Witcher Longsword can be used by anyone, but only a Witcher can make the most use of them in their combat styles.

A Witcher may take a normal sword and, over a period of rest, alter it in its weight, balance, and other subtle means to convert it to a Witcher sword. The Witcher may not do this with magical swords exceeding an enhancement bonus of +2.

Das Beeg Kabooa
2011-04-04, 03:39 PM
A preliminary attempt at the Witcher's melee combat style.

All feats granted by Witcher styles do not have to have their pre-requisites met.

Witcher Style: Sunder


A training regimen designed for dealing with monsters with extremely durable hides, aiming at cleaving the mark in twain.

Style Advancement 1
Provides Power Attack as a bonus feat.
When wielding a Witcher Weapon as a two handed weapon, the Witcher deals an additional +2 damage.

This training regimen increases the Witcher's Natural Armor by his unaltered Strength Modifier.

Style Advancement 2
Provides Armor Proficiency: Heavy as a bonus feat.
When wielding a Witcher Weapon as a two handed weapon, the Witcher ignores either AC from equipped Armor or Shield AC bonuses up to his current Witcher level, whichever is lower.

This training regimen increases the Witcher's hit die to d12. This change is not retroactive.

Style Advancement 3
Provides Endurance as a bonus feat.
When wielding a Witcher Weapon as a two handed weapon, the damage bonus increments from Momentum is increased to +2.

This training regimen prevents the Witcher from taking more than 20 hit points of damage from a single physical attack. A successful critical strike ignores this.

Style Advancement 4
When wielding a Witcher Weapon as a two handed weapon, the Witcher adds double his Strength bonus as damage instead of 1.5x.

Helmsplitter's base AC reduction is increased to 4d6 for normal hits, and 6d6 for crtical strikes.

This training regimen bolsters the Witcher's strength, causing all Witcher Weapons he wields to act as if they had the property Massive Criticals: 3d6.

Witcher Style: Flash
A training regimen designed around precise and rapid strikes to deal with the most evasive of creatures.

Style Advancement 1
The Witcher gains Improved Initiative as a bonus feat.
When wielding a Witcher Weapon in one hand or two by dual wielding, the Witcher gains a +2 to attack rolls.

This training regimen improves the Witcher's AC with a +1 Dodge bonus.

Style Advancement 2
The Witcher gains Weapon Finesse as a bonus feat. 'Witcher' weapons benefit from this feat.
When wielding a Witcher Weapon in one hand or two by dual wielding, the Witcher ignores Dodge AC bonuses or DEX AC bonuses up to their current level, whichever is lower.

This training regimen improves the Witcher's base movement speed by 5ft.

Style Advancement 3
The Witcher gains Improved Critical with the weapon of their choice as a bonus feat. Improved Critical will work with both normal and Witcher variants of the selected weapon.

When wielding a Witcher Weapon in one hand or two by dual wielding, the Witcher uses their Dexterity modifier for damage bonuses instead of Strength.

This training regimen improves the Witcher's reflex saving throws by +2.

Style Advancement 4
When wielding a Witcher Weapon in one hand or two by dual wielding, the Witcher gains a +1 to attack rolls in addition to the damage bonus from Momentum.

In addition, the Witcher develops incredible footwork, granting him one additional Five Foot Step.

This training regimen heightens the Witcher's reflexes and reaction time. When combat initiates, the Witcher is granted Haste as if it were cast by a Wizard at one half the Witcher's class level.

Witcher Style: Maelstrom
A training regimen that allows the Witcher to thrive with wide sweeping strikes designed to cut down packs of monsters whilst fighting in the middle of the chaos.

Style Advancement 1
The Witcher gains Combat Reflexes as a bonus feat.
The Witcher uses his Con modifier instead of Strength for determining attack and damage bonuses in melee combat, if his Con Modifier is higher.

This training regimen increases the Witcher's natural damage reduction by 1

Style Advancement 2
The Witcher gains Cleave as a bonus feat.
While using a Witcher Weapon, the Witcher gains a +1 dodge bonus to AC for each enemy within melee range.

This training regimen allows the Witcher to take a wide, sweeping stance, taking a full round action to reduce his movement to 0ft, but occupy a 2x2 area on the grid. The Witcher may cancel this effect as a free action on his turn.

Style Advancement 3
The Witcher gains Whirlwind Attack as a bonus feat.
While using a Witcher Weapon, the Witcher's sweeping strikes hit with such force that successful Critical Hits invoke a Cleave attack, even if no killing blow was scored.

This training regimen renders the Witcher immune to critical strikes if the opponent would benefit from a Flanking bonus.

Style Advancement 4
While wielding a Witcher Weapon, Momentum provides a +1 deflection AC per successful attack in addition to the damage bonus.

Successful attacks of opportunity stop enemies in the spot where they provoked the AoO. Opponents with Spring Attack still provoke AoO from the Witcher.

This training regimen allows the Witcher to make two Whirlwind attacks as a full round action. One Whirlwind attack still expends a full round action.

Ophiel
2011-04-05, 01:54 AM
1) Give them good reflex save and only light armor proficiency. In "The tales of Witcher" (rough translation from original) it was written that they eschewed heavier armor because of their "natural" speed and agility. Maybe even AC bonus similar to monk's would be good.

2) Also their mutations and training made them supress emotions so you could give them slight bonus (+2 or even +4) against effects influencing emotions but also force them to make saves against beneficial effects (Like Heroism).

3) Whichers age really slowly. Geralt was nearly a hundred in books and in game there isn't much change in his performance. But tests and mutations they underwent in witchers schools made their mental development really slow. Like worforged they shouldn't have age categories beyond middle age and maybe not even that.

4) Again according too books their swords are normal (well, masterwork) made of silver and (according to words of Geralt himself) meteoric iron.

5) Also one last dip. It should be impossible to become witcher after first level. Their mutations and training were long and dangerous. Less then 10 % survived.

Das Beeg Kabooa
2011-04-05, 10:47 AM
1) That is a fair point. I'll get around to changing the saves, but I will be keeping the medium armor proficiency; The Str/Con central styles would suffer from a lack of it. The DnD universe is a little less forgiving on melee characters, so I feel that Witchers above all else adapt to the needs of the hunt.

2) Perhaps as a class feature, any beneficial morale effects need to pass a DC check?

3) Hrm. I suppose you could make it so that Witchers advance age categories at 50% the normal rate. It doesn't seem like it'd be a heavy impact upon actual gameplay, but I will note such when making the "Playing a Witcher" section.

4) Starmetal is considerably rarer. I've basically !@#$blocked Witchers from being able to use any sword at maximum potential beyond a cost of an Enhancement bonus +2.

The reasoning behind this variation of what a "Witcher Weapon" is was to distinguish a Witcher's silver sword from that of Fighter Bob. It's also a restriction, so that +4 Waraxe of Chain Lightning Aura could be used by the Witcher, but it's not really within his area of expertise.

So on the bad day some poor GM actually allows someone to use this miscreation, they can fit in a side quest for them to find some starmetal and make themselves a proper Witcher weapon.

5) There's no reason to let someone try and become a Witcher with their class and roll a 10% chance to live and succeed, no? >:p

Das Beeg Kabooa
2011-04-05, 11:31 AM
Work in Progress

Witchers in the Dungeons and Dragon's Universe
It seems that no matter where you go, there's always some sort of monster or beast causing some village some amount of grief. By this token, a Witcher would never have a lack of employment.

The problem is, a Witcher isn't the only one attempting to get the job done. There's also that Wizard and three-to-five of their very best friends roaming through and wiping out the goblin camp.

As one can imagine, even Witchers may accept that perhaps splitting the coin of a job is much better than getting no coin at all.

There are three basic settings for the Witcher in your DnD Campaign setting

Witchers are in a prominent position
Being a Witcher is a prestigious honor. Mal'ver the Wizard and his cadre do their share of helping, but once they kill a few goblin camps, they're suddenly too good to keep doing it and leave said villages.

While a Witcher may take on greater hunts, the witcher themself represents the entire guild that still has Witchers going about, slaying monsters for coin, and doing so with efficiency. Though still intimidating, Witchers can expect a more or less friendly response and perhaps even discounts for accommodations and supplies during their hunts.

It is not uncommon at all for adventurers to encounter Witchers as both an NPC and PC. They're easily recognizable both from appearance and local knowledge. Witchers will often be called upon to deal with large scale threats.

The Witchers Guild building is comparable to a mighty fortress that a Witcher can return to, either for a short respite or because they are summoned for a specific hunt.

Witchers are your standard adventurers
There are are guild buildings in several towns dedicated to the Witchers, but no such centralized fortress. Witchers are pretty much regarded like any other adventurer.

Witchers are a necessary 'evil'
Witchers are regarded with suspicion. In a world where communing with demons and devils is all too common, the appearance of a witcher and any knowledge of their practice and imbibing of mutagenics is a cause for concern.

They are tolerated at best, especially since they take the jobs that cowardly, or perhaps wise, adventurers will pass on. Only a scant few remain in any area of the world, staying in touch through code and occasionally congregating if one of them finds a hunt that they cannot do alone.

Local knowledge of Witchers tend to vary from inaccurate to fantastically inaccurate. Appearance, practices, goals, motivations, it is rare for anyone to understand or care about what it is a Witcher represents. Stumbling upon a Witcher is a rare occurrence, and will almost completely be within the boundaries of a bounty for monsters.

The witcher's 'guild' exists, but at best has a small building in a city or town where they have helped numerous times. It will probably be in a state of poor repair.

Playing a Witcher
Witchers tend to gravitate towards being a neutral alignment. Though they are a powerful organization (assuming the setting allows such), Witchers tend to be solitary or preferring to work in smaller groups, and tend to try and disengage from the politics.

That said, Witchers do have their own identities, but most of them spent their early years training alongside other Witchers. It is not uncommon for Witchers to share many of the same views with one another.

A witcher going out of his way to smite all evil in the world (In the manner of a Paladin or other such good aligned classes) is equally as uncommon as the one setting out to conquer or just mindlessly maim anyone (Like Belkar.) However, given enough personal trauma, or enough influence and incentive, it is not unimaginable that a Witcher might put their skills to other uses that don't involve hunting down a Hell Hound.

Witchers, due to their mutations, age much slower than others of their race, and advance age categories at 50% the normal rate.

Das Beeg Kabooa
2011-04-07, 11:58 AM
Work in Progress

Witcher Secrets
A listing of the various potions and other tools of the trade for the Witcher. Almost all the tonics require components scavenged from monsters or plants using the Survival Skill. The ingredients being searched for are very specific and more than often enough, one monster provides just enough material for 1 'component'.

For each size category above large, however, Witchers may make another survival check to attempt to scavenge more / rarer resources.

To scavenge components, Witchers make a Survival check on the target corpse equal to Monster's HD + Hit Points Below Zero (To represent how badly maimed a monster is) + 3 per attempt for monsters above large category.

Certain plants also provide components, in which the Witcher makes a survival check as if searching for food. It is assumed a somewhat thorough check of the area is made, so a Witcher may only search for components this way once within a square mile radius per week. The Witcher gleans 1 component for succeeding the survival check, as well as another component for every 5 the Witcher beats the check by.

All Witcher tonics are designed for their metabolism and resistance, but imbibing too many saturates the Witcher with more toxins than his body can handle, impairing his combat capability.

A Witcher's maximum Toxicity is equal to his Con Modifier + Fortitude Save + 1/2 Class Level. For every Odd Toxicity that he is beyond this thresh hold, the Witcher loses 1 Attack bonus. For every Even Toxicity, the Witcher loses 1 damage. Toxicity decreases by 1 per round.

Any class other than a Witcher that consumes a Witcher's tonic must make a Fortitude save of 15 + Tonic's Toxicity, or become sickened. Failing the save by 10 or more causes the player to become Nauseated instead.

All Witcher Secrets are fashioned over a period of rest.

Witcher Tonics

Swallow
Type: Tonic
Requires: Craft (Alchemy) 4
Components: A potion vial, alcohol, 1 component.
Toxicity: 4
Effect: Swallow provides a combat regeneration of 1 + 1 for every 5 ranks of Craft Alchemy above the requirement. This regeneration lasts for four rounds.

Cat
Type: Tonic
Requires: Craft (Alchemy) 4
Components: A potion vial, 1 component, water, cat hair.
Toxicity: 2
Effect: Cat provides Darkvision 20' for four rounds. In lower adrenaline situations (like exploring), Cat instead lasts for 2 hours. If combat is initiated, Cat's duration is reduced to 1 round per half hour left, rounded up.

Tawny Owl
Type: Tonic
Requires: Craft (Alchemy) 4
Components: A potion vial, alcohol, 1 component
Toxicity: 6
Effect: Full round actions instead consume a Standard action. This effect lasts for four rounds or until two such full round actions are made.

Castiel
2011-04-08, 06:24 PM
I've only looked at it quickly, but I liked it a lot. I agree with everything that Ophiel said, since I have only read the books, but can't give any more in depth suggestions at this time. I should be able to look at it more later today.

Das Beeg Kabooa
2011-04-09, 12:17 PM
Clarifying the class feature "Momentum"

Momentum damage bonuses are added after critical damage.

Momentum represents the Witcher driving through devastating combos, where the previous attack was merely a set up for the next.

In it's default form, each successful attack that lands provides a stacking +1 damage bonus. Utilizing a Witcher with two attacks per round, for example, using a short sword.

First Attack: 1d6
Second Attack; 1d6 + 1

These bonuses carry over round to round, so...

First Attack 2nd Round: 1d6 + 2
Second Attack 2nd Round: 1d6 + 3

However, missing an attack or not attacking in melee for a round removes the bonus.

First Attack misses
Second Attack: 1d6.

Cleave attacks both use and can stack the bonus. Whirlwind Attacks use the current bonus, and continues the combo if at least half of the targets within range were struck.

Whirlwind vs Six melee targets with 3 hits: Advances momentum by 1.
Successful Cleaves: Advances momentum by 1.

Likewise, if the cleave misses or the whirlwind doesn't strike at least half of the targets in range, the bonuses are reset to 0.

Certain steps in each Style advancement also add additional bonuses to momentum. These extra bonuses stack and advance in exactly the same manner.

Sunder improves the damage increments from +1 to +2, so it'd be 1d6+2, 1d6+4.
Flash adds a +1 attack bonus in addition to the damage.
Maelstrom adds a +1 deflection AC bonus in addition to the damage.